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The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
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<blockquote data-quote="Iron Sky" data-source="post: 5716419" data-attributes="member: 60965"><p><strong>Match Two: </strong><strong>The</strong> <strong>Black Pool, Round 1</strong></p><p></p><p>The Eladrin ignore Gil's attempts to talk to them and ignore the group almost entirely, talking quietly before the round starts. When the group heads straight for the central gem, on of them shouts something in elven and the eladrin split up all over the place.</p><p></p><p>[sblock=Elven]They're taking the center, get to the orbs and be ready![/sblock]</p><p></p><p>A moment later, the gem flares purple, a gray shield of energy <em>thrumming</em> into place around all the combatants with a slight purple miasma swirling around it. The blue liquid in the center flares up around the group. Though most of the group gets burned by the necrotic energy, when it clears most of the group are still in the circle.</p><p></p><p>A moment later the gray shield fizzles and breaks around the Eladrin, to a chorus of elven curses and cheers from the crowd.</p><p></p><p>[GM]Ootah, Gil, and Kauldron are up before the enemy.</p><p></p><p>The walkway will stay, though anything on it or the area where Ootah and the Arcane Archer are at doesn't count as being on the platform for purposes of the victory condition.[/GM]</p><p></p><p>[sblock=Center Gem]<strong>Color</strong>: Purple</p><p><strong>Type</strong>: Necrotic</p><p><strong>Round Attack</strong>: +10 vs Will, 1d10+3 necrotic damage and slide 1.</p><p><strong>Capture Bonus</strong>: Enemy team loses the resist 10 all.</p><p><strong>Capturing Team</strong>: Players.[/sblock]</p><p></p><p>[sblock=Enemy Actions]<strong>Shadewalker 1</strong>: Double move to G16.</p><p><strong>Shadewalker 2</strong>: Move to N15. Total Defense.</p><p><strong>Shadewalker 3</strong>: Double move to H5.</p><p></p><p><strong>Mercenary 1</strong>: Double move to N5.</p><p><strong>Mercenary 2</strong>: Double move to I15.</p><p><strong>Mercenary 3</strong>: Double move to J5.</p><p></p><p><strong>Spellweaver 1</strong>: Double move to O16.</p><p><strong>Spellweaver 1</strong>: Double move to O4.</p><p></p><p><strong>Arcane Archer</strong>: Double move to U19.</p><p></p><p><strong>Center Gem Attacks</strong>: Close Burst(blue area only): <strong>28</strong> vs Joy's <strong>20 Will</strong>, hit, <strong>17</strong> vs Cyr's <strong>22 Will</strong>, miss, <strong>CRIT</strong> vs Gil, <strong>NAT1</strong> vs Kauldron, <strong>CRIT</strong> vs Artemis, <strong>13</strong> vs Martelai's <strong>25 Will</strong>, miss, <strong>CRIT</strong> vs Lerrick, <strong>27</strong> vs Brenwar's <strong>22 Will</strong>, hit. Joy and Brenwar take 13 + 5 vulnerable = <strong>18 necrotic damage</strong> and <strong>slide 1</strong>. Gil, Artemis, and Lerrick take 13 + 5 vulnerable = <strong>18 necrotic damage</strong> and <strong>slide 1</strong>.[/sblock]</p><p></p><p>[sblock=Combatants]<strong>-Party-</strong></p><p><strong>Effects On All Players</strong>: <span style="color: Gray">vulnerable 5 necrotic</span>, <span style="color: Gray">resist 10 all except necrotic</span></p><p><strong>Ootah</strong>: <span style="color: Silver">U2</span>, <span style="color: Lime">45</span>/46hp</p><p> <strong>Joy</strong>: <span style="color: Silver">G12</span>, <span style="color: Lime">26</span>/46hp</p><p> <strong>Cyr</strong>:<span style="color: Silver"> H10</span>, <span style="color: Red"><span style="color: Lime">42</span></span>/42hp, <span style="color: Gray">1/2 damage vs Shadewalkers</span></p><p> <strong>Gil</strong>: <span style="color: Silver">L11</span>, <span style="color: Red">18</span>/36hp</p><p><strong>Kauldron</strong>: <span style="color: Silver">I9</span>, <span style="color: Lime">59</span>/59hp, <span style="color: Gray">+2 defenses</span></p><p> <strong>Artemis</strong>: <span style="color: Silver">I12</span>, <span style="color: Lime">19</span>/37hp</p><p> <strong>Martelai</strong>: <span style="color: Silver">J10</span>, <span style="color: Lime">54</span>/54hp, <span style="color: Gray">concealment</span>, <span style="color: DarkSlateGray">Potion of Will</span></p><p><strong>Lerrick</strong>: <span style="color: Silver">J9</span>, <span style="color: Lime">29</span>/47hp</p><p><strong> Brenwar</strong>:<span style="color: Silver"> J12</span>, <span style="color: Lime">47</span>/65hp, <span style="color: Gray">+2 defenses</span></p><p><strong></strong></p><p><strong>-Enemy-</strong></p><p><strong></strong><strong>Effects on All Enemies</strong>: <span style="color: Gray">vulnerable 5 necrotic</span></p><p><strong>Eladrin Mercenary 1</strong>: <span style="color: Silver">N5</span></p><p><strong>Eladrin </strong><strong>Mercenary 2</strong>: <span style="color: Silver">I15</span></p><p><strong>Eladrin </strong><strong>Mercenary 3</strong>: <span style="color: Silver">J5</span></p><p>Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. <strong>MBA</strong>: +12 vs AC, 2d8+6 damage.</p><p></p><p><strong>Eladrin Shadewalker 1</strong>: <span style="color: Silver">G16</span></p><p><strong>Eladrin </strong><strong>Shadewalker </strong><strong>2</strong>: <span style="color: Silver">N15</span>, <span style="color: Gray">+2 defenses </span></p><p><strong>Eladrin </strong><strong>Shadewalker </strong><strong>3</strong>: <span style="color: Silver">H5</span> </p><p>Eladrin Shadewalker: 94hp, AC 23, Fort 21, Ref 22, Will 20. <strong>MBA</strong>: +14 vs AC, 2d8+8 damage and the Shadewalker becomes invisible to the target until the end of the Shadewalker's next turn.</p><p></p><p><strong>Eladrin Spellweaver 1</strong>: <span style="color: Silver">O16</span></p><p><strong>Eladrin Spellweaver 2</strong>: <span style="color: Silver">O4</span></p><p>Eladrin Spellweaver: 82hp, AC 22, Fort 18, Ref 20, Will 22. <strong>MBA</strong>: +13 vs AC, 2d8+4 damage and the target is slowed until the end of the Spellweaver's next turn.</p><p></p><p><strong>Eladrin Arcane Archer</strong>: <span style="color: Silver">U19</span></p><p>Eladrin Arcane Archer: Minion, AC 21, Fort 17, Ref 21, Will 19. <strong>MBA</strong>: +12 vs AC, 5 force damage and push 1.</p><p></p><p><strong>Effect Key</strong>: <span style="color: Silver">location</span>, <span style="color: Lime">hp</span>/max hp, <span style="color: Red">damage related</span>, <span style="color: Gray">TenT or TsnT</span>, <span style="color: RoyalBlue">conditional</span>, <span style="color: Yellow">save ends</span>, <span style="color: DarkSlateGray">encounter</span>[/sblock]</p><p></p><p>[sblock=Terrain]<strong>Statues</strong>: The central (red) square is a wall and cannot be passed. Any square that is more than half full of the statue (not including arms) is difficult terrain.</p><p></p><p><strong>Oil</strong>: The oil is hazardous terrain (can make a save if forced into it). Creatures that fall into it are restrained(save ends). Creatures that end their turn in it take 5 damage of the round's type. Getting out of the pool and back onto the platform takes 2 squares of movement.[/sblock]</p><p></p><p>[sblock=Rules of the Round]<strong>Central Gem</strong>: Each round the central gem will change colors, each color having a different effect. Regardless of the color, ALL creatures in the arena will have the following effects:</p><p></p><p>*Vulnerable 5 to one damage type.</p><p>*Resist 10 to all other damage types.</p><p></p><p>The damage type is determined by the color of the center gem.</p><p></p><p>Standing in the blue area will have two effects:</p><p></p><p>1) When the gem changes colors, everyone standing in the blue area will take an attack (see <strong>Round Attack</strong> below).</p><p>2) When the gem finishes changing colors, whichever side has more conscious players in the blue area will get a round benefit for their team that changes depending on the central gem's color. On a tie, neither side gets the benefit.</p><p></p><p><strong>Statues</strong>: A player on or adjacent to one of the red spheres can control the the statue next to it and direct it to attack as a minor action. The statue's attack can target any creature within reach 5 of its center square: +12 vs AC, 2d10+3 damage and slide 3. This action may only be taken once per round per combatant.</p><p></p><p><strong>Yellow Spheres</strong>: A player on or adjacent to a yellow sphere can control one of the pentagonal platforms and direct it to attack any creature on the map as a minor action. Attack is "<strong>Round Attack</strong>" below. This action may only be taken once per round per combatant.</p><p></p><p><strong>Black Liquid</strong>: Any creature that falls into the liquid takes the a "<strong>Round Attack</strong>" below when they fall in and are restrained(save ends). At the end of each turn in the oil, creatures take 5 damage of the current round's type.</p><p></p><p><strong>Round Attack</strong>: +10 vs NAD(depending on center gem color): 1d10+3 damage (type depending on center gem color) and slide 1.</p><p></p><p><strong>Victory</strong>: If at the end of a round, only one team is on the platform (others are unconscious, dead, or in the oil) the match ends immediately and the side on the platform wins.[/sblock]</p><p></p><p>[sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.</p><p> </p><p>I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.</p><p> </p><p>*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.</p><p></p><p>*Any skill can be used, as long as the player can provide relevant character action to back up the roll.</p><p></p><p><strong>Current Skill DCs</strong>:</p><p><em>Acrobatics</em>: <strong>19</strong></p><p><em>Insight</em>: <strong>19</strong></p><p><em>Religion</em>:<strong> 19</strong><em></em></p><p><em>Streetwise</em>: <strong>19</strong></p><p><em>Others</em>: <strong>17</strong>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5716419, member: 60965"] [B]Match Two: [/B][B]The[/B] [B]Black Pool, Round 1[/B] The Eladrin ignore Gil's attempts to talk to them and ignore the group almost entirely, talking quietly before the round starts. When the group heads straight for the central gem, on of them shouts something in elven and the eladrin split up all over the place. [sblock=Elven]They're taking the center, get to the orbs and be ready![/sblock] A moment later, the gem flares purple, a gray shield of energy [I]thrumming[/I] into place around all the combatants with a slight purple miasma swirling around it. The blue liquid in the center flares up around the group. Though most of the group gets burned by the necrotic energy, when it clears most of the group are still in the circle. A moment later the gray shield fizzles and breaks around the Eladrin, to a chorus of elven curses and cheers from the crowd. [GM]Ootah, Gil, and Kauldron are up before the enemy. The walkway will stay, though anything on it or the area where Ootah and the Arcane Archer are at doesn't count as being on the platform for purposes of the victory condition.[/GM] [sblock=Center Gem][B]Color[/B]: Purple [B]Type[/B]: Necrotic [B]Round Attack[/B]: +10 vs Will, 1d10+3 necrotic damage and slide 1. [B]Capture Bonus[/B]: Enemy team loses the resist 10 all. [B]Capturing Team[/B]: Players.[/sblock] [sblock=Enemy Actions][B]Shadewalker 1[/B]: Double move to G16. [B]Shadewalker 2[/B]: Move to N15. Total Defense. [B]Shadewalker 3[/B]: Double move to H5. [B]Mercenary 1[/B]: Double move to N5. [B]Mercenary 2[/B]: Double move to I15. [B]Mercenary 3[/B]: Double move to J5. [B]Spellweaver 1[/B]: Double move to O16. [B]Spellweaver 1[/B]: Double move to O4. [B]Arcane Archer[/B]: Double move to U19. [B]Center Gem Attacks[/B]: Close Burst(blue area only): [B]28[/B] vs Joy's [B]20 Will[/B], hit, [B]17[/B] vs Cyr's [B]22 Will[/B], miss, [B]CRIT[/B] vs Gil, [B]NAT1[/B] vs Kauldron, [B]CRIT[/B] vs Artemis, [B]13[/B] vs Martelai's [B]25 Will[/B], miss, [B]CRIT[/B] vs Lerrick, [B]27[/B] vs Brenwar's [B]22 Will[/B], hit. Joy and Brenwar take 13 + 5 vulnerable = [B]18 necrotic damage[/B] and [B]slide 1[/B]. Gil, Artemis, and Lerrick take 13 + 5 vulnerable = [B]18 necrotic damage[/B] and [B]slide 1[/B].[/sblock] [sblock=Combatants][B]-Party-[/B] [B]Effects On All Players[/B]: [COLOR=Gray]vulnerable 5 necrotic[/COLOR], [COLOR=Gray]resist 10 all except necrotic[/COLOR] [B]Ootah[/B]: [COLOR=Silver]U2[/COLOR], [COLOR=Lime]45[/COLOR]/46hp [B]Joy[/B]: [COLOR=Silver]G12[/COLOR], [COLOR=Lime]26[/COLOR]/46hp [B]Cyr[/B]:[COLOR=Silver] H10[/COLOR], [COLOR=Red][COLOR=Lime]42[/COLOR][/COLOR]/42hp, [COLOR=Gray]1/2 damage vs Shadewalkers[/COLOR] [B]Gil[/B]: [COLOR=Silver]L11[/COLOR], [COLOR=Red]18[/COLOR]/36hp [B]Kauldron[/B]: [COLOR=Silver]I9[/COLOR], [COLOR=Lime]59[/COLOR]/59hp, [COLOR=Gray]+2 defenses[/COLOR] [B]Artemis[/B]: [COLOR=Silver]I12[/COLOR], [COLOR=Lime]19[/COLOR]/37hp [B]Martelai[/B]: [COLOR=Silver]J10[/COLOR], [COLOR=Lime]54[/COLOR]/54hp, [COLOR=Gray]concealment[/COLOR], [COLOR=DarkSlateGray]Potion of Will[/COLOR] [B]Lerrick[/B]: [COLOR=Silver]J9[/COLOR], [COLOR=Lime]29[/COLOR]/47hp [B] Brenwar[/B]:[COLOR=Silver] J12[/COLOR], [COLOR=Lime]47[/COLOR]/65hp, [COLOR=Gray]+2 defenses[/COLOR] [B] -Enemy- [/B][B]Effects on All Enemies[/B]: [COLOR=Gray]vulnerable 5 necrotic[/COLOR] [B]Eladrin Mercenary 1[/B]: [COLOR=Silver]N5[/COLOR] [B]Eladrin [/B][B]Mercenary 2[/B]: [COLOR=Silver]I15[/COLOR] [B]Eladrin [/B][B]Mercenary 3[/B]: [COLOR=Silver]J5[/COLOR] Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. [B]MBA[/B]: +12 vs AC, 2d8+6 damage. [B]Eladrin Shadewalker 1[/B]: [COLOR=Silver]G16[/COLOR] [B]Eladrin [/B][B]Shadewalker [/B][B]2[/B]: [COLOR=Silver]N15[/COLOR], [COLOR=Gray]+2 defenses [/COLOR] [B]Eladrin [/B][B]Shadewalker [/B][B]3[/B]: [COLOR=Silver]H5[/COLOR] Eladrin Shadewalker: 94hp, AC 23, Fort 21, Ref 22, Will 20. [B]MBA[/B]: +14 vs AC, 2d8+8 damage and the Shadewalker becomes invisible to the target until the end of the Shadewalker's next turn. [B]Eladrin Spellweaver 1[/B]: [COLOR=Silver]O16[/COLOR] [B]Eladrin Spellweaver 2[/B]: [COLOR=Silver]O4[/COLOR] Eladrin Spellweaver: 82hp, AC 22, Fort 18, Ref 20, Will 22. [B]MBA[/B]: +13 vs AC, 2d8+4 damage and the target is slowed until the end of the Spellweaver's next turn. [B]Eladrin Arcane Archer[/B]: [COLOR=Silver]U19[/COLOR] Eladrin Arcane Archer: Minion, AC 21, Fort 17, Ref 21, Will 19. [B]MBA[/B]: +12 vs AC, 5 force damage and push 1. [B]Effect Key[/B]: [COLOR=Silver]location[/COLOR], [COLOR=Lime]hp[/COLOR]/max hp, [COLOR=Red]damage related[/COLOR], [COLOR=Gray]TenT or TsnT[/COLOR], [COLOR=RoyalBlue]conditional[/COLOR], [COLOR=Yellow]save ends[/COLOR], [COLOR=DarkSlateGray]encounter[/COLOR][/sblock] [sblock=Terrain][B]Statues[/B]: The central (red) square is a wall and cannot be passed. Any square that is more than half full of the statue (not including arms) is difficult terrain. [B]Oil[/B]: The oil is hazardous terrain (can make a save if forced into it). Creatures that fall into it are restrained(save ends). Creatures that end their turn in it take 5 damage of the round's type. Getting out of the pool and back onto the platform takes 2 squares of movement.[/sblock] [sblock=Rules of the Round][B]Central Gem[/B]: Each round the central gem will change colors, each color having a different effect. Regardless of the color, ALL creatures in the arena will have the following effects: *Vulnerable 5 to one damage type. *Resist 10 to all other damage types. The damage type is determined by the color of the center gem. Standing in the blue area will have two effects: 1) When the gem changes colors, everyone standing in the blue area will take an attack (see [B]Round Attack[/B] below). 2) When the gem finishes changing colors, whichever side has more conscious players in the blue area will get a round benefit for their team that changes depending on the central gem's color. On a tie, neither side gets the benefit. [B]Statues[/B]: A player on or adjacent to one of the red spheres can control the the statue next to it and direct it to attack as a minor action. The statue's attack can target any creature within reach 5 of its center square: +12 vs AC, 2d10+3 damage and slide 3. This action may only be taken once per round per combatant. [B]Yellow Spheres[/B]: A player on or adjacent to a yellow sphere can control one of the pentagonal platforms and direct it to attack any creature on the map as a minor action. Attack is "[B]Round Attack[/B]" below. This action may only be taken once per round per combatant. [B]Black Liquid[/B]: Any creature that falls into the liquid takes the a "[B]Round Attack[/B]" below when they fall in and are restrained(save ends). At the end of each turn in the oil, creatures take 5 damage of the current round's type. [B]Round Attack[/B]: +10 vs NAD(depending on center gem color): 1d10+3 damage (type depending on center gem color) and slide 1. [B]Victory[/B]: If at the end of a round, only one team is on the platform (others are unconscious, dead, or in the oil) the match ends immediately and the side on the platform wins.[/sblock] [sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC. I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc. *All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds. *Any skill can be used, as long as the player can provide relevant character action to back up the roll. [B]Current Skill DCs[/B]: [I]Acrobatics[/I]: [B]19[/B] [I]Insight[/I]: [B]19[/B] [I]Religion[/I]:[B] 19[/B][I] Streetwise[/I]: [B]19[/B] [I]Others[/I]: [B]17[/B][/sblock] [/QUOTE]
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The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
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