This post has potentially manipulated dice roll results.
Moko in spite of the dangers inherit in the act, actually snapped a hand out to try and catch the javelin. But regardless of any success or failings, any pain is endured with a strained grin. "Now that! That was shocking!" He laughs, dropping javelin, before rushing forth and remembering to use both hands this time around to try and strike down his fellow monk in a flurry of attacks. Once more, however, no second strike is forthcoming, as he again falls into half-crouched stance and redirected some of the energy into healing himself.
Reaction: Deflect Missile on Javelin of Lighting, reducing the damage by 10.
Bonus Action: Spending 1 ki Point for Flurry of Blows. (Melee)Unarmed Strike - Attack: 23 Damage: 5 non-magical bludgeoning. Replacing 2nd Strike with Hand of Healing, restoring 6 HP to Moko.
With that, the sound of metal clanking on metal echoes from the vents until.... (2)... a A Metal Mug with legs and arms comes tumbling out the center south vent(1H). After taking but a moment to collect itself, it makes a beeline for the closest competitor, opening the 2nd door along the way(7i), and striking right for the back of Moko's knees!
An unexpected ally, it seems, though it might also be a problem later. Egozi puts his left hand back on his quarterstaff, and then he tries to smash Moko with a two-handed attack. Then, he jumps into the air and kicks Moko once. If the kick hits, Moko is propelled backwards by a sudden gust of wind. He will land between the Mugman and Egozi.
Free Action: Holding the quarterstaff with two hands. Action: Two-Handed quarterstaff attack. Attack: 11 Bludgeoning Damage: 9. BA: Unarmed Strike granted by Martial Arts. Attack: 12 Bludgeoning Damage: 6. If the attack hits, Moko is pushed 5' away (Crusher feat) to J-7.
Moko sidesteps the staff and ducks the aerial strike in a surprising reversal of fate. And though harassed at the moment by a troublesome little construct, his focus stay solely on Egozi. Said elemental master is barely given a moment to get his footing before the more rotund monk is smash the butt of his quarterstaff at the sternum, before then sweeping it back and delivering a couple of sharp, pointed jabs for the same area.
Bonus Action: Spending 1 ki Point for Flurry of Blows at Egozi. (Melee)Unarmed Strike - Attack: 15 Damage: 8 non-magical bludgeoning. (Melee)Unarmed Strike - Attack: 7 Damage: 7 non-magical bludgeoning.
Gears begin to grind in the walls again... but in the meantime, one determined walking mug with boxing gloves had more shins in need of punching! And who better than Moko's!
Action: Slam attack at Moko! (Melee)Slam - Attack: 6 Damage: 7 bludgeoning damage.
Egozi manages to deflect the blow away and then dodges the other two attacks. Then, he sidesteps further from the second enemy and repeats the quarterstaff into kick sequence. First, he sweeps his quarterstaff low which he hopes will unbalance the other monk, followed by a kick to push him back. If Moko is pushed back, Egozi will take a few steps farther back, leaving the other monk to be dealt with by the other enemy. Patience is all he needed.
Move to K-9. Action: Two-handed quarterstaff attack. Attack: 14 Bludgeoning Damage: 6. BA: Unarmed Strike granted by Martial Arts. Attack: 6 Bludgeoning Damage: 7. If the attack hits, Moko is pushed 5' away (Crusher feat) to J-7. If Moko was pushed, Egozi will use his remaining movement to move to K-10.
This post has potentially manipulated dice roll results.
Moko just barely manages to block the sweep with his own staff. Having re-found his footing in the process, deflecting the kick using the very same weapon came a little easier to him. Yet even so, hoping to capitalize on the momentum, he swept into an overhead strike for the shoulder, before bringing a knee strike into play.
Bonus Action: Martial arts Strike at Egozi. (Melee)Unarmed Strike - Attack: 7 Damage: 6 non-magical bludgeoning.
While the gears continue to turn behind the walls one more time, one determined walking mug keeps on trying to pummel the mess out of the thick bodied monk again.
Action: Slam attack at Moko! (Melee)Slam - Attack: 22 Damage: 4 bludgeoning damage.
(Just two monks making their flashy moves, yet none connect. Also, the number of nat 1s rolled in this short battle is really something.)
Egozi dodges both attacks made by Moko. It seems both monks were good with their defense, but not as much with their offense. He needs a new approach.
Egozi swings his quarterstaff parallel to the floor, trying to hit Moko's side. Whether he hits or not, he then takes a step forward and headbutts the other monk, trying to cause him to stagger backwards. If Moko does get hit, Egozi will take a step away from the other monk.
Action: Two-handed quarterstaff attack. Attack: 11 Bludgeoning Damage: 10. BA: Unarmed Strike granted by Martial Arts. Attack: 11 Bludgeoning Damage: 7. If the attack hits, Moko is pushed 5' away (Crusher feat) to J-7. If Moko was pushed, Egozi will use his remaining movement to move to K-10.
This post has potentially manipulated dice roll results.
(Yea, it's been freaking ridiculous! Funny, but ridiculous! At what point would this be considered some type of martial arts flick? XD)
Moko narrowly ducks the staff, only to rise and be forced to jerk back in time to at least avoid the headbutt. Even then, he tries to remain on the offensive by bring his quarterstaff up in the same motion, hoping to crack Egozi in the jaw, before then following up with a snap kick!
Bonus Action: Martial arts Strike at Egozi. (Melee)Unarmed Strike - Attack: 10 Damage: 8 non-magical bludgeoning.
After all that, the sound of something hard scrapping against metal echoes from the vents until.... (2)... a A Teapot with muscular metal arms and legs comes tumbling out the northeast(16O). While Mugman continues his assault on Moko's legs (if though unsuccessfully this time around), the walking teapot runs and climbs over just about everything just to get closer to the action. In the end, it stood looming from atop the highwall(9K). (*Cue Pillar Man music*)
Action: Slam attack at Moko! (Melee)Slam - Attack: 9 Damage: 6 bludgeoning damage.
Hit for the first time this match, Egozi grimaces. "Well struck!" He calls, as he thrusts his quarterstaff forward at Moko's belly, followed by a low-kick to unbalance him.
Action: Two-handed quarterstaff attack. Attack: 9 Bludgeoning Damage: 6. BA: Unarmed Strike granted by Martial Arts. Attack: 17 Bludgeoning Damage: 7. If the attack hits, Moko is pushed 5' away (Crusher feat) to J-7. If Moko was pushed, Egozi will use his remaining movement to move to K-10.
This post has potentially manipulated dice roll results.
Moko stumbled off to the side from the kick. But though able to retaliate in turn, the more rotund monk refrains, allowing Egozi to slip northward. Following a quick survey of the battlefied, Moko goes for broke in pulling away from the Mug and racing around for a better angle(11-K). From there he struck hard and fast, missing another jab with the quarterstaff, but the pole vault into flying kick catches Egozi hard in the chest!
Bonus Action: Martial arts Strike at Egozi. (Melee)Unarmed Strike - Attack: 25 Damage: 7 non-magical bludgeoning.
Following that and an attempt on Moko's life by Mugman as the man retreated, both constructs make their way onward to the closest competito(Mugman-9J, Ms.Teapot-9K(ground level)). Which unfortunately for Egozi, meant the pair would be open him, and in short order, they knock the man out, ending the match!
After trading many a blows back in forth as only a pair of martial arts adept can, only one remains standing following some construct-ive criticism. With that, a horn blares and signal firebolts of various coloration flies up into the sky, signaling an end to the match! Other constructs and medical staff enter the arena both to further ensure the stability of conditions and escorts the defeated to the trauma ward with a backdrop of cheers and applause for having fought valiant despite it all. For their participation and experience garnered in the coliseum, Egozi receive 1200 xp and 160 gp.
The victor is taken below to be patched up and receive their prize on the receding sounds of a crowd's cheers and well wishes.
Tier 3:
"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 next match will feature any interested level-6 competitors. The match will begin in the next 48 hours. Or sooner, if all level contestants gather before then.
As the sun begins descends over the horizon in Sel'eman, Arena Shapers and Constructs work trim the hedges, and slot in the walls, complete what was soon to be a terribly frightening maze!
To win: 1... King of the Hill - A flag (¥) in the center of the arena will be available to capture in the third round. Hold the area within 10 feet while keeping your opponents at bay to win the match.
The conditions: 1... Dusk - The setting sun casts long rays of shadow across the arena. Checks relying on sight will suffer disadvantage without the use of Darkvision.
The Map: 5.... The Labyrinth - 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.
Special DM Note to save Construction Time:
NPC Stand-in(if necessary)... 5.
Imagery:
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
(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.)
To enter please roll initiative, choose a starting position in Row 1.
You will have 1 round to prepare before the match outside of any buffs that would last an hour or more. Everyone starts with a normal healing potion. Please make sure to reset sheet by hitting the Long Rest button, and roll recharge for any magic item where applicable.
(S/N: If there are any questions, feel free to include them at the bottom of your initiative post. Will be using a general group PM for ease of communication, and keep thread clear.)
Reference Map:
Contestants:
Team(1):
Team(2):
Rothander(R): HP (57/57)+THP(/) - Affected by and Conc. on SoF.
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Fenkas lands in front of the arena with a light hop as he dismounts his broom. Plucking the broom from the sky, he tosses it to one of the arena workers and says, "Don't lose it." He then skips ahead into the arena proper whistling a merry tune. Seeing the hedges, the bladesinger grins in excitement. The plentiful cover would mean his speed would be even more effective. Glancing over and only seeing the lone dwarf with his shield, the half-elf's grin becomes a frown as he slowly starts to coil his whip back up. "Only one person?" Looking around frantically, Fenkas calls out to nobody in particular, "What happened to Darius and Lenalia? Even Apium should be here..." The wizard was really looking forward to fighting with or against the pirate in particular. He liked the fighter's spunk and they worked quite well as a team. Regardless, he sighed as he flipped the hood of his cloak up and whistled up to the owl that was circling the sky, 50 feet in the air. Hearing the command, Syldorn starts to spiral downwards before making his way to Fenkas' shoulder where he ruffles his feathers and clenches his talons tightly on the half-elf's cloak. The bladesinger chuckles and looks at the bird before shaking his head and stepping forward. As he does so, he tilts his head back and lets his body start to vibrate rapidly. Humming a high-pitched note, Fenkas begins a song that he then continues in his own mind as he crouches low and slips into the shadows behind the wall. Waiting patiently for the match to start, Fenkas has Syldorn watch the entrance to keep an eye out for any other competitors.
Move: 50 Feet (Flying down to land on Fenkas' shoulder)
(Fenkas)
Action: Cast Haste (Level 3) on Fenkas Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Bonus Action: Activate Bladesong You gain a +4 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +4 bonus to any CON saving throw you make to maintain your concentration on a spell.
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Darius heard the call, and was just behind Fenkas as his competitor left. A sudden thought struck him; he pictured himself screaming in agony as his armor glowed red hot. Frowning, he turned and went back to the tavern, and swapped back into his studded leather.
Finally arriving at the coliseum again, he gave the half-elf a wry smile as he walked into position and drew his rapiers.
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Lenalia will step into the area, outfitted with a shabby-chic patchwork robe that she's fashioned into a loose-fitting poncho draped over one shoulder and sporting her gleaming silver gauntlet half gloves and her classic bandore. She'll glance at Darius and give him a sideways smirk and a nod of respect, acknowledge the other contestants with a courteous half bow, and focus her energies on the performance at hand.
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As the contestants enter the arena, Marmaduke over it again flies to an already excited crowd, and then announces with a booming voice. "Ladies, Gentlemen, and All things inbetween or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "Now, I hope you're ready for another exciting match, for without further adieu, allow me to introduce your competitors!"`
"From the distant seas seeking gold, renown, and new challenges is none other than Darius the Dreaded!" A dark-haired human man wielding a pair of rapier, enchanted boots, and bearing the firm footing of a seaman ready for battle.
"Carrying on the growing tradition of combine blade and elven song in the arena. Or in this case, a WHIP! Is none other than Fenkas the Fantastical!" A half-wood elf man with a whip at his hip and an owl, that following a brief aerial performance, dives down and alights upon the shoulder of the hasted bladesinger before he hides out of sight.
"Next we have my fellow dwarf, and perhaps the one most eager to truly show off his art! Forge!" A heavily armored dwarf with a hawk in enchanted armor off to the side stands adroit at the announcement. With a thick tome of spells, thicker armor, and vestments covered in frost, he appears ready for anything!
"Entering prepared for the season and thensome, I present to you... Lenalia the Lionhearted!" A show woman bearing a shabby-chic patchwork robe, loose fitting poncho, elegant armor, and an almost divine beauty to her. And accompanying her are three other look-alike sister.
"Returning once again is another favored son of Mouradin with the fighting spirit to prove it, Rothander Fireforge!" A well-muscled mountain dwarf armored and armed to the brim strides up into full view for the crowd.
"And finally to help round out this cast of colorful competitors, say hello... the Druid, Charmel!" A curly haired, pleasantly plump, and brightly dressed woman bearing a enchanted wooden shield in one hand and a sickle in the other steps into view. Though she soon turns into a silhoutte of a woman with only glowing white eyes and the star signs of a chalice glowing on her forehead.(1E). (Charmel's Prep:)
Bonus Action: Enter Starry Form(Chalice). Action: Cast (1st level)Bless on self, ?, ? using Fey Touched feature. Starting Position: 1D
"With that! Let the final match of the day...BEGIN!!!
Team(1): Dariuswill fight with... (1) Charmel, and (3) Fenkas!
Team(2): Rothander meanwhile shall fight alongside Forge and Lenalia!
(D, C, F vs R, O, L )
Team(1)(Darius, Charmel, and Fenkaswill go first!)
Team(1) is up!
Imagery:
Arena 5: Labyrinth(Round 1)
A B C D E F G H I J K L M N O P 14 . . L. . h. . . . . . O. R. . . . =============..%=================%..============ 13 . # . . . . # . # . . . . # . =..####..#######..=..#..#..#..=..#######..##€#.. 12 # # . # # = # # # = # # . # # =..#..####..#..#..=..#..####..=..#..#..####..#.. 11 . . . # . # . # . # . # . . . =======..####..#..#===###..===####..####..====== 10 . . . . # . . . . . # . . . . =..€######..=..#######.....####..#..=..#######.. 09 . # . = . # . . . # . = . # . =###..#..###=###..#..=======..######=###..#..### 08 . . . . . # . . = # . . . . . =..###=======###..#..=..¥..=..#..###=======###.. 07 . . . . . # = . . # . . . . . =###..#..###=######..=======..#..###=###..#..### 06 . # . = . # . . . # . = . # . =..#######..=..#..####.....#######..=..######€.. 05 . . . . # . . . . . # . . . . =======..####..####===..###===#..#..####..====== 04 . . . # . # . # . # . # . . . =..#..####..#..#..=..####..#..=..#..#..####..#.. 03 # # . # # = # # # = # # . # # =..#€##..#######..=..#..#..#..=..#######..####.. 02 . # . . . . # . # . . . . # . =============..%=================%..============ 01 . . . . C. . . D. . . . . . . . A B C D E F G H I J K L M N O P
(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.)
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Darius looked over toward both teammates in turn, and nodded, before crouching and leaping into the sky. Taking in his bearings, he frowned... he hadn't really expected to see his opponents yet, as he wasn't even 20 feet up, but he also didn't see any ideal places for an ambush.
Quickly deciding, he made a beeline for a target location and landed, a bit hastily, before pressing himself up against his surroundings to try to conceal himself.
MOVE: From H1 >> (Movement has been PM'd to DM) ACTION: Use Stealth to Hide - Stealth Check: 21
This post has potentially manipulated dice roll results.
Recognizing the teams, Fenkas grins. Finally, he would have his chance for revenge on the frosty dwarf. Calling out a quick pointer to his team, "The chilly dwarf might need to be warmed up a little." Giving a wink to Charmel, Fenkas crouches low, before springing into action. Bolting straight through the bush, he lets the familiar feeling of speed take him over as he leaps through bush after bush. Eventually, he comes bursting out on the other side. Popping his head past the other team's wall, he almost collides with the tiny familiar of the frosty dwarf. Shaking his head, he pulls his new wand out of a leather loop on his belt and points it at the bird, just as he is about to fire, he notices the pair of sturdy dwarves out of the corner of his eye and pivots a little. Still sending one missile to end the life of the poor bird, Fenkas sends the other two darts of force straight for Rothander. He then quickly slips back around the and runs to the middle where he takes some cover behind a wall.
Hello All, what is the arena rule with regards to stealth and passive perception? If our passive perception exceeds a stealth role, do you know that person's position?
Moko in spite of the dangers inherit in the act, actually snapped a hand out to try and catch the javelin. But regardless of any success or failings, any pain is endured with a strained grin. "Now that! That was shocking!" He laughs, dropping javelin, before rushing forth and remembering to use both hands this time around to try and strike down his fellow monk in a flurry of attacks. Once more, however, no second strike is forthcoming, as he again falls into half-crouched stance and redirected some of the energy into healing himself.
Reaction: Deflect Missile on Javelin of Lighting, reducing the damage by 10.
Movement: To 8-J.
Action: Quarterstaff Strike.
(Two-Handed, Melee)Quarterstaff - Attack: 25 Damage: 8 non-magical bludgeoning.
Bonus Action: Spending 1 ki Point for Flurry of Blows.
(Melee)Unarmed Strike - Attack: 23 Damage: 5 non-magical bludgeoning.
Replacing 2nd Strike with Hand of Healing, restoring 6 HP to Moko.
With that, the sound of metal clanking on metal echoes from the vents until.... (2)... a A Metal Mug with legs and arms comes tumbling out the center south vent(1H). After taking but a moment to collect itself, it makes a beeline for the closest competitor, opening the 2nd door along the way(7i), and striking right for the back of Moko's knees!
Movement: to 7i.
Action: Slam attack!
(Melee)Slam - Attack: 18 Damage: 7 bludgeoning damage.
It is Egozi's Turn! Map Updated Here.
Arena 11: Nexus(Round 5)
Contestants:
Team(1):
Egzoi(E): HP (24/24) - (0/3 Ki remaining)
VS
Team(2):
Moko(M): HP (19/27) - (1/3 Ki remaining)
Neutral:
Mugman(0): HP (10/10) -
When you realize you're doing too much: Signature.
An unexpected ally, it seems, though it might also be a problem later. Egozi puts his left hand back on his quarterstaff, and then he tries to smash Moko with a two-handed attack. Then, he jumps into the air and kicks Moko once.
If the kick hits, Moko is propelled backwards by a sudden gust of wind. He will land between the Mugman and Egozi.
Varielky
Moko sidesteps the staff and ducks the aerial strike in a surprising reversal of fate. And though harassed at the moment by a troublesome little construct, his focus stay solely on Egozi. Said elemental master is barely given a moment to get his footing before the more rotund monk is smash the butt of his quarterstaff at the sternum, before then sweeping it back and delivering a couple of sharp, pointed jabs for the same area.
Action: Quarterstaff Strike at Egozi.
(Two-Handed, Melee)Quarterstaff - Attack: 7 Damage: 6 non-magical bludgeoning.
Bonus Action: Spending 1 ki Point for Flurry of Blows at Egozi.
(Melee)Unarmed Strike - Attack: 15 Damage: 8 non-magical bludgeoning.
(Melee)Unarmed Strike - Attack: 7 Damage: 7 non-magical bludgeoning.
Gears begin to grind in the walls again... but in the meantime, one determined walking mug with boxing gloves had more shins in need of punching! And who better than Moko's!
Action: Slam attack at Moko!
(Melee)Slam - Attack: 6 Damage: 7 bludgeoning damage.
It is Egozi's Turn! Map Updated Here.
Arena 11: Nexus(Round 6)
Contestants:
Team(1):
Egzoi(E): HP (24/24) - (0/3 Ki remaining)
VS
Team(2):
Moko(M): HP (19/27) - (0/3 Ki remaining)
Neutral:
Mugman(0): HP (10/10) -
When you realize you're doing too much: Signature.
Egozi manages to deflect the blow away and then dodges the other two attacks. Then, he sidesteps further from the second enemy and repeats the quarterstaff into kick sequence. First, he sweeps his quarterstaff low which he hopes will unbalance the other monk, followed by a kick to push him back. If Moko is pushed back, Egozi will take a few steps farther back, leaving the other monk to be dealt with by the other enemy. Patience is all he needed.
Varielky
Moko just barely manages to block the sweep with his own staff. Having re-found his footing in the process, deflecting the kick using the very same weapon came a little easier to him. Yet even so, hoping to capitalize on the momentum, he swept into an overhead strike for the shoulder, before bringing a knee strike into play.
Action: Quarterstaff Strike at Egozi.
(Two-Handed, Melee)Quarterstaff - Attack: 18 Damage: 5 non-magical bludgeoning.
Bonus Action: Martial arts Strike at Egozi.
(Melee)Unarmed Strike - Attack: 7 Damage: 6 non-magical bludgeoning.
While the gears continue to turn behind the walls one more time, one determined walking mug keeps on trying to pummel the mess out of the thick bodied monk again.
Action: Slam attack at Moko!
(Melee)Slam - Attack: 22 Damage: 4 bludgeoning damage.
It is Egozi's Turn! Map Updated Here.
Arena 11: Nexus(Round 7)
Contestants:
Team(1):
Egzoi(E): HP (24/24) - (0/3 Ki remaining)
VS
Team(2):
Moko(M): HP (19/27) - (0/3 Ki remaining)
Neutral:
Mugman(0): HP (10/10) -
When you realize you're doing too much: Signature.
(Just two monks making their flashy moves, yet none connect. Also, the number of nat 1s rolled in this short battle is really something.)
Egozi dodges both attacks made by Moko. It seems both monks were good with their defense, but not as much with their offense. He needs a new approach.
Egozi swings his quarterstaff parallel to the floor, trying to hit Moko's side. Whether he hits or not, he then takes a step forward and headbutts the other monk, trying to cause him to stagger backwards. If Moko does get hit, Egozi will take a step away from the other monk.
Varielky
(Yea, it's been freaking ridiculous! Funny, but ridiculous! At what point would this be considered some type of martial arts flick? XD)
Moko narrowly ducks the staff, only to rise and be forced to jerk back in time to at least avoid the headbutt. Even then, he tries to remain on the offensive by bring his quarterstaff up in the same motion, hoping to crack Egozi in the jaw, before then following up with a snap kick!
Action: Quarterstaff Strike at Egozi.
(Two-Handed, Melee)Quarterstaff - Attack: 26 Damage: 13 non-magical bludgeoning.
Bonus Action: Martial arts Strike at Egozi.
(Melee)Unarmed Strike - Attack: 10 Damage: 8 non-magical bludgeoning.
After all that, the sound of something hard scrapping against metal echoes from the vents until.... (2)... a A Teapot with muscular metal arms and legs comes tumbling out the northeast(16O). While Mugman continues his assault on Moko's legs (if though unsuccessfully this time around), the walking teapot runs and climbs over just about everything just to get closer to the action. In the end, it stood looming from atop the highwall(9K). (*Cue Pillar Man music*)
Action: Slam attack at Moko!
(Melee)Slam - Attack: 9 Damage: 6 bludgeoning damage.
It is Egozi's Turn! Map Updated Here.
Arena 11: Nexus(Round 8)
Contestants:
Team(1):
Egzoi(E): HP (17/24) - (0/3 Ki remaining)
VS
Team(2):
Moko(M): HP (19/27) - (0/3 Ki remaining)
Neutral:
Mugman(0): HP (10/10) -
Ms. Teapot(0): HP (10/10) -
When you realize you're doing too much: Signature.
Hit for the first time this match, Egozi grimaces. "Well struck!" He calls, as he thrusts his quarterstaff forward at Moko's belly, followed by a low-kick to unbalance him.
Varielky
Moko stumbled off to the side from the kick. But though able to retaliate in turn, the more rotund monk refrains, allowing Egozi to slip northward. Following a quick survey of the battlefied, Moko goes for broke in pulling away from the Mug and racing around for a better angle(11-K). From there he struck hard and fast, missing another jab with the quarterstaff, but the pole vault into flying kick catches Egozi hard in the chest!
Movement: To 11-K.
Action: Quarterstaff Strike at Egozi.
(Two-Handed, Melee)Quarterstaff - Attack: 12 Damage: 10 non-magical bludgeoning.
Bonus Action: Martial arts Strike at Egozi.
(Melee)Unarmed Strike - Attack: 25 Damage: 7 non-magical bludgeoning.
Following that and an attempt on Moko's life by Mugman as the man retreated, both constructs make their way onward to the closest competito(Mugman-9J, Ms.Teapot-9K(ground level)). Which unfortunately for Egozi, meant the pair would be open him, and in short order, they knock the man out, ending the match!
Reaction(Mugman): Opportunity Attack on Moko!
(Melee)Slam - Attack: 11 Damage: 6 bludgeoning damage.
Action(Mugman): Slam attack on Egozi.
(Melee)Slam - Attack: 22 Damage: 5 bludgeoning damage.
Action(Ms. Teapot): Slam attack on Egozi.
(Melee)Slam - Attack: 25 Damage: 7 bludgeoning damage.
It is Egozi's Turn! Map Updated Here.
Arena 11: Nexus(Round 9)
Contestants:
Team(1):
Egzoi(E): HP (0/24) - (0/3 Ki remaining)
VS
Team(2):
Moko(M): HP (12/27) - (0/3 Ki remaining)
Neutral:
Mugman(0): HP (10/10) -
Ms. Teapot(0): HP (10/10) -
When you realize you're doing too much: Signature.
After trading many a blows back in forth as only a pair of martial arts adept can, only one remains standing following some construct-ive criticism. With that, a horn blares and signal firebolts of various coloration flies up into the sky, signaling an end to the match! Other constructs and medical staff enter the arena both to further ensure the stability of conditions and escorts the defeated to the trauma ward with a backdrop of cheers and applause for having fought valiant despite it all. For their participation and experience garnered in the coliseum, Egozi receive 1200 xp and 160 gp.
The victor is taken below to be patched up and receive their prize on the receding sounds of a crowd's cheers and well wishes.
Tier 3:
"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."
Moko:
Nothing... because NPC.
When you realize you're doing too much: Signature.
The next match will feature any interested level-6 competitors. The match will begin in the next 48 hours. Or sooner, if all level contestants gather before then.
As the sun begins descends over the horizon in Sel'eman, Arena Shapers and Constructs work trim the hedges, and slot in the walls, complete what was soon to be a terribly frightening maze!
To win: 1... King of the Hill - A flag (¥) in the center of the arena will be available to capture in the third round. Hold the area within 10 feet while keeping your opponents at bay to win the match.
The conditions: 1... Dusk - The setting sun casts long rays of shadow across the arena. Checks relying on sight will suffer disadvantage without the use of Darkvision.
The Map:
5.... The Labyrinth - 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.Special DM Note to save Construction Time:
NPC Stand-in(if necessary)... 5.
Imagery:
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: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
(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.)
To enter please roll initiative, choose a starting position in Row 1.
You will have 1 round to prepare before the match outside of any buffs that would last an hour or more. Everyone starts with a normal healing potion. Please make sure to reset sheet by hitting the Long Rest button, and roll recharge for any magic item where applicable.
(S/N: If there are any questions, feel free to include them at the bottom of your initiative post. Will be using a general group PM for ease of communication, and keep thread clear.)
Reference Map:
Contestants:
Team(1):
Team(2):
Rothander(R): HP (57/57)+THP(/) - Affected by and Conc. on SoF.
Fenkas(F): HP (44/44)+THP(/) - Affected by Mage Armor, and Conc. on Haste, Bladesong(2/3-Active(10 Rds),
Syldorn(s): HP(1/1) - Dodge, Mage Armor.
Forge(O): HP (46/46)+THP(10/10)+AW(13/13) - Affected by AoA
Hawky(h): HP (1/1) -
Darius(D): HP (58/58)+THP(/) -
Lenalia(L): HP (50/50)+THP(/) - Affected by Mirror Image(3/3 remaining(10 Rds))
When you realize you're doing too much: Signature.
Rothander walks into the arena to test his abilities once again. He finds a spot to start preparing for the fight ahead.
Rothander cast Shield of Faith on himself and takes the time to use the ability of his Pearl of Power to regain his spell slot.
Initiative 17
Starting position L1
Paren 4th lvl Hunter Ranger (2W-3L) retired
Rothander lvl 3 Fighter
Fenkas lands in front of the arena with a light hop as he dismounts his broom. Plucking the broom from the sky, he tosses it to one of the arena workers and says, "Don't lose it." He then skips ahead into the arena proper whistling a merry tune. Seeing the hedges, the bladesinger grins in excitement. The plentiful cover would mean his speed would be even more effective. Glancing over and only seeing the lone dwarf with his shield, the half-elf's grin becomes a frown as he slowly starts to coil his whip back up. "Only one person?" Looking around frantically, Fenkas calls out to nobody in particular, "What happened to Darius and Lenalia? Even Apium should be here..." The wizard was really looking forward to fighting with or against the pirate in particular. He liked the fighter's spunk and they worked quite well as a team. Regardless, he sighed as he flipped the hood of his cloak up and whistled up to the owl that was circling the sky, 50 feet in the air. Hearing the command, Syldorn starts to spiral downwards before making his way to Fenkas' shoulder where he ruffles his feathers and clenches his talons tightly on the half-elf's cloak. The bladesinger chuckles and looks at the bird before shaking his head and stepping forward. As he does so, he tilts his head back and lets his body start to vibrate rapidly. Humming a high-pitched note, Fenkas begins a song that he then continues in his own mind as he crouches low and slips into the shadows behind the wall. Waiting patiently for the match to start, Fenkas has Syldorn watch the entrance to keep an eye out for any other competitors.
Initative: 21
Prep Round:
(Syldorn)
Action: Dodge
Move: 50 Feet (Flying down to land on Fenkas' shoulder)
(Fenkas)
Action: Cast Haste (Level 3) on Fenkas
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Bonus Action: Activate Bladesong
You gain a +4 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +4 bonus to any CON saving throw you make to maintain your concentration on a spell.
Haste Action: Hide (Stealth: 12)
Cloak of Elvenkind grants disadvantage on Perception Checks to see Fenkas, so Contested Perception Checks should be made with disadvantage.
Fenkas + Syldorn Starting Position: D1
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Forge waves at Fenkas as he waddles into the arena. "Hopefully we can be allies this time, eh?"
Initiative 14
Prep, Cast AoA using a second level slot.
Starting at K1 with Hawky on the ground near E1
EDIT:
Pre-cast mage armor on Hawky using my racial feature.
Character Sheet: https://www.dndbeyond.com/profile/MingistheKing/characters/40939862
Forge - Arena Wizard Tank
Darius heard the call, and was just behind Fenkas as his competitor left. A sudden thought struck him; he pictured himself screaming in agony as his armor glowed red hot. Frowning, he turned and went back to the tavern, and swapped back into his studded leather.
Finally arriving at the coliseum again, he gave the half-elf a wry smile as he walked into position and drew his rapiers.
Initiative Roll: 23
Starting Position: H1
Character Sheet: https://www.dndbeyond.com/profile/RodTheBard/characters/33697106
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Lenalia will step into the area, outfitted with a shabby-chic patchwork robe that she's fashioned into a loose-fitting poncho draped over one shoulder and sporting her gleaming silver gauntlet half gloves and her classic bandore. She'll glance at Darius and give him a sideways smirk and a nod of respect, acknowledge the other contestants with a courteous half bow, and focus her energies on the performance at hand.
Starting Position: C1
Action: Create Backup Dancers.
Initiative: 7
Lenalia BrightSong Bard Sorcerer in Coliseum of Conquest
DM For Amphail Adventures
As the contestants enter the arena, Marmaduke over it again flies to an already excited crowd, and then announces with a booming voice. "Ladies, Gentlemen, and All things inbetween or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "Now, I hope you're ready for another exciting match, for without further adieu, allow me to introduce your competitors!"`
"From the distant seas seeking gold, renown, and new challenges is none other than Darius the Dreaded!" A dark-haired human man wielding a pair of rapier, enchanted boots, and bearing the firm footing of a seaman ready for battle.
"Carrying on the growing tradition of combine blade and elven song in the arena. Or in this case, a WHIP! Is none other than Fenkas the Fantastical!" A half-wood elf man with a whip at his hip and an owl, that following a brief aerial performance, dives down and alights upon the shoulder of the hasted bladesinger before he hides out of sight.
"Next we have my fellow dwarf, and perhaps the one most eager to truly show off his art! Forge!" A heavily armored dwarf with a hawk in enchanted armor off to the side stands adroit at the announcement. With a thick tome of spells, thicker armor, and vestments covered in frost, he appears ready for anything!
"Entering prepared for the season and thensome, I present to you... Lenalia the Lionhearted!" A show woman bearing a shabby-chic patchwork robe, loose fitting poncho, elegant armor, and an almost divine beauty to her. And accompanying her are three other look-alike sister.
"Returning once again is another favored son of Mouradin with the fighting spirit to prove it, Rothander Fireforge!" A well-muscled mountain dwarf armored and armed to the brim strides up into full view for the crowd.
"And finally to help round out this cast of colorful competitors, say hello... the Druid, Charmel!" A curly haired, pleasantly plump, and brightly dressed woman bearing a enchanted wooden shield in one hand and a sickle in the other steps into view. Though she soon turns into a silhoutte of a woman with only glowing white eyes and the star signs of a chalice glowing on her forehead.(1E).
(Charmel's Prep:)
Bonus Action: Enter Starry Form(Chalice).
Action: Cast (1st level)Bless on self, ?, ? using Fey Touched feature.
Starting Position: 1D
"With that! Let the final match of the day...BEGIN!!!
Team(1): Darius will fight with... (1) Charmel, and (3) Fenkas
!Team(2): Rothander meanwhile shall fight alongside Forge and Lenalia!
(D, C, F vs R, O, L )
Team(1)(Darius, Charmel, and Fenkas will go first!)
Team(1) is up!
Imagery:
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: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
(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.)
Reference Map:
Contestants:
Team(1):
Darius(D): HP (58/58)+THP(/) - Affected by Bless
Fenkas(F): HP (44/44)+THP(/) - Affected by Mage Armor & Bless, and Conc. on Haste(10 Rds), Bladesong(2/3-Active(10 Rds),
Syldorn(s): HP(1/1) - Dodge, Mage Armor.
Charmel(D): HP (51/51)+THP(/) - Affected and Conc. on Bless(10 Rds), Wild Shapes(1/2 remaining) - Chalice Active
Team(2):
Rothander(R): HP (57/57)+THP(/) - Affected by and Conc. on SoF.
Forge(O): HP (46/46)+THP(10/10)+AW(13/13) - Affected by AoA
Hawky(h): HP (1/1) - Mage Armor.
Lenalia(L): HP (50/50)+THP(/) - Affected by Mirror Image(3/3 remaining(10 Rds))
When you realize you're doing too much: Signature.
Darius looked over toward both teammates in turn, and nodded, before crouching and leaping into the sky. Taking in his bearings, he frowned... he hadn't really expected to see his opponents yet, as he wasn't even 20 feet up, but he also didn't see any ideal places for an ambush.
Quickly deciding, he made a beeline for a target location and landed, a bit hastily, before pressing himself up against his surroundings to try to conceal himself.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Recognizing the teams, Fenkas grins. Finally, he would have his chance for revenge on the frosty dwarf. Calling out a quick pointer to his team, "The chilly dwarf might need to be warmed up a little." Giving a wink to Charmel, Fenkas crouches low, before springing into action. Bolting straight through the bush, he lets the familiar feeling of speed take him over as he leaps through bush after bush. Eventually, he comes bursting out on the other side. Popping his head past the other team's wall, he almost collides with the tiny familiar of the frosty dwarf. Shaking his head, he pulls his new wand out of a leather loop on his belt and points it at the bird, just as he is about to fire, he notices the pair of sturdy dwarves out of the corner of his eye and pivots a little. Still sending one missile to end the life of the poor bird, Fenkas sends the other two darts of force straight for Rothander. He then quickly slips back around the and runs to the middle where he takes some cover behind a wall.
Free Action: Talking
Move: D1 —> —> E2 —> —> E3 —> E4 —> E5 —> E6 —> —> E7 —> —> F8 —> E9 —> E10 —> E11 —> E12 —> —> E13 —> E14 (18 Squares: 90 Feet Used Total)
Free Object Interaction: Pull out Wand of Magic Missiles
Action: Cast Magic Missile (Level 1) (From Wand of Magic Missiles)
(One dart to Hawky) Hawky takes 3 Force Damage
(Two darts to Rothander) Rothander takes 8 Force Damage
Haste Action: Dash
Move: E14 —> E13 —> —> E12 —> E11 —> E10 —> E9 —> F8 —> —> G8 —> G7 —> —> H6 (12 Squares: 150 Feet Used Total)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Hello All, what is the arena rule with regards to stealth and passive perception? If our passive perception exceeds a stealth role, do you know that person's position?
Lenalia BrightSong Bard Sorcerer in Coliseum of Conquest
DM For Amphail Adventures