Nalok, Polly, and Eider are victorious. The crowd roars as Nalok delivers a brutal blow and Eider casts his potent spell.
Some arena attendants come out to wrangle the menagerie. As medics carry away the fallen combatants. Manikin, Marvarax, and Calgin awake in the medic's office later, having gained 2400 xp, 240 gold, and an uncommon prize token each.
Nalok, Polly, and Eider are taken down to the prize room. You each gain 3800 xp, and 600 gold. Inside the prize room...
Tier 1:
"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 of 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 battle will feature some new competitors. Any interested level-1 competitors may join.
To win... 3... Defeat your enemies. Every 3 rounds a monster will join the battle. Finish the fight before the additions wear you down.
The time: 3 night. The arena is illuminated by Dancing Lights and Torches, but the dark shadows offer their boons and banes to the contenders. Ability checks that rely on sight will have disadvantage even with Darkvision.
(Introductions and descriptions will follow initiative.)
The battlefield they create is a thick muddy swamp. Tall trees surround a meandering river, criss-crossed with creaky wooden bridges. The bushes Heavily obscure anything beyond and offer half-cover against ranged attacks if you hide behind them, and they are difficult terrain if you try to pass through them.
(If you would like to join this fight, choose a starting position in row 1, make any final preparations, and roll initiative when ready. All competitors will start each battle with one Potion of Healing. Teams and character tokens will be determined after initiative.)
Can Iscal use a Lucky Point to remain Hex's concentration.
Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Rollback Post to RevisionRollBack
Iscal LvL 3 Variant Human Warlock *Coliseum-of-Conques*(2W-1L)(Retired) Lasser Lvl 6Elf EladrinWizard *Coliseum of Conquest* 5/1
This post has potentially manipulated dice roll results.
Tenrok will use his action to take Roth's Potion of Healing and pour it down his throat. He will then try to grapple D if he can. If he can't, he will move to C8
Athletics: 25
Rollback Post to RevisionRollBack
DM for:Reign of VillainsPlayer for:Tildian Hopsprite - Halfling Warlock 1 (Smiles all around!)Sen'ra Esghal - Fire Genasi Barbarian, Path of the Berserker 4 (Adventurers never rests!) (Angry and drunk.) Silthen Ehten - Drow Elf Storm Sorcerer 1 (The Search For The Sacred Shards)
This post has potentially manipulated dice roll results.
Also, the potions healing factor: 7
Rollback Post to RevisionRollBack
DM for:Reign of VillainsPlayer for:Tildian Hopsprite - Halfling Warlock 1 (Smiles all around!)Sen'ra Esghal - Fire Genasi Barbarian, Path of the Berserker 4 (Adventurers never rests!) (Angry and drunk.) Silthen Ehten - Drow Elf Storm Sorcerer 1 (The Search For The Sacred Shards)
Did the victors hit level 5? :D
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
(https://www.youtube.com/watch?v=-YCN-a0NsNk)
Nalok Stormrunner - Tempest Cleric Lv 3/Fighter Lv 2 - Wins 4 Loss 1
(The victors will level. I'm headed to bed so I'll handle the formalities tomorrow)
Extended Signature
Woot! Rodger Dodger.
Good match everyone!
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
(Just hoping not getting any ability score increase or feats till lv 7 dont burn me!)
Nalok Stormrunner - Tempest Cleric Lv 3/Fighter Lv 2 - Wins 4 Loss 1
Kilja moves to I8 and attacks Tenrok recklessly with his Maul.
"Unbesiegbar!"
Attack: 15 Damage: 13
Complex: (Round 5)
Kilja makes a reckless attack against Tenrok and, guided by Dardan's blessing (3) manages to hit. Tenrok stands resilient against the blow.
(Tenrok, Valmarir. Rothander is unconscious)
Arena 7: Complex
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: '=' High wall (8ft.), '#' Window, '÷' Furniture, '_' Stage (2 ft.), '¤' Plant, '€' Tree, '¬' Counter top (4 ft.), '%' Door, '.' Marble floor, ',' Grass, 'A-Z' Contestants
( T R V vs. I D B)
Extended Signature
Nalok, Polly, and Eider are victorious. The crowd roars as Nalok delivers a brutal blow and Eider casts his potent spell.
Some arena attendants come out to wrangle the menagerie. As medics carry away the fallen combatants. Manikin, Marvarax, and Calgin awake in the medic's office later, having gained 2400 xp, 240 gold, and an uncommon prize token each.
Nalok, Polly, and Eider are taken down to the prize room. You each gain 3800 xp, and 600 gold. Inside the prize room...
Tier 1:
"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 of 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."
Nalok's Tier-2 Chest:
Spell Scroll (Clairvoyance), Boots of the Winterlands, Bracers of Archery, Staff of the Adder, Staff of the Adder, Spell Scroll (Detect Thoughts), Crossbow, Hand +1, Sling +1, Decanter of Endless Water, Spell Scroll (Water Walk)
Polly's Tier-2 Chest:
Wand of Secrets, Eyes of Minute Seeing, Dust of Dryness, Potion of Necrotic Resistance, Spell Scroll (Melf's Acid Arrow), Winged Boots, Winged Boots, Potion of Healing (Greater), Wand of Web, Potion of Fire Breath
Eider's Tier-2 Chest:
Wand of the War Mage +1, Spear +1, Whip +1, Slippers of Spider Climbing, Spell Scroll (Water Breathing), Oil of Slipperiness, Potion of Healing (Greater), Mariner's Chain Mail, Spell Scroll (Beast Sense), Crossbow, Heavy +1
Extended Signature
Eider will take the Wand.
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Nalok looks in the chest before shrugging and looking for the person in charge of the prize room.
"Any chance I can trade in this hand axe I got last time and someone could enchant my here shield?"
(In short trading in the Hand Axe+1 I choose last time for a shield +1 or in this case for someone to upgrade his shield)
Nalok Stormrunner - Tempest Cleric Lv 3/Fighter Lv 2 - Wins 4 Loss 1
The next battle will feature some new competitors. Any interested level-1 competitors may join.
To win... 3... Defeat your enemies. Every 3 rounds a monster will join the battle. Finish the fight before the additions wear you down.
The time: 3 night. The arena is illuminated by Dancing Lights and Torches, but the dark shadows offer their boons and banes to the contenders. Ability checks that rely on sight will have disadvantage even with Darkvision.
(Introductions and descriptions will follow initiative.)
Between battle a group of skilled casters enter the arena and reshape the battlefield, much to the wonder and enjoyment of the on looking spectators. They Create or Destroy Water. They Mold Earth. They Stone Shape, Fabricate, and Transmute Rock.
The battlefield they create is a thick muddy swamp. Tall trees surround a meandering river, criss-crossed with creaky wooden bridges. The bushes Heavily obscure anything beyond and offer half-cover against ranged attacks if you hide behind them, and they are difficult terrain if you try to pass through them.
Arena 8: Bog
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A B C D E F G H I J K L M N O P
Extended Signature
Nalok, "Certainly" Basil takes your shield, rifles around in the back, and brings your shield back to you, only better.
Extended Signature
Complex:
Can Iscal use a Lucky Point to remain Hex's concentration.
Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Keygella checks her gear as she moves to B1.
Initiative: 5
Keygella lvl 4 fighter arena (3W-1L)
Luanna tightens her hair and skips up to N1.
Initiative: 12
GM - Limbo's Pit PvE
(Iscal, you can try)
Extended Signature
Tenrok will use his action to take Roth's Potion of Healing and pour it down his throat. He will then try to grapple D if he can. If he can't, he will move to C8
Athletics: 25
DM for: Reign of Villains Player for: Tildian Hopsprite - Halfling Warlock 1 (Smiles all around!) Sen'ra Esghal - Fire Genasi Barbarian, Path of the Berserker 4 (Adventurers never rests!) (Angry and drunk.) Silthen Ehten - Drow Elf Storm Sorcerer 1 (The Search For The Sacred Shards)
Also, the potions healing factor: 7
DM for: Reign of Villains Player for: Tildian Hopsprite - Halfling Warlock 1 (Smiles all around!) Sen'ra Esghal - Fire Genasi Barbarian, Path of the Berserker 4 (Adventurers never rests!) (Angry and drunk.) Silthen Ehten - Drow Elf Storm Sorcerer 1 (The Search For The Sacred Shards)
15 (Concentration Roll) (if save, put the reaming [hex] in Valmarir) (For Dexterity Saves)
Complex: (Round 6)
An ominous black smoke curls in the air pouring into the arena from the southeast.
Iskal concentrates on his spell and shifts the target to Valmarir. (Not saves)
Tenrok lifts Rothander's potion and feeds it to him. His eyes spring open with a gasp. (Attacking, including grappling, would require another action)
(Rothander is up. Valmarir concentration)
Extended Signature