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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: 5722181" data-attributes="member: 60965"><p><strong>Match Two: </strong><strong>The</strong> <strong>Black Pool, Round 2</strong></p><p></p><p>As each new dazzling, terrifying attack is unleashed, the crowd gets more and more wild, to the point the arena is shaking, the oil splashing against its walls with the force of the crowd's near-riot.</p><p></p><p>The nearly broken Eladrin make a few feeble attacks, mostly absorbed by the gray protective fields around the party.</p><p></p><p>Then the gem in the center flares, turning black. It blasts those in the center, but when it returns the group's fields are solid black, unblemished by any weakness.</p><p></p><p>[sblock=New Combat Rules, IMPORTANT, READ]Ok, here's the big change that I'm going to implement in all my games. We're keeping the Malenkirk initiative system, but here's how I'm going to handle status effects and the like:</p><p></p><p><strong>All PC actions are considered to be simultaneous</strong>. This means that all the monsters are exactly where the map shows them until I run the round, then all the group's attacks take place at the same time and will be in effect for the whole team for the upcoming round.</p><p><strong>Exception A</strong>: If the player hits with an effect (say dazing TenT) the player will get the advantages of their effect for the rest of their turn. I.E. daze them, AP, get CA from the daze. For the rest of the team, the effect will only apply for the creature's following turn.</p><p><strong>Exception B</strong>: If a monster saves against an effect at the end of its turn, the PCs will still get the benefit of the effect during their following turn. Example, a monster dazed that saves will still not draw OAs/grant CA during the player's following turn.</p><p></p><p>Hopefully, this will alleviate players not knowing what's going on and me having to take an hour every few nights to do a partial round update. The only thing you have to keep track of is where the other players moved to and the effects I have written in the <strong>Combatants</strong> block imposed from the last round.[/sblock]</p><p></p><p>[GM]Martelai's pact boon triggered thanks to four creatures going bloodied (removing curse from them) and 1 cursed creature dying.[/GM]</p><p></p><p>[sblock=Center Gem]<strong>Color</strong>: Black</p><p><strong>Type</strong>: Force</p><p><strong>Round Attack</strong>: +10 vs Ref, 1d10+3 force damage and slide 1.</p><p><strong>Capture Bonus</strong>: Players have resist 10 all, no vulnerabilities.</p><p><strong>Capturing Team</strong>: Players.[/sblock]</p><p></p><p>[sblock=Enemy Actions]<strong>Shadewalker 1</strong>: <strong>Save</strong>: <strong>19</strong> vs Stun, <strong>saved</strong>.</p><p><strong>Shadewalker 2</strong>: <strong>Save</strong>: <strong>13</strong> vs Stun, <strong>saved</strong>.</p><p><strong>Shadewalker 3</strong>: <strong>Save</strong>: <strong>13</strong> vs Stun, <strong>saved</strong>.</p><p></p><p><strong>Mercenary 1</strong>: <strong>Stab of the Wild</strong>(+2 CA, -2 concealment): <strong>29</strong> vs Kauldron's <strong>29 AC</strong>, <strong>hit</strong>, 22 reduced to 12 / 2 = <strong>6 damage</strong> and Kauldron is <strong>restrained</strong> until the end of Mercenary 1's next turn.</p><p><strong>Mercenary 2</strong>: <strong>Save</strong>: <strong>17</strong> vs Stun, <strong>saved</strong>.</p><p></p><p><strong>Spellweaver 1</strong>: <strong>Fey Step</strong>, teleport to K13. <strong>Dazzling Blast</strong>(Close Blast 3, -2 Restrained): <strong>11</strong> vs Cyr's <strong>17 Will</strong>, miss, <strong>22</strong> vs Gil's <strong>17 Will</strong>, hit, 20 reduced to <strong>10 radiant damage</strong> and Gil is <strong>blinded</strong> until the end of the Spellweaver's next turn. <strong>Save</strong>: <strong>7</strong> vs Restrained, <strong>fail</strong>.</p><p><strong>Spellweaver 2</strong>: Stand. <strong>Statue Attack</strong>(+2 CA): <strong>19</strong> vs Lerrick's <strong>17 AC</strong>, <strong>hit</strong>, 19 reduced to <strong>9 damage</strong> and <strong>slide 3</strong>, Lerrick's save vs going into the oil: <strong>19</strong>, <strong>saved</strong>. <strong>Teleporting Bolt</strong>(+2 CA): <strong>19</strong> vs Cyr's <strong>20 Reflex</strong>, <strong>miss</strong>.</p><p></p><p><strong>Arcane Archer</strong>: Move to T20. <strong>Force Arrow</strong>: <strong>19</strong> vs Artemis' <strong>21 AC</strong>, miss.</p><p></p><p><strong>Center Gem</strong>(+2 CA vs Cyr and Gil): <strong>13</strong> vs Cyr's <strong>22 Will</strong>, <strong>miss</strong>, <strong>15</strong> vs Gil's <strong>17 Ref</strong>, <strong>miss</strong>, <strong>23</strong> vs Brenwar's <strong>21 Will</strong>, <strong>hit</strong>, Brenwar takes 8 + 5 =<strong> 13 necrotic damage</strong> and is <strong>slid 1</strong>.[/sblock]</p><p></p><p>[sblock=Combatants]<strong>-Party-</strong></p><p><strong>Effects On All Players</strong>: <span style="color: Gray">resist 10 all</span></p><p><strong>Ootah</strong>: <span style="color: Silver">U8</span>, <span style="color: Lime">45</span>/46hp, <span style="color: Gray">+2 AC/Ref and +1d8 damage</span>, <span style="color: Gray">+1 defenses vs Spellweaver 2</span>, <span style="color: DarkSlateGray">Skirmishing Stance</span></p><p> <strong>Joy</strong>: <span style="color: Silver">G8</span>, <span style="color: Orange">8</span>+<span style="color: Red">16</span>/46hp, <span style="color: Gray">+1 attacks</span></p><p> <strong>Cyr</strong>:<span style="color: Silver"> H10</span>, <span style="color: Orange">8</span>+<span style="color: Red">17</span>/42hp, <span style="color: Gray">dazed</span></p><p> <strong>Gil</strong>: <span style="color: Silver">I11</span>, <span style="color: Lime">23</span>/36hp, <span style="color: Gray">blind</span>, <span style="color: DarkSlateGray">resist 5 cold</span></p><p><strong>Kauldron</strong>: <span style="color: Silver">J6</span>, <span style="color: Orange">14</span>+<span style="color: Lime">59</span>/59hp, <span style="color: Gray">restrained</span>, <span style="color: RoyalBlue">+1 defenses</span></p><p> <strong>Artemis</strong>: <span style="color: Silver">O15</span>, <span style="color: Lime">34</span>/37hp</p><p> <strong>Martelai</strong>: <span style="color: Silver">K11</span>, <span style="color: Orange">8</span>+<span style="color: Lime">44</span>/54hp, <span style="color: DarkSlateGray">Potion of Will</span></p><p><strong>Lerrick</strong>: <span style="color: Silver">L5</span>, <span style="color: Orange">8</span>+<span style="color: Lime">36</span>/47hp, <span style="color: RoyalBlue">+1 defenses</span>, <span style="color: RoyalBlue">prone</span>, <span style="color: DarkSlateGray">Beacon of Hope</span></p><p><strong> Brenwar</strong>:<span style="color: Silver"> H7</span>, <span style="color: Lime">36</span>/65hp, <span style="color: Gray">+1 defenses</span>, <span style="color: RoyalBlue">+1 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">resist 10 all except vulnerable 5 force</span></p><p><strong>Eladrin Mercenary 1</strong>: <span style="color: Silver">J7</span>, <span style="color: Red">38</span>/77hp, <span style="color: Gray">dazed</span>, <span style="color: Gray">weakened</span></p><p><strong>Eladrin </strong><strong>Mercenary 2</strong>: <span style="color: Silver">K7</span>, <span style="color: Red">20</span>/77hp, <span style="color: Gray">weakened</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><em>Eladrin Mercenaries killed</em>: <strong>1</strong></p><p></p><p><strong>Eladrin Shadewalker 1</strong>: <span style="color: Silver">J5</span>, <span style="color: Lime">55</span>/94hp, <span style="color: Gray">Divine Challenge(Kauldron)</span>, <span style="color: DarkSlateGray">Cursed(Martelai)</span></p><p><strong>Eladrin </strong><strong>Shadewalker </strong><strong>2</strong>: <span style="color: Silver">I7</span>, <span style="color: Red">41</span>/94hp<span style="color: DarkSlateGray">)</span></p><p><strong>Eladrin </strong><strong>Shadewalker </strong><strong>3</strong>: <span style="color: Silver">K6</span>,<span style="color: Red"> 6</span>/94hp</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">K13,</span> <span style="color: Red">41</span>/82hp, <span style="color: Yellow">restrained</span></p><p><strong>Eladrin Spellweaver 2</strong>: <span style="color: Silver">N5</span>, <span style="color: Lime">53</span>/82hp, <span style="color: DarkSlateGray">Quarry(Ootah)</span>, <span style="color: DarkSlateGray">Cursed(Martelai)</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">T20</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 then 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><strong></strong><em>History</em>: <strong>21</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: 5722181, member: 60965"] [B]Match Two: [/B][B]The[/B] [B]Black Pool, Round 2[/B] As each new dazzling, terrifying attack is unleashed, the crowd gets more and more wild, to the point the arena is shaking, the oil splashing against its walls with the force of the crowd's near-riot. The nearly broken Eladrin make a few feeble attacks, mostly absorbed by the gray protective fields around the party. Then the gem in the center flares, turning black. It blasts those in the center, but when it returns the group's fields are solid black, unblemished by any weakness. [sblock=New Combat Rules, IMPORTANT, READ]Ok, here's the big change that I'm going to implement in all my games. We're keeping the Malenkirk initiative system, but here's how I'm going to handle status effects and the like: [B]All PC actions are considered to be simultaneous[/B]. This means that all the monsters are exactly where the map shows them until I run the round, then all the group's attacks take place at the same time and will be in effect for the whole team for the upcoming round. [B]Exception A[/B]: If the player hits with an effect (say dazing TenT) the player will get the advantages of their effect for the rest of their turn. I.E. daze them, AP, get CA from the daze. For the rest of the team, the effect will only apply for the creature's following turn. [B]Exception B[/B]: If a monster saves against an effect at the end of its turn, the PCs will still get the benefit of the effect during their following turn. Example, a monster dazed that saves will still not draw OAs/grant CA during the player's following turn. Hopefully, this will alleviate players not knowing what's going on and me having to take an hour every few nights to do a partial round update. The only thing you have to keep track of is where the other players moved to and the effects I have written in the [B]Combatants[/B] block imposed from the last round.[/sblock] [GM]Martelai's pact boon triggered thanks to four creatures going bloodied (removing curse from them) and 1 cursed creature dying.[/GM] [sblock=Center Gem][B]Color[/B]: Black [B]Type[/B]: Force [B]Round Attack[/B]: +10 vs Ref, 1d10+3 force damage and slide 1. [B]Capture Bonus[/B]: Players have resist 10 all, no vulnerabilities. [B]Capturing Team[/B]: Players.[/sblock] [sblock=Enemy Actions][B]Shadewalker 1[/B]: [B]Save[/B]: [B]19[/B] vs Stun, [B]saved[/B]. [B]Shadewalker 2[/B]: [B]Save[/B]: [B]13[/B] vs Stun, [B]saved[/B]. [B]Shadewalker 3[/B]: [B]Save[/B]: [B]13[/B] vs Stun, [B]saved[/B]. [B]Mercenary 1[/B]: [B]Stab of the Wild[/B](+2 CA, -2 concealment): [B]29[/B] vs Kauldron's [B]29 AC[/B], [B]hit[/B], 22 reduced to 12 / 2 = [B]6 damage[/B] and Kauldron is [B]restrained[/B] until the end of Mercenary 1's next turn. [B]Mercenary 2[/B]: [B]Save[/B]: [B]17[/B] vs Stun, [B]saved[/B]. [B]Spellweaver 1[/B]: [B]Fey Step[/B], teleport to K13. [B]Dazzling Blast[/B](Close Blast 3, -2 Restrained): [B]11[/B] vs Cyr's [B]17 Will[/B], miss, [B]22[/B] vs Gil's [B]17 Will[/B], hit, 20 reduced to [B]10 radiant damage[/B] and Gil is [B]blinded[/B] until the end of the Spellweaver's next turn. [B]Save[/B]: [B]7[/B] vs Restrained, [B]fail[/B]. [B]Spellweaver 2[/B]: Stand. [B]Statue Attack[/B](+2 CA): [B]19[/B] vs Lerrick's [B]17 AC[/B], [B]hit[/B], 19 reduced to [B]9 damage[/B] and [B]slide 3[/B], Lerrick's save vs going into the oil: [B]19[/B], [B]saved[/B]. [B]Teleporting Bolt[/B](+2 CA): [B]19[/B] vs Cyr's [B]20 Reflex[/B], [B]miss[/B]. [B]Arcane Archer[/B]: Move to T20. [B]Force Arrow[/B]: [B]19[/B] vs Artemis' [B]21 AC[/B], miss. [B]Center Gem[/B](+2 CA vs Cyr and Gil): [B]13[/B] vs Cyr's [B]22 Will[/B], [B]miss[/B], [B]15[/B] vs Gil's [B]17 Ref[/B], [B]miss[/B], [B]23[/B] vs Brenwar's [B]21 Will[/B], [B]hit[/B], Brenwar takes 8 + 5 =[B] 13 necrotic damage[/B] and is [B]slid 1[/B].[/sblock] [sblock=Combatants][B]-Party-[/B] [B]Effects On All Players[/B]: [COLOR=Gray]resist 10 all[/COLOR] [B]Ootah[/B]: [COLOR=Silver]U8[/COLOR], [COLOR=Lime]45[/COLOR]/46hp, [COLOR=Gray]+2 AC/Ref and +1d8 damage[/COLOR], [COLOR=Gray]+1 defenses vs Spellweaver 2[/COLOR], [COLOR=DarkSlateGray]Skirmishing Stance[/COLOR] [B]Joy[/B]: [COLOR=Silver]G8[/COLOR], [COLOR=Orange]8[/COLOR]+[COLOR=Red]16[/COLOR]/46hp, [COLOR=Gray]+1 attacks[/COLOR] [B]Cyr[/B]:[COLOR=Silver] H10[/COLOR], [COLOR=Orange]8[/COLOR]+[COLOR=Red]17[/COLOR]/42hp, [COLOR=Gray]dazed[/COLOR] [B]Gil[/B]: [COLOR=Silver]I11[/COLOR], [COLOR=Lime]23[/COLOR]/36hp, [COLOR=Gray]blind[/COLOR], [COLOR=DarkSlateGray]resist 5 cold[/COLOR] [B]Kauldron[/B]: [COLOR=Silver]J6[/COLOR], [COLOR=Orange]14[/COLOR]+[COLOR=Lime]59[/COLOR]/59hp, [COLOR=Gray]restrained[/COLOR], [COLOR=RoyalBlue]+1 defenses[/COLOR] [B]Artemis[/B]: [COLOR=Silver]O15[/COLOR], [COLOR=Lime]34[/COLOR]/37hp [B]Martelai[/B]: [COLOR=Silver]K11[/COLOR], [COLOR=Orange]8[/COLOR]+[COLOR=Lime]44[/COLOR]/54hp, [COLOR=DarkSlateGray]Potion of Will[/COLOR] [B]Lerrick[/B]: [COLOR=Silver]L5[/COLOR], [COLOR=Orange]8[/COLOR]+[COLOR=Lime]36[/COLOR]/47hp, [COLOR=RoyalBlue]+1 defenses[/COLOR], [COLOR=RoyalBlue]prone[/COLOR], [COLOR=DarkSlateGray]Beacon of Hope[/COLOR] [B] Brenwar[/B]:[COLOR=Silver] H7[/COLOR], [COLOR=Lime]36[/COLOR]/65hp, [COLOR=Gray]+1 defenses[/COLOR], [COLOR=RoyalBlue]+1 defenses[/COLOR] [B] -Enemy- [/B][B]Effects on All Enemies[/B]: [COLOR=Gray]resist 10 all except vulnerable 5 force[/COLOR] [B]Eladrin Mercenary 1[/B]: [COLOR=Silver]J7[/COLOR], [COLOR=Red]38[/COLOR]/77hp, [COLOR=Gray]dazed[/COLOR], [COLOR=Gray]weakened[/COLOR] [B]Eladrin [/B][B]Mercenary 2[/B]: [COLOR=Silver]K7[/COLOR], [COLOR=Red]20[/COLOR]/77hp, [COLOR=Gray]weakened[/COLOR] Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. [B]MBA[/B]: +12 vs AC, 2d8+6 damage. [I]Eladrin Mercenaries killed[/I]: [B]1[/B] [B]Eladrin Shadewalker 1[/B]: [COLOR=Silver]J5[/COLOR], [COLOR=Lime]55[/COLOR]/94hp, [COLOR=Gray]Divine Challenge(Kauldron)[/COLOR], [COLOR=DarkSlateGray]Cursed(Martelai)[/COLOR] [B]Eladrin [/B][B]Shadewalker [/B][B]2[/B]: [COLOR=Silver]I7[/COLOR], [COLOR=Red]41[/COLOR]/94hp[COLOR=DarkSlateGray])[/COLOR] [B]Eladrin [/B][B]Shadewalker [/B][B]3[/B]: [COLOR=Silver]K6[/COLOR],[COLOR=Red] 6[/COLOR]/94hp 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]K13,[/COLOR] [COLOR=Red]41[/COLOR]/82hp, [COLOR=Yellow]restrained[/COLOR] [B]Eladrin Spellweaver 2[/B]: [COLOR=Silver]N5[/COLOR], [COLOR=Lime]53[/COLOR]/82hp, [COLOR=DarkSlateGray]Quarry(Ootah)[/COLOR], [COLOR=DarkSlateGray]Cursed(Martelai)[/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]T20[/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 then 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]History[/I]: [B]21[/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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