Forge, after having weathered the firebolt with a liberal application of spell weaving, decides enough is enough and dives into the water after Fenkas; ready and quick to unleash a sudden chilling blast of frost in the wizards general direction.
Flynn on the other hand keeps on after Apium.(3C). One dark incantation and later and Apium suddenly feels a dark pressure atop his head as Eddy reappears clutching head. He's able to shake the Sprite easily enough however. But by the time he looks up, eddy has once again gone invisible and fluttered off to the east.(1D)
Eddy's Action: Turn back Invisible(For ease of notation).
(@Fenkas: Make a Dex Save(DC 14) for 1/2 of 13 cold damage. Additionally, make a Conc. Save(DC 10) for Haste.)
It is nowTeam(1)'sTurn!
Arena 8: Bog (Round 5)
A B C D E F G H I J K L M N O P 16 . . . . . . . . . . . . .h. . ===%.....%================================%..=== 15 : : ~ ~ ~ ~ , , , , , , # , , =,,#:::::----------:::::::::::,,,,,,#,,#,,,,,€,, 14 # : - - - - : : : : , # , , # =,,€,,,::----------::#,,,,,:::::::,,####,,#,,#,, 13 , , ~ ~ ~ ~ # , , : : # , # , =,,,,,~~~~~~~~~~~~,,,€###,,:::::::,,,,,####,,,,, 12 , ~ ~ ~ ~ , , : : : , , , # , =##€,,~~~~~~~~~~,,,,,:::::::#########,,,,,€,,,,, 11 , ~ ~ ~ ~ , : : : , , , , # , =,,###~~~~~~~~~~~~~~~-------,,####,,,,,,,,###### 10 , ~ ~ ~ ~ ~ - - - # , , # , , =,,,,,~~~~~~~~~~~~~~~-------~~~~~~~~~,,#######,, 09 , ~ ~ ~ ~ ~ - F-*O- ~ ~ ~ ~ , , =###,,,~~~~~~~~~~~~~~---¥---~~~~~~~~~~~~~~~,,### 08 , , ~ ~ ~ ~ - - - ~ ~ ~ ~ ~ , =,,#######,,~~~~~~~~~-------~~~~~~~~~~~~~~~,,,,, 07 , , # , , # - - - ~ ~ ~ ~ ~ , =######,,,,,,,,####,,-------~~~~~~~~~~~~~~~###,, 06 , # , , , , : : : , ~ ~ ~ ~ , =,,,,,€,,,,,#########:::::::,,,,,~~~~~~~~~~,,€## 05 , , , , , : : : , , ~ ~ ~ ~ , =,,,,,####,,,,,:::::::,,###€,,,~~~~~~~~~~~~,,,,, 04 , # , # : : , , # ~ ~ ~ ~ ~ , =,,#,,#,,####,,:::::::,,,,,#::----------::,,,€,, 03 # , , # , : : : : - - - - : # =,,€,,,,,#,,#,,,,,,:::::::::::----------:::::#,, 02 , , # , , , , , , ~ ~ ~ ~ : : ====..%================================%.....%== 01ea.. Y. . . . . . . . . . . . . A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants, '!' last known positions, '*'Beneath surface of water
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs 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 shrubs, but this will grant the target a bonus of 2 to AC.)
This post has potentially manipulated dice roll results.
Fenkas fails to dodge out of the way of the blast of ice, but uses a trick to capture part of the spell's essence. Now imbued with power, his whip begins to glow with frosty cold energy, but seeing the icy barrier around Forge still, Fenkas first drives a mental spike into the mind of the dwarf attempting to disorient him.
Reaction: Cast Absorb Elements Reduce Cold Damage to 6 and and add 1d6 to next melee attack.
Action: Cast Mind Sliver on Forge DC 15 Intelligence Save; On a failure, take 8 Psychic Damage and subtract 1d4 from the next saving throw before the end of Fenkas's next turn
(OOC: Rest of turn will depend on whether Forge makes the save/how much damage it does so I will wait for that...)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
With the ice coating still on Forge because he resisted the mental penetration, Fenkas is forced to retreat to get out of the range of the dwarf. Using his additional speed to leave the dwarf in his dust as he swims quickly to shore and then sprints into the center of the bridge, crouching to make it difficult for him to be targeted from the water.
This post has potentially manipulated dice roll results.
Fenkasabsorbs what chill he can, before then returning the favor with a mind blast of his own. Unfortunately, dwarven minds prove to be like a steel wall. Determined yet to at least put some distance between the two while contesting the point, the yet speedy wizard makes his way atop the bridge.
Apiumheals himself in the meantime before calling upon divine flames to strike down Flynn. However, the old man proves rather spry for his age and leaps out of the way in time.
Forge tries to climb up at the east side of the bridge to get to I9 and base Fenkas. 10
He totally fails and instead tries to dragon's breath Fenkas. Once he's done he uses his last bit of movement to go back under the bridge where he was.
This post has potentially manipulated dice roll results.
Forge continues his awkwardly paddling about just to climb onto the bridge, only to find it too difficult to get the proper grip. So, he unleashes another blasts of cold air before properly diving beneath the water this time to avoid any more mind games.
Flynn, on the other hand, flirts with death just to get a clearer angle on Apium by jogging right past the avian(1C). Regardless of whether he pays for it or not, Apium finds himself distracted as something flutters, taunts, and generally makes a nuisances out of its long enough for the elder to release more Force of Will strikes. The second of which knocks apium unconscious. "Now to finish things." He states as he drew forth a dagger.
#1 Blast - Attack: 23 Damage: 5 force. #2 Blast - Attack: 18 Damage: 4 force. (Disadvantage roll for #2 Blast due to [prone] target: 11
(@Fenkas: Make a Dex Save(DC 14) at advantage due Haste. Then make a Conc. Save(DC 10) for the same spell.)
(@Apium: You may make an OA against Flynn with an unarmed strike or with talons at disadvantage as he moves to 1C.)
This post has potentially manipulated dice roll results.
Dex Save: 23 Concentration Check: 14
(OOC: Uh oh...)
Fenkas manages to tumble out of the way of the majority of a the cold breath from Forge, but as he tumbles, he knocks his head against the bridge and his usually indomitable focus gets shaken for a split second. Shaking his head to clear his thoughts, his speed disappears and his limbs go limp with exhaustion. Wincing in pain, Fenkas glances over to see his ally fallen and near death as well so looking down at the dwarf in the water, Fenkas puts his arms up and lets his whip hang limply from his grasp as he says lethargically, "You win this one dwarf!" As soon as the lethargy wears off, he helps the dwarf up onto the bridge to celebrate and runs over to feed his potion to Apium and revive the bird. Walking out of the stadium, he shakes his head and resolves that he should have been focusing on his training instead of getting distracted by his new broom.
TLDR; Conceding the fight as I can't move or take actions for one round and Apium already has two failed death saves... We haven't even broken into Forge's actual HP so there is no plausible way to win this...
(OOC: Good fight everybody! Next time I will figure out how to keep my familiar alive... I hope)
In a show of rare sportsmanship in the arena, Fenkas not only concedes the match, but offers a helping hand to his waterlogged former foe. With that, a horn blares and signal firebolts of various colorations flies up into the sky, signaling an end to the match. 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 against the odds. For their participation and experience garnered in the coliseum, Apium and Fenkas receive 3800 xp and 400 gp. Just enough to yet at least advance to the next stage of competition.
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. Forge earns 7500 xp and 1000 gold, and is ready to proceed to the next round as well.
Tier 2:
"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-4 competitors. The match will begin in March 15th at 1pm-ish PST. Or sooner, if all level contestants gather before then.
As the day continues to roll on Sel'eman, Arena Shapers and Constructs are whipped work tirelessly well into the afternoon to get the pits up and ready for the next match.
To win: 2... Control Points - 4 flags (¥) in the arena are available to capture at the start of Round 3. Begin and end your turn within ten feet of the flag to capture the point. Control all four points to win, or control more points than your opponent for 5 rounds.
The conditions: 3...Afternoon- It is mid-afternoon, and bright sun light is a welcome change. The fans are energetic in the stands.
The Map: 3....The Pitts-a fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.
Special DM Note to save Construction Time: NPC Stand-in(if necessary)... 8.
Imagery:
Arena 3: The Pits
A B C D E F G H I J K L M N O P 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
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants, '¥' Control Points
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
This post has potentially manipulated dice roll results.
Darius stretched his arms above his head as he approached; his face wrinkled into a frown as he surveyed the arena.
"Another flag match?" he grumbled to himself, almost in disbelief at his luck. "Welp, guess we'll see who they team me with. It's still a fight... should be fun." Taking out his nicest dagger, he cooed to it, "And you'll have lots of fun too, won't you, Love?" before placing it back with a grin. Checking his longbow was still tightly held in his modified quiver, he then checked his other weapons, his second rapier last. Leaving it drawn, the fighter moved into position, lazily swinging it around as he did.
(( Darius' Character Sheet and pic are in the below signature. ))
(( Darius draws Grace and positions himself at B-1. Initiative Check:16 ))
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
Because we live in a fantasy world...
Forge drops concentration on web. He casts dragon's breath and goes into the water and gets to I9. He blasts Fenkas with cold.
Dragon's Breath: 13 cold damage, take half on a DC14 dex save.
Forge - Arena Wizard Tank
Forge, after having weathered the firebolt with a liberal application of spell weaving, decides enough is enough and dives into the water after Fenkas; ready and quick to unleash a sudden chilling blast of frost in the wizards general direction.
Flynn on the other hand keeps on after Apium.(3C). One dark incantation and later and Apium suddenly feels a dark pressure atop his head as Eddy reappears clutching head. He's able to shake the Sprite easily enough however. But by the time he looks up, eddy has once again gone invisible and fluttered off to the east.(1D)
Eddy's Reaction(from Find Familiar): Deliver Flynn's Inflict Wounds(from Shadow Touched feat) onto Apium.
Attack: 17 Damage: 13 necrotic.
Eddy's Action: Turn back Invisible(For ease of notation).
(@Fenkas: Make a Dex Save(DC 14) for 1/2 of 13 cold damage. Additionally, make a Conc. Save(DC 10) for Haste.)
It is now Team(1)'s Turn!
Arena 8: Bog (Round 5)
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . .h. .
===%.....%================================%..===
15 : : ~ ~ ~ ~ , , , , , , # , ,
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14 # : - - - - : : : : , # , , #
=,,€,,,::----------::#,,,,,:::::::,,####,,#,,#,,
13 , , ~ ~ ~ ~ # , , : : # , # ,
=,,,,,~~~~~~~~~~~~,,,€###,,:::::::,,,,,####,,,,,
12 , ~ ~ ~ ~ , , : : : , , , # ,
=##€,,~~~~~~~~~~,,,,,:::::::#########,,,,,€,,,,,
11 , ~ ~ ~ ~ , : : : , , , , # ,
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10 , ~ ~ ~ ~ ~ - - - # , , # , ,
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09 , ~ ~ ~ ~ ~ - F-*O- ~ ~ ~ ~ , ,
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08 , , ~ ~ ~ ~ - - - ~ ~ ~ ~ ~ ,
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07 , , # , , # - - - ~ ~ ~ ~ ~ ,
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06 , # , , , , : : : , ~ ~ ~ ~ ,
=,,,,,€,,,,,#########:::::::,,,,,~~~~~~~~~~,,€##
05 , , , , , : : : , , ~ ~ ~ ~ ,
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04 , # , # : : , , # ~ ~ ~ ~ ~ ,
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03 # , , # , : : : : - - - - : #
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02 , , # , , , , , , ~ ~ ~ ~ : :
====..%================================%.....%==
01ea. . Y. . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants, '!' last known positions, '*'Beneath surface of water
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs 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 shrubs, but this will grant the target a bonus of 2 to AC.)
Reference Map:
Contestants:
Team(1):
Apium(A): HP (8/33)+THP(/) - Poisoned (9 Rds)
Fenkas(F): HP (24/37)+THP(/) - Affected by Mage Armor, Bladesong(2/3 remaining)-Active(6 Rds), Affected by Haste (6 Rds)
Syldorn: HP(1/1) -Team(2):
Forge(O): HP (39/39)+THP(4/10)+AW(0/11) - Affected by AoA, Conc. on Dragon's Breath(9 Rds).
Hawky: HP (1/1) - Affected by Mage Armor.
Flynn(Y): HP (43/43)+THP(2/15) - Affected by AoA.
Eddy(e): HP (2/2) - Invisible.
When you realize you're doing too much: Signature.
Dexterity Save: 10
Concentration Check: 20
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Fenkas fails to dodge out of the way of the blast of ice, but uses a trick to capture part of the spell's essence. Now imbued with power, his whip begins to glow with frosty cold energy, but seeing the icy barrier around Forge still, Fenkas first drives a mental spike into the mind of the dwarf attempting to disorient him.
Reaction: Cast Absorb Elements
Reduce Cold Damage to 6 and and add 1d6 to next melee attack.
Action: Cast Mind Sliver on Forge
DC 15 Intelligence Save; On a failure, take 8 Psychic Damage and subtract 1d4 from the next saving throw before the end of Fenkas's next turn
(OOC: Rest of turn will depend on whether Forge makes the save/how much damage it does so I will wait for that...)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Intelligence Save: 16
How did you get +7 on your concentration check? (you pass regardless though)
Forge - Arena Wizard Tank
(OOC: Bladesong lets you add your intelligence modifier to your concentration checks... I'll put in the rest of my turn when I have a minute.)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
It's soooo good!
Forge - Arena Wizard Tank
With the ice coating still on Forge because he resisted the mental penetration, Fenkas is forced to retreat to get out of the range of the dwarf. Using his additional speed to leave the dwarf in his dust as he swims quickly to shore and then sprints into the center of the bridge, crouching to make it difficult for him to be targeted from the water.
Haste Action: Disengage
Bonus Action: None
Move: H9 --> --> G8 --> --> G7 --> --> G6 (Climbing onto shore) --> --> H6 --> H7 --> H8 --> H9 (11 Squares: 55 Feet Used Total)
Free Action: Crouching (Getting low so attack angles are minimal, if possible)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Apium grunts in pain. He heals himself with a magical word, "Vengeance!" Then, he calls for Celestial Vengeance at Flynn.
Healing Word(Second Level): 10
Sacred Flame: DC 14 Dex saving throw, or take 8 Radiant damage.
When players get creative.
Fenkas absorbs what chill he can, before then returning the favor with a mind blast of his own. Unfortunately, dwarven minds prove to be like a steel wall. Determined yet to at least put some distance between the two while contesting the point, the yet speedy wizard makes his way atop the bridge.
Apium heals himself in the meantime before calling upon divine flames to strike down Flynn. However, the old man proves rather spry for his age and leaps out of the way in time.
Flynn's Dex Save(DC 14) against Celestial Vengeance: 20.
It is now Team(2)'s Turn. Map Update Here.
Arena 8: Bog (Round 5-Cont.)
Contestants:
Team(1):
Apium(A): HP (17/33)+THP(/) - Poisoned (8 Rds)
Fenkas(F): HP (24/37)+THP(/) - Affected by Mage Armor, Bladesong(2/3 remaining)-Active(5 Rds), Affected by Haste (5 Rds)
Syldorn: HP(1/1) -Team(2):
Forge(O): HP (39/39)+THP(4/10)+AW(0/11) - Affected by AoA, Conc. on Dragon's Breath(9 Rds).
Hawky: HP (1/1) - Affected by Mage Armor.
Flynn(Y): HP (43/43)+THP(2/15) - Affected by AoA.
Eddy(e): HP (2/2) - Invisible.
When you realize you're doing too much: Signature.
Forge tries to climb up at the east side of the bridge to get to I9 and base Fenkas. 10
He totally fails and instead tries to dragon's breath Fenkas. Once he's done he uses his last bit of movement to go back under the bridge where he was.
Damage: 8 Cold Damage
Forge - Arena Wizard Tank
Forge continues his awkwardly paddling about just to climb onto the bridge, only to find it too difficult to get the proper grip. So, he unleashes another blasts of cold air before properly diving beneath the water this time to avoid any more mind games.
Flynn, on the other hand, flirts with death just to get a clearer angle on Apium by jogging right past the avian(1C). Regardless of whether he pays for it or not, Apium finds himself distracted as something flutters, taunts, and generally makes a nuisances out of its long enough for the elder to release more Force of Will strikes. The second of which knocks apium unconscious. "Now to finish things." He states as he drew forth a dagger.
#1 Blast - Attack: 23 Damage: 5 force.
#2 Blast - Attack: 18 Damage: 4 force.
(Disadvantage roll for #2 Blast due to [prone] target: 11
(@Fenkas: Make a Dex Save(DC 14) at advantage due Haste. Then make a Conc. Save(DC 10) for the same spell.)
(@Apium: You may make an OA against Flynn with an unarmed strike or with talons at disadvantage as he moves to 1C.)
(@Apium: Additionally, make a Death Save.)
It is now Team(1)'s Turn. Map Update Here.
Arena 8: Bog (Round 6)
Contestants:
Team(1):
Apium(A): HP (0/33)+THP(/) - Poisoned (8 Rds), Death Saves (0 Success, 1 Failure)
Fenkas(F): HP (24/37)+THP(/) - Affected by Mage Armor, Bladesong(2/3 remaining)-Active(5 Rds), Affected by Haste (5 Rds)
Syldorn: HP(1/1) -Team(2):
Forge(O): HP (39/39)+THP(4/10)+AW(0/11) - Affected by AoA, Conc. on Dragon's Breath(8 Rds), 5ft underwater.
Hawky: HP (1/1) - Affected by Mage Armor.
Flynn(Y): HP (43/43)+THP(0/0) -
Eddy(e): HP (2/2) - Invisible.
When you realize you're doing too much: Signature.
Talon: Attack: 6 Damage: 3
Death Save: 11
When players get creative.
Dex Save: 23
Concentration Check: 14
(OOC: Uh oh...)
Fenkas manages to tumble out of the way of the majority of a the cold breath from Forge, but as he tumbles, he knocks his head against the bridge and his usually indomitable focus gets shaken for a split second. Shaking his head to clear his thoughts, his speed disappears and his limbs go limp with exhaustion. Wincing in pain, Fenkas glances over to see his ally fallen and near death as well so looking down at the dwarf in the water, Fenkas puts his arms up and lets his whip hang limply from his grasp as he says lethargically, "You win this one dwarf!" As soon as the lethargy wears off, he helps the dwarf up onto the bridge to celebrate and runs over to feed his potion to Apium and revive the bird. Walking out of the stadium, he shakes his head and resolves that he should have been focusing on his training instead of getting distracted by his new broom.
TLDR; Conceding the fight as I can't move or take actions for one round and Apium already has two failed death saves... We haven't even broken into Forge's actual HP so there is no plausible way to win this...
(OOC: Good fight everybody! Next time I will figure out how to keep my familiar alive... I hope)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
In a show of rare sportsmanship in the arena, Fenkas not only concedes the match, but offers a helping hand to his waterlogged former foe. With that, a horn blares and signal firebolts of various colorations flies up into the sky, signaling an end to the match. 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 against the odds. For their participation and experience garnered in the coliseum, Apium and Fenkas receive 3800 xp and 400 gp. Just enough to yet at least advance to the next stage of competition.
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. Forge earns 7500 xp and 1000 gold, and is ready to proceed to the next round as well.
Tier 2:
"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."
Forge:
Potion of Water Breathing, Shield +1, Admanatine Armor(Breastplate), Potion of Growth, Gauntlets of Ogre Power, Broom of Flying, Potion of Fire Breath, Wand of Web, Immovable Rod, Spell Scroll(Alter Self)
When you realize you're doing too much: Signature.
I'll take that shield +1
Forge - Arena Wizard Tank
The next match will feature any interested level-4 competitors. The match will begin in March 15th at 1pm-ish PST. Or sooner, if all level contestants gather before then.
As the day continues to roll on Sel'eman, Arena Shapers and Constructs are whipped work tirelessly well into the afternoon to get the pits up and ready for the next match.
To win: 2... Control Points - 4 flags (¥) in the arena are available to capture at the start of Round 3. Begin and end your turn within ten feet of the flag to capture the point. Control all four points to win, or control more points than your opponent for 5 rounds.
The conditions: 3...Afternoon- It is mid-afternoon, and bright sun light is a welcome change. The fans are energetic in the stands.
The Map:
3....The Pitts-a fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.Special DM Note to save Construction Time:
NPC Stand-in(if necessary)... 8.
Imagery:
Arena 3: The Pits
A B C D E F G H I J K L M N O P
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
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants, '¥' Control Points
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Reference Map:
Contestants:
Team(1):
Team(2):
Darius(D): HP (40/40)+THP(/) -
Merron(M): HP (31/31)+THP(/) -
Bzeczumi(B): HP (40/40)+THP(/) -
Lenalia(L): HP (34/34)+THP(/) -
Firefeather(F): HP (20/20)+THP(/) -
???(?): HP (/)+THP(/) -
???(?): HP (/)+THP(/) -
When you realize you're doing too much: Signature.
Darius stretched his arms above his head as he approached; his face wrinkled into a frown as he surveyed the arena.
"Another flag match?" he grumbled to himself, almost in disbelief at his luck. "Welp, guess we'll see who they team me with. It's still a fight... should be fun." Taking out his nicest dagger, he cooed to it, "And you'll have lots of fun too, won't you, Love?" before placing it back with a grin. Checking his longbow was still tightly held in his modified quiver, he then checked his other weapons, his second rapier last. Leaving it drawn, the fighter moved into position, lazily swinging it around as he did.
(( Darius' Character Sheet and pic are in the below signature. ))
(( Darius draws Grace and positions himself at B-1. Initiative Check: 16 ))
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
Merron cracks his neck to both sides. "Alright, Tin, let's see if we can get a win under our belt." He says as he walks into the area, sword drawn.
Merron starts at C1. Initiative: 22
Bzeczumi (bzec)zooms(i) out to a1, a shield loosely tied on in one hand, a longbow in the other.
9 inititave
Prep round: action: stow shield
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)
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Ex Sig