This post has potentially manipulated dice roll results.
Immeral wipes his brow as the arrow obliterates the duplicate a foot to his right. He runs north and flings his hand at Sylmyar, sending 3 [Tooltip Not Found] at the archer, before sending the sphere to crash into her.
Immeral dips to the north firing deadly rays of fire at Sylmyar. But whereas two miss, one scores a direct and painful hit! After which, he began the process of moving the flaming orb of death closer to the archer, if unfortunately the long the way(FS now at 9O)
The ... 2 rounds before another aggressors make their presence known. Until then, Meadman the Mug Construct climbs up after Mi() to show her what's for!
Mugman's Movement: To 8-J.
Mugman's Action: Slam attack on Mi. Attack: 12 Damage: 5 bludgeoning damage.
Team(1) is up!
Arena 3: The Pits(Round 7)
A B C D E F G H I J K L M N O P 10 . . . . . . . . . . . . . . . =..%=========================================%.. 09 . .!M. !. !. . . . . . . . . . . =€==.....======///......=......///======.....=== 08 . I. . S/ . / . = . / . / . . . =.....======/....../////=/////....../======..... 07 1. / . . , . . . . . . . . / . =...../..................,,,.,,.......,,,./----- 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
(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.)
Sylmyar catches her breath, before loosing a shot another shot. But while destined not to land purchase on the original, two illusions yet remain that could eat the hit. She doesn't stick around to see the results however, for is soon scrabbling her away over one wall, and down into the pit with some care.
Mi again is forced to try and shock the tiny construct at her feet. Following its electrifying destruction, she keeps to what cover she can by staying in place.
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
Immeral dips to the south next and a ways to the east to release a bolt of fire right for Sylmyar, before then retreating back a ways. Though he scores a glancing hit, the ball of fire is rolled onward for Sylmyar's position, coming dangerously close to Mi in the process.
The ... 1 rounds before another aggressors make their presence known.
This post has potentially manipulated dice roll results.
Sylmyar rushes up to the side of the pit, and more carefully picks her way up just to get at least the top ledge of it(8D). From there, she looses an arrow.
(@Immeral: Go ahead and make a d20 roll for Mirror Image. If the 1st attack would get through, roll again to see if the image is hit by the follow-up spell)
Immeral cries out as the arrow pierces dangerously close to his heart. He unclasps the healing potion and drinks it, meanwhile moving the sphere so it rams Mi.
This post has potentially manipulated dice roll results.
Immeral takes a bad shot to the chest, but barely hangs on. After guzzling his potion, the wizard commands the flaming sphere closer, ramming Mi and nearly taking her out of the picture should neither evasive skills or magic on her part not prevent it.
Mi's Dex Save for Flaming Sphere(DC 13): 18.
Reaction: Cast (1st level)Absorb Elements, gaining resistance to the triggering damage.
With that, the sound of rattling can be heard before.... (3).... Pint comes rattling out of the vent to the southwest(1A). After growing some metallic limbs and seeming to search the area, it spies a competitor and goes running right for kneecapping distance of Immeral with all due haste after being slowed a bit by the low wall along the way.
This post has potentially manipulated dice roll results.
Sylmyar looks at the mage "It looks like your show is coming to and end good sir." As she feels her Fighting Spirit rushing through her body Sylmar aims and releases and arrow. As she climbs down into the pit and advances to H7
After a great deal of back and forth, one lucky arrow finds its mark in Immeral, putting the wizard down. With that, a horn blares and signal firebolts of various coloration 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 despite it all. For their participation and experience garnered in the coliseum, Bzeczumi and Immeral receive 2500 xp and 240 gold. Just enough to yet at least for Bzeczumi to advance to the next stage, and earn an uncommon prize token.
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. Sylmyar earns 3800 xp and 600 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."
This post has potentially manipulated dice roll results.
The next match will feature any interested level-3 competitors. The match will begin in the next 48 hours. Or sooner, if all level contestants gather before then.
As the sun rolls on ever further into the day over Sel'eman, Arena Shapers and Constructs work to fill up an arena and move ships into place to get all in place for a mini-high seas fight!
To win: 1... Dealer's Choice - Survival: After 3 rounds a lethal hazard will appear, diminishing areas that can be safely fought within until little remains. Defeat your enemies while you still can.
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: 1.... Mock Sea Battle- The arena has been flooded for a Mock Sea Battle. The water is dotted with stone pillars, docks, and the wooden hulls of several ships.
(A space with water or walls on three sides is in the water. Climbing out will require an extra 5 feet of movement at any location.)
To enter please roll initiative, leave a link to your character sheet, and 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.)
This post has potentially manipulated dice roll results.
(Back to 3 so fast?)
Egozi is back at the arena again. His last match didn't go so well, but he doesn't give up yet. Initiative: 11. Starting at E-1. Prep round: If possible, will try to conceal his presence. Stealth: 20.
Immeral wipes his brow as the arrow obliterates the duplicate a foot to his right. He runs north and flings his hand at Sylmyar, sending 3 [Tooltip Not Found] at the archer, before sending the sphere to crash into her.
Attack: 7 Damage: 5
Attack: 7 Damage: 5
Attack: 20 Damage: 12
Immeral dips to the north firing deadly rays of fire at Sylmyar. But whereas two miss, one scores a direct and painful hit! After which, he began the process of moving the flaming orb of death closer to the archer, if unfortunately the long the way(FS now at 9O)
The ... 2 rounds before another aggressors make their presence known. Until then, Meadman the Mug Construct climbs up after Mi() to show her what's for!
Mugman's Movement: To 8-J.
Mugman's Action: Slam attack on Mi.
Attack: 12 Damage: 5 bludgeoning damage.
Team(1) is up!
Arena 3: The Pits(Round 7)
A B C D E F G H I J K L M N O P
10 . . . . . . . . . . . . . . .
=..%=========================================%..
09 . .!M. !. !. . . . . . . . . . .
=€==.....======///......=......///======.....===
08 . I. . S/ . / . = . / . / . . .
=.....======/....../////=/////....../======.....
07 1. / . . , . . . . . . . . / .
=...../..................,,,.,,.......,,,./-----
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
(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):
Sylmyar(S): HP(23/36)+THP(/) - Fighting Spirit(1/3)
Mi(M): HP(9/34)+THP(/) - Sorcerery Points(1/4+0/2)
Team(2):
Immeral(I): HP(19/26)+THP(/) - Affected by Mirror Image(6 Rds|2/3 remaining), Conc. on FS(8 Rds).
Bzeckzumi(B): HP (0/40)+THP(/) -
Death Saves (0 Success, 3 Failure)Neutral:
Meadman(0): HP (4/10)+THP(/)
When you realize you're doing too much: Signature.
Feeling the flames blistering her skin Sylmar looks at the wizard as she catches her breath. "I will take your soul for the Raven Queen."
She quickly losses an arrow at the mage and then moves to H10. Where she climbs the wall to move to F8.
Second Wind 14
Attack: 27 Damage: 10
Acrobatics 19
Sylmyar catches her breath, before loosing a shot another shot. But while destined not to land purchase on the original, two illusions yet remain that could eat the hit. She doesn't stick around to see the results however, for is soon scrabbling her away over one wall, and down into the pit with some care.
Mi again is forced to try and shock the tiny construct at her feet. Following its electrifying destruction, she keeps to what cover she can by staying in place.
Action: Cast Shocking Grasp on Meadman(Mugman... whatever).
Attack: 21 Damage: 6 Lightning Damage.
It is now Team(2)'s Turn. Map Updated Here.
(@Immeral: Go ahead and roll your d20 for Mirror Image as well.)
Arena 3: The Pits(Round 7-Cont.)
Contestants:
Team(1):
Sylmyar(S): HP(33/36)+THP(0/0) - Fighting Spirit(1/3)
Mi(M): HP(9/34)+THP(/) - Sorcerery Points(1/4+0/2)
Team(2):
Immeral(I): HP(19/26)+THP(/) - Affected by Mirror Image(6 Rds|1/3 remaining), Conc. on FS(8 Rds).
Bzeckzumi(B): HP (0/40)+THP(/) -
Death Saves (0 Success, 3 Failure)Neutral:
Meadman(0): HP (0/10)+THP(/)When you realize you're doing too much: Signature.
20
Immeral moves to B8 and looks at Sylmyar. "Hey!", he says, and fires another round of beams of molten glass, while moving the orb towards her.
Attack: 11 Damage: 10
Attack: 22 Damage: 8
Attack: 11 Damage: 6
(Going to go with a fire bolt for 3
And I thought I was doomed to lose... wizard op
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
Immeral dips to the south next and a ways to the east to release a bolt of fire right for Sylmyar, before then retreating back a ways. Though he scores a glancing hit, the ball of fire is rolled onward for Sylmyar's position, coming dangerously close to Mi in the process.
The ... 1 rounds before another aggressors make their presence known.
It is now Team(1)'s Turn. Map Updated Here.
Arena 3: The Pits(Round 8)
Contestants:
Team(1):
Sylmyar(S): HP(31/36)+THP(0/0) - Fighting Spirit(1/3)
Mi(M): HP(9/34)+THP(/) - Sorcerery Points(1/4+0/2)
Team(2):
Immeral(I): HP(19/26)+THP(/) - Affected by Mirror Image(6 Rds|1/3 remaining), Conc. on FS(8 Rds).
Bzeckzumi(B): HP (0/40)+THP(/) -
Death Saves (0 Success, 3 Failure)Neutral:
Meadman(0): HP (0/10)+THP(/)When you realize you're doing too much: Signature.
Sylmyar rushes up to the side of the pit, and more carefully picks her way up just to get at least the top ledge of it(8D). From there, she looses an arrow.
Longbow Shot - Attack: 27 Damage: 7 piercing damage to Immeral.
Mi carefully makes her way past the flaming ball of death to get up Immeral's face(9C), a hand already primed with necrotic energy once more.
Action: Cast (1st level)Inflict Wounds on Immeral.
Attack: 15 Damage: 10 Necrotic Damage.
(@Immeral: Go ahead and make a d20 roll for Mirror Image.
If the 1st attack would get through, roll again to see if the image is hit by the follow-up spell)It is now Team(2)'s Turn. Map Updated Here.
Arena 3: The Pits(Round 8-Cont.)
Contestants:
Team(1):
Sylmyar(S): HP(31/36)+THP(0/0) - Fighting Spirit(1/3)
Mi(M): HP(9/34)+THP(/) - Sorcerery Points(1/4+0/2)
Team(2):
Immeral(I): HP(19/26)+THP(/) - Affected by Mirror Image(6 Rds|1/3 remaining), Conc. on FS(8 Rds).
Bzeckzumi(B): HP (0/40)+THP(/) -
Death Saves (0 Success, 3 Failure)Neutral:
Meadman(0): HP (0/10)+THP(/)When you realize you're doing too much: Signature.
5
Immeral cries out as the arrow pierces dangerously close to his heart. He unclasps the healing potion and drinks it, meanwhile moving the sphere so it rams Mi.
4healing
10 damage
Immeral takes a bad shot to the chest, but barely hangs on. After guzzling his potion, the wizard commands the flaming sphere closer, ramming Mi and nearly taking her out of the picture should neither evasive skills or magic on her part not prevent it.
Mi's Dex Save for Flaming Sphere(DC 13): 18.
Reaction: Cast (1st level)Absorb Elements, gaining resistance to the triggering damage.
With that, the sound of rattling can be heard before.... (3).... Pint comes rattling out of the vent to the southwest(1A). After growing some metallic limbs and seeming to search the area, it spies a competitor and goes running right for kneecapping distance of Immeral with all due haste after being slowed a bit by the low wall along the way.
Movement/Action: Dash to 7A.
It is now Team(1)'s Turn. Map Updated Here.
Arena 3: The Pits(Round 8-Cont.)
Contestants:
Team(1):
Sylmyar(S): HP(31/36)+THP(0/0) - Fighting Spirit(1/3)
Mi(M): HP(4/34)+THP(/) - Sorcerery Points(1/4+0/2)
Team(2):
Immeral(I): HP(8/26)+THP(/) - Affected by Mirror Image(5 Rds|1/3 remaining), Conc. on FS(7 Rds).
Bzeckzumi(B): HP (0/40)+THP(/) -
Death Saves (0 Success, 3 Failure)Neutral:
Meadman(0): HP (0/10)+THP(/)
Pinthead(0): HP (10/10)+THP(/)When you realize you're doing too much: Signature.
Sylmyar looks at the mage "It looks like your show is coming to and end good sir." As she feels her Fighting Spirit rushing through her body Sylmar aims and releases and arrow. As she climbs down into the pit and advances to H7
Attack 27 Damage: 12
Acrobatics 19
4
After a great deal of back and forth, one lucky arrow finds its mark in Immeral, putting the wizard down. With that, a horn blares and signal firebolts of various coloration 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 despite it all. For their participation and experience garnered in the coliseum, Bzeczumi and Immeral receive 2500 xp and 240 gold. Just enough to yet at least for Bzeczumi to advance to the next stage, and earn an uncommon prize token.
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. Sylmyar earns 3800 xp and 600 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."
Sylmyar:
Potion of Resistance (Fire), Potion of Resistance (Acid), Potion of Water Breathing, Shortbow, +1, +1 Bloodwell Vial, Trident of Fish Command, Ring of Water Walking, Spell Scroll (Blur), Potion of Greater Healing, Adamantine Armor(Half Plate)
When you realize you're doing too much: Signature.
Sylmyar walks to the chest and takes the Shortbow +1. She then trades it and an uncommon token for a Brooch of shielding.
The next match will feature any interested level-3 competitors. The match will begin in the next 48 hours. Or sooner, if all level contestants gather before then.
As the sun rolls on ever further into the day over Sel'eman, Arena Shapers and Constructs work to fill up an arena and move ships into place to get all in place for a mini-high seas fight!
To win: 1... Dealer's Choice - Survival: After 3 rounds a lethal hazard will appear, diminishing areas that can be safely fought within until little remains. Defeat your enemies while you still can.
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:
1.... Mock Sea Battle - The arena has been flooded for a Mock Sea Battle. The water is dotted with stone pillars, docks, and the wooden hulls of several ships.Special DM Note to save Construction Time:
NPC Stand-in(if necessary)... 6.
Imagery:
TBA
Arena 10: Mock Sea Battle
A B C D E F G H I J K L M N O P
16 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
=========%__======%__================__%========
15 ~ _ _ _ _ _ _ ~ ~ ~ ~ _ _ _ €
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=~~~~+++~~~~~______~++++=+++++=++++~____~¬¬¬~~~~
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11 + + + ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ + ~
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10 ~ + ~ ~ ~ ~ _ _ _ ~ ~ _ _ _ _
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09 ~ ~ ~ ~ ~ _ _ = _ _ ~ _ _ _ _
=~~~~~~~~~~~~~~~_____===¥===_____~~~~~~~~~~~~~~~
08 _ _ _ _ ~ _ _ = _ _ ~ ~ ~ ~ ~
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07 _ _ _ _ ~ ~ _ _ _ ~ ~ ~ ~ + ~
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06 ~ + ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ + + +
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05 ~ = ~ ~ + + = + + ~ ~ ~ + = +
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=========%__================__%======__%========
01 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '~' Water, '+' Deck, '_' Stone, '%' Door, 'A-Z' Contestants
(A space with water or walls on three sides is in the water. Climbing out will require an extra 5 feet of movement at any location.)
To enter please roll initiative, leave a link to your character sheet, and 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.)
Contestants:
TBA
When you realize you're doing too much: Signature.
(Back to 3 so fast?)
Egozi is back at the arena again. His last match didn't go so well, but he doesn't give up yet.
Initiative: 11. Starting at E-1.
Prep round: If possible, will try to conceal his presence. Stealth: 20.
Varielky