Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iron Sky" data-source="post: 5729128" data-attributes="member: 60965"><p><strong>Match Two: </strong><strong>The</strong> <strong>Black Pool, Round 4</strong></p><p></p><p>The Eladrin use the healing benefit they earned the round before to great affect - healing wounds that could have been soon fatal. They counter attack, driving the heroes out of the center to gain a one-eladrin-advantage.</p><p></p><p>The Spellweavers and lone archer are the core of the attack, teleporting Joy away and knocking Cyr into the (currently) acidic oil.</p><p></p><p>In the center, the crystal flickers and goes transparent. Eladrin grins form as their link to the feywild is sharpened...</p><p></p><p>Beyond, the crowd goes wild, cheering at the constantly changing face of the battlefield.</p><p></p><p>[GM][MENTION=24380]Neurotic[/MENTION], there would be a small mess of retconning to do, so I'll just give you a free curse.</p><p></p><p>To our paladins, they revised Divine Challenge - does it still go away if you don't engage? If so, just let me know when it fades if you would so I don't have to keep track of it.</p><p></p><p>Looking forward to getting the google maps thing going. Still takes hours to update a round. Of course, there's alot of crazy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> going on each round to keep track of too...[/GM]</p><p></p><p>[sblock=Center Gem]<strong>Color</strong>: Clear</p><p><strong>Type</strong>: Psychic</p><p><strong>Round Attack</strong>: +10 vs Will, 1d10+3 psychic damage and slide 1.</p><p><strong>Capture Bonus</strong>: Each team member gains teleport as a movement mode.</p><p><strong>Capturing Team</strong>: Enemies.[/sblock]</p><p></p><p>[sblock=Enemy Actions]<strong>Shadewalker 1</strong>: <strong>Round Effect</strong>: Heal <strong>23hp</strong>. Shift to M9. Charge to I11, <strong>Dancing Blade</strong>(+1 charge, -2 mark): Take 10 reduced to <strong>0 radiant damage</strong>. <strong>27</strong> vs Joy's <strong>20 AC</strong>, <strong>hit</strong>, 19 reduced to <strong>9 damage </strong>and <strong>invisible</strong> to Joy TenT. </p><p><strong>Shadewalker 2</strong>: <strong>Round Effect</strong>: Heal <strong>23hp</strong>. <strong>Surprise Fey Step</strong>: Teleport to I5, gain <strong>CA</strong> against Ootah (yes, the Shadewalkers' Fey Step can recharge), <strong>Dancing Blade</strong>(+2 CA, -2 Restrained, -2 Marked): Take 7 reduced to <strong>0 radiant damage</strong>, <strong>16</strong> vs Ootah's <strong>25 AC</strong>, <strong>miss</strong>. <strong>Save</strong>: <strong>14</strong> vs <strong>restrained</strong>, <strong>save</strong>.</p><p></p><p><strong>Mercenary 1</strong>: <strong>Round Effect</strong>: Heal <strong>19 hp</strong>. <strong>Heal</strong>: <strong>12</strong>, <strong>success</strong>, save vs <strong>restrained</strong>: <strong>6</strong>, <strong>fail</strong>. End of turn, take 5 + 5 = <strong>10 acid damage</strong>.</p><p></p><p><strong>Spellweaver 1</strong>: <strong>Round Effect</strong>: Heal <strong>20hp</strong>. <strong>Fey Step</strong>: Teleport to K10. <strong>Teleporting Bolt</strong>(Range 5, -2 restrained): <strong>26</strong> vs Joy's <strong>17 Reflex</strong>, <strong>hit</strong>, 20 reduced to <strong>10 force damage</strong> and teleport 3. <strong>Save</strong>: <strong>15</strong> vs <strong>restrained</strong>, <strong>saved</strong>.</p><p><strong>Spellweaver 2</strong>: <strong>Round Effect</strong>: Heal <strong>20hp</strong>.</p><p></p><p><strong>Arcane Archer</strong>: Move to T11. <strong>Force Arrow</strong>(Range 20, -2 cover): <strong>29</strong> vs Cyr's <strong>22 AC</strong>, <strong>hit</strong>, 7 reduced to <strong>0 force damage</strong> and push 1, Cyr's save: 1d20=<strong>6</strong>, <strong>fail</strong>. <strong>Round Attack</strong>: <strong>20</strong> vs Cyr's <strong>16 Fort</strong>, <strong>hit</strong>, 13 + 5 = <strong>18 acid damage</strong>, <strong>slide 1</strong>, then <strong>restrained(save ends)</strong>.</p><p></p><p><strong>Center Gem</strong>: <strong>27</strong> vs Shadewalker 1's <strong>21 Fort</strong>, <strong>hit</strong>, <strong>29</strong> vs Spellweaver 1's <strong>18 Fort</strong>, <strong>hit</strong>, <strong>27</strong> vs Martelai's <strong>17 Fort</strong>, <strong>hit</strong>, Shadewalker 1 takes 5 + 5 = <strong>10 acid damage</strong> and <strong>slide 1</strong>, Spellweaver 1 takes 5 + 5 = <strong>10 acid damage</strong> and <strong>slide 1</strong>, Martelai takes 6 + 5 = <strong>11 acid damage</strong> and <strong>slide 1</strong>.</p><p></p><p>Enemy controls the center.[/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 except vulnerable 5 psychic</span></p><p><strong>Ootah</strong>: <span style="color: Silver">J6</span>, <span style="color: Lime">45</span>/46hp, <span style="color: Gray">+2 AC/Ref and +1d8 damage</span>, <span style="color: RoyalBlue">+1 defenses</span>, <span style="color: DarkSlateGray">Skirmishing Stance</span></p><p> <strong>Joy</strong>: <span style="color: Silver">E11</span>, <span style="color: Red">11</span>/46hp</p><p> <strong>Cyr</strong>:<span style="color: Silver"> A6</span>, <span style="color: Red">8</span>/42hp, <span style="color: Yellow">restrained</span>, <span style="color: RoyalBlue">5 round damage at end of turn</span></p><p> <strong>-Caustic Rampart</strong>: <span style="color: Silver">I9, J8, J9</span></p><p><strong>Gil</strong>: <span style="color: Silver">J15</span>, <span style="color: Lime">34</span>/36hp, <span style="color: RoyalBlue">prone</span>, <span style="color: DarkSlateGray">resist 5 cold</span></p><p><strong>Kauldron</strong>: <span style="color: Silver">D5</span>, <span style="color: Orange">14</span>+<span style="color: Lime">59</span>/59hp</p><p> <strong>Artemis</strong>: <span style="color: Silver">N12</span>, <span style="color: Lime">34</span>/37hp</p><p> <strong>Martelai</strong>: <span style="color: Silver">I13</span>, <span style="color: Lime">35</span>/54hp, <span style="color: Gray">concealment</span>, <span style="color: Gray">+1 AC/Ref</span>, <span style="color: DarkSlateGray">Potion of Will</span></p><p><strong>Lerrick</strong>: <span style="color: Silver">M7</span>, <span style="color: Lime">35</span>/47hp, <span style="color: RoyalBlue">+1 defenses</span>, <span style="color: DarkSlateGray">Beacon of Hope</span></p><p><strong> Brenwar</strong>:<span style="color: Silver"> G7</span>, <span style="color: Orange">17</span>+<span style="color: Red">25</span>/65hp, <span style="color: Gray">DR3</span>, <span style="color: RoyalBlue">+1 defenses</span>, <span style="color: RoyalBlue">1d6+6 acid damage at start of turn</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 psychic</span>, <span style="color: Gray">teleport as movement mode</span></p><p><strong>Eladrin Mercenary 1</strong>: <span style="color: Silver">B10</span>, <span style="color: Red">16</span>/77hp, <span style="color: Yellow">restrained</span>, <span style="color: RoyalBlue">5 round damage at end of turn</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>2</strong></p><p></p><p><strong>Eladrin Shadewalker 1</strong>: <span style="color: Silver">J12</span>, <span style="color: Red">39</span>/94hp, <span style="color: Gray">Divine Challenge(Kauldron)</span>, <span style="color: Gray">invisible to Joy</span>, <span style="color: Gray">4 lightning damage on OA</span>, <span style="color: DarkSlateGray">Cursed(Martelai)</span></p><p><strong>Eladrin </strong><strong>Shadewalker </strong><strong>2</strong>: <span style="color: Silver">I5</span>, <span style="color: Red">42</span>/94hp, <span style="color: Gray">Divine Challenge(Brenwar)</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><em>Eladrin Shadewalkers killed</em>: <strong>1</strong></p><p></p><p><strong>Eladrin Spellweaver 1</strong>: <span style="color: Silver">K13,</span> <span style="color: Red">25</span>/82hp</p><p><strong>Eladrin Spellweaver 2</strong>: <span style="color: Silver">K7</span>, <span style="color: Lime">47</span>/82hp, <span style="color: Gray">Dazed</span>, <span style="color: RoyalBlue">1d6+6 acid damage at start of turn</span>, <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">T11</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>Arcana</em>: <strong>19</strong></p><p><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: 5729128, member: 60965"] [B]Match Two: [/B][B]The[/B] [B]Black Pool, Round 4[/B] The Eladrin use the healing benefit they earned the round before to great affect - healing wounds that could have been soon fatal. They counter attack, driving the heroes out of the center to gain a one-eladrin-advantage. The Spellweavers and lone archer are the core of the attack, teleporting Joy away and knocking Cyr into the (currently) acidic oil. In the center, the crystal flickers and goes transparent. Eladrin grins form as their link to the feywild is sharpened... Beyond, the crowd goes wild, cheering at the constantly changing face of the battlefield. [GM][MENTION=24380]Neurotic[/MENTION], there would be a small mess of retconning to do, so I'll just give you a free curse. To our paladins, they revised Divine Challenge - does it still go away if you don't engage? If so, just let me know when it fades if you would so I don't have to keep track of it. Looking forward to getting the google maps thing going. Still takes hours to update a round. Of course, there's alot of crazy :):):):):):) going on each round to keep track of too...[/GM] [sblock=Center Gem][B]Color[/B]: Clear [B]Type[/B]: Psychic [B]Round Attack[/B]: +10 vs Will, 1d10+3 psychic damage and slide 1. [B]Capture Bonus[/B]: Each team member gains teleport as a movement mode. [B]Capturing Team[/B]: Enemies.[/sblock] [sblock=Enemy Actions][B]Shadewalker 1[/B]: [B]Round Effect[/B]: Heal [B]23hp[/B]. Shift to M9. Charge to I11, [B]Dancing Blade[/B](+1 charge, -2 mark): Take 10 reduced to [B]0 radiant damage[/B]. [B]27[/B] vs Joy's [B]20 AC[/B], [B]hit[/B], 19 reduced to [B]9 damage [/B]and [B]invisible[/B] to Joy TenT. [B]Shadewalker 2[/B]: [B]Round Effect[/B]: Heal [B]23hp[/B]. [B]Surprise Fey Step[/B]: Teleport to I5, gain [B]CA[/B] against Ootah (yes, the Shadewalkers' Fey Step can recharge), [B]Dancing Blade[/B](+2 CA, -2 Restrained, -2 Marked): Take 7 reduced to [B]0 radiant damage[/B], [B]16[/B] vs Ootah's [B]25 AC[/B], [B]miss[/B]. [B]Save[/B]: [B]14[/B] vs [B]restrained[/B], [B]save[/B]. [B]Mercenary 1[/B]: [B]Round Effect[/B]: Heal [B]19 hp[/B]. [B]Heal[/B]: [B]12[/B], [B]success[/B], save vs [B]restrained[/B]: [B]6[/B], [B]fail[/B]. End of turn, take 5 + 5 = [B]10 acid damage[/B]. [B]Spellweaver 1[/B]: [B]Round Effect[/B]: Heal [B]20hp[/B]. [B]Fey Step[/B]: Teleport to K10. [B]Teleporting Bolt[/B](Range 5, -2 restrained): [B]26[/B] vs Joy's [B]17 Reflex[/B], [B]hit[/B], 20 reduced to [B]10 force damage[/B] and teleport 3. [B]Save[/B]: [B]15[/B] vs [B]restrained[/B], [B]saved[/B]. [B]Spellweaver 2[/B]: [B]Round Effect[/B]: Heal [B]20hp[/B]. [B]Arcane Archer[/B]: Move to T11. [B]Force Arrow[/B](Range 20, -2 cover): [B]29[/B] vs Cyr's [B]22 AC[/B], [B]hit[/B], 7 reduced to [B]0 force damage[/B] and push 1, Cyr's save: 1d20=[B]6[/B], [B]fail[/B]. [B]Round Attack[/B]: [B]20[/B] vs Cyr's [B]16 Fort[/B], [B]hit[/B], 13 + 5 = [B]18 acid damage[/B], [B]slide 1[/B], then [B]restrained(save ends)[/B]. [B]Center Gem[/B]: [B]27[/B] vs Shadewalker 1's [B]21 Fort[/B], [B]hit[/B], [B]29[/B] vs Spellweaver 1's [B]18 Fort[/B], [B]hit[/B], [B]27[/B] vs Martelai's [B]17 Fort[/B], [B]hit[/B], Shadewalker 1 takes 5 + 5 = [B]10 acid damage[/B] and [B]slide 1[/B], Spellweaver 1 takes 5 + 5 = [B]10 acid damage[/B] and [B]slide 1[/B], Martelai takes 6 + 5 = [B]11 acid damage[/B] and [B]slide 1[/B]. Enemy controls the center.[/sblock] [sblock=Combatants][B]-Party-[/B] [B]Effects On All Players[/B]: [COLOR=Gray]resist 10 all except vulnerable 5 psychic[/COLOR] [B]Ootah[/B]: [COLOR=Silver]J6[/COLOR], [COLOR=Lime]45[/COLOR]/46hp, [COLOR=Gray]+2 AC/Ref and +1d8 damage[/COLOR], [COLOR=RoyalBlue]+1 defenses[/COLOR], [COLOR=DarkSlateGray]Skirmishing Stance[/COLOR] [B]Joy[/B]: [COLOR=Silver]E11[/COLOR], [COLOR=Red]11[/COLOR]/46hp [B]Cyr[/B]:[COLOR=Silver] A6[/COLOR], [COLOR=Red]8[/COLOR]/42hp, [COLOR=Yellow]restrained[/COLOR], [COLOR=RoyalBlue]5 round damage at end of turn[/COLOR] [B]-Caustic Rampart[/B]: [COLOR=Silver]I9, J8, J9[/COLOR] [B]Gil[/B]: [COLOR=Silver]J15[/COLOR], [COLOR=Lime]34[/COLOR]/36hp, [COLOR=RoyalBlue]prone[/COLOR], [COLOR=DarkSlateGray]resist 5 cold[/COLOR] [B]Kauldron[/B]: [COLOR=Silver]D5[/COLOR], [COLOR=Orange]14[/COLOR]+[COLOR=Lime]59[/COLOR]/59hp [B]Artemis[/B]: [COLOR=Silver]N12[/COLOR], [COLOR=Lime]34[/COLOR]/37hp [B]Martelai[/B]: [COLOR=Silver]I13[/COLOR], [COLOR=Lime]35[/COLOR]/54hp, [COLOR=Gray]concealment[/COLOR], [COLOR=Gray]+1 AC/Ref[/COLOR], [COLOR=DarkSlateGray]Potion of Will[/COLOR] [B]Lerrick[/B]: [COLOR=Silver]M7[/COLOR], [COLOR=Lime]35[/COLOR]/47hp, [COLOR=RoyalBlue]+1 defenses[/COLOR], [COLOR=DarkSlateGray]Beacon of Hope[/COLOR] [B] Brenwar[/B]:[COLOR=Silver] G7[/COLOR], [COLOR=Orange]17[/COLOR]+[COLOR=Red]25[/COLOR]/65hp, [COLOR=Gray]DR3[/COLOR], [COLOR=RoyalBlue]+1 defenses[/COLOR], [COLOR=RoyalBlue]1d6+6 acid damage at start of turn[/COLOR] [B] -Enemy- [/B][B]Effects on All Enemies[/B]: [COLOR=Gray]resist 10 all except vulnerable 5 psychic[/COLOR], [COLOR=Gray]teleport as movement mode[/COLOR] [B]Eladrin Mercenary 1[/B]: [COLOR=Silver]B10[/COLOR], [COLOR=Red]16[/COLOR]/77hp, [COLOR=Yellow]restrained[/COLOR], [COLOR=RoyalBlue]5 round damage at end of turn[/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]2[/B] [B]Eladrin Shadewalker 1[/B]: [COLOR=Silver]J12[/COLOR], [COLOR=Red]39[/COLOR]/94hp, [COLOR=Gray]Divine Challenge(Kauldron)[/COLOR], [COLOR=Gray]invisible to Joy[/COLOR], [COLOR=Gray]4 lightning damage on OA[/COLOR], [COLOR=DarkSlateGray]Cursed(Martelai)[/COLOR] [B]Eladrin [/B][B]Shadewalker [/B][B]2[/B]: [COLOR=Silver]I5[/COLOR], [COLOR=Red]42[/COLOR]/94hp, [COLOR=Gray]Divine Challenge(Brenwar)[/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. [I]Eladrin Shadewalkers killed[/I]: [B]1[/B] [B]Eladrin Spellweaver 1[/B]: [COLOR=Silver]K13,[/COLOR] [COLOR=Red]25[/COLOR]/82hp [B]Eladrin Spellweaver 2[/B]: [COLOR=Silver]K7[/COLOR], [COLOR=Lime]47[/COLOR]/82hp, [COLOR=Gray]Dazed[/COLOR], [COLOR=RoyalBlue]1d6+6 acid damage at start of turn[/COLOR], [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]T11[/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]Arcana[/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]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
Top