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: 5732337" data-attributes="member: 60965"><p><strong>Match Two: </strong><strong>The</strong> <strong>Black Pool, Round 5</strong></p><p></p><p>Though more than half of them are dead, the eladrin continue to fight, using statues and orbs to blast the group out of the center, using the gem-imbued powers to teleport out of the oil and avoiding losing the battle.</p><p></p><p>Though victory is nearly at hand for the group, Cyr lies dying in the oil...</p><p></p><p>[GM][MENTION=87106]MetaVoid[/MENTION], It's a Standard action DC10 Heal check to grant someone a saving throw. Cyr also takes 5 + 5 psychic damage at the end of his turn for ending in the oil.</p><p></p><p>H4 is slightly more platform than it is oil, so it counts as platform.[/GM]</p><p></p><p>[sblock=Center Gem]<strong>Color</strong>: Orange</p><p><strong>Type</strong>: Poison</p><p><strong>Round Attack</strong>: +10 vs Fort, 1d10+3 poison damage and slide 1.</p><p><strong>Capture Bonus</strong>: Opposing team can't activate statues or orbs.</p><p><strong>Capturing Team</strong>: None.[/sblock]</p><p></p><p>[sblock=Enemy Actions]<strong>Shadewalker 2</strong>: <strong>Surprise Fey Step</strong>: Teleport to I4, gain <strong>CA</strong> vs adjacent enemies. <strong>Orb Round Attack</strong>(-2 restrained): <strong>24</strong> vs Lerrick's <strong>22 Will</strong>, <strong>hit</strong>, 10 + 5 = <strong>15 psychic damage</strong> and <strong>slide 1</strong>. <strong>Dancing Blade</strong>(-2 restrained, +2 CA): <strong>28</strong> vs Ootah's <strong>22 AC</strong>, <strong>hit</strong>, 18 reduced to <strong>8 damage</strong> and Shadewalker 2 is <strong>invisible</strong> to Ootah TenT. <strong>Save</strong>: <strong>6</strong> vs <strong>restrained</strong>, <strong>fail</strong>.</p><p></p><p><strong>Mercenary 1</strong>:Teleport to C5. <strong>Statue Attack</strong>(-2 restrained): <strong>Crit</strong> vs Brenwar, 23 reduced to <strong>13 damage</strong> and <strong>slide 3</strong>. <strong>Total Defense</strong>: <strong>+2 defenses</strong> TenT. <strong>Save</strong>: <strong>4</strong> vs <strong>restrained</strong>, <strong>fail</strong>.</p><p></p><p><strong>Spellweaver 2</strong>: Teleport to H4. <strong>Orb Attack</strong>(-2 restrained): <strong>21</strong> vs Artemis' <strong>16 Will</strong>, <strong>hit</strong>, 6 + 5 = <strong>11 psychic damage</strong> and <strong>slide 1</strong>.</p><p></p><p><strong>Arcane Archer</strong>: Teleport to O15. <strong>Statue Attack</strong>(+2 CA): <strong>19</strong> vs Gil's <strong>17 Will</strong>, <strong>hit</strong>, 9 reduced to <strong>0 damage</strong> and <strong>slide 3</strong>. Gil's save: 1d20=<strong>12</strong>, <strong>saved</strong>. <strong>Force Arrow</strong>(-2 Cover): <strong>26</strong> vs Ootah's <strong>22 AC</strong>, <strong>hit</strong>, 7 reduced to <strong>0 damage</strong> and <strong>push 1</strong>. Ootah's save: 1d20=<strong>14</strong>, <strong>saved</strong>, <strong>prone</strong>.</p><p></p><p>No one 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 poison</span></p><p><strong>Ootah</strong>: <span style="color: Silver">J5</span>, <span style="color: Lime">37</span>/46hp, <span style="color: RoyalBlue">+1 defenses</span>, <span style="color: RoyalBlue">prone</span>, <span style="color: DarkSlateGray">Skirmishing Stance</span></p><p> <strong>Joy</strong>: <span style="color: Silver">H15</span>, <span style="color: Red">11</span>/46hp</p><p> <strong>Cyr</strong>:<span style="color: Silver"> A6</span>, <span style="color: Gray">-2</span>/42hp, <span style="color: Red">dying</span>, <span style="color: Red">unconscious</span>, <span style="color: Yellow">restrained</span>, <span style="color: RoyalBlue">5 round damage at end of turn</span>, <span style="color: RoyalBlue">prone </span></p><p> <strong>Gil</strong>: <span style="color: Silver">I18</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">H5</span>, <span style="color: Orange">14</span>+<span style="color: Lime">59</span>/59hp, <span style="color: RoyalBlue">+1 defenses</span></p><p> <strong>Artemis</strong>: <span style="color: Silver">K13</span>, <span style="color: Lime">23</span>/37hp</p><p> <strong>Martelai</strong>: <span style="color: Silver">D5</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">K8</span>, <span style="color: Red">20</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">4</span>+<span style="color: Red">25</span>/65hp, <span style="color: Gray">+2 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 poison</span></p><p><strong>Eladrin Mercenary 1</strong>: <span style="color: Silver">C5</span>, <span style="color: Red">4</span>/77hp, <span style="color: Gray">+2 defenses</span>, <span style="color: Yellow">restrained</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 </strong><strong>Shadewalker </strong><strong>2</strong>: <span style="color: Silver">I4</span>, <span style="color: Red">16</span>/94hp, <span style="color: Gray">invisible to Ootah</span>, <span style="color: Yellow">restrained</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>2</strong></p><p></p><p><strong>Eladrin Spellweaver 2</strong>: <span style="color: Silver">H4</span>, <span style="color: Red">39</span>/82hp, <span style="color: Yellow">restrained</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><em>Eladrin Spellweavers killed</em>:<strong> 1</strong></p><p></p><p><strong>Eladrin Arcane Archer</strong>: <span style="color: Silver">O15</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: 5732337, member: 60965"] [B]Match Two: [/B][B]The[/B] [B]Black Pool, Round 5[/B] Though more than half of them are dead, the eladrin continue to fight, using statues and orbs to blast the group out of the center, using the gem-imbued powers to teleport out of the oil and avoiding losing the battle. Though victory is nearly at hand for the group, Cyr lies dying in the oil... [GM][MENTION=87106]MetaVoid[/MENTION], It's a Standard action DC10 Heal check to grant someone a saving throw. Cyr also takes 5 + 5 psychic damage at the end of his turn for ending in the oil. H4 is slightly more platform than it is oil, so it counts as platform.[/GM] [sblock=Center Gem][B]Color[/B]: Orange [B]Type[/B]: Poison [B]Round Attack[/B]: +10 vs Fort, 1d10+3 poison damage and slide 1. [B]Capture Bonus[/B]: Opposing team can't activate statues or orbs. [B]Capturing Team[/B]: None.[/sblock] [sblock=Enemy Actions][B]Shadewalker 2[/B]: [B]Surprise Fey Step[/B]: Teleport to I4, gain [B]CA[/B] vs adjacent enemies. [B]Orb Round Attack[/B](-2 restrained): [B]24[/B] vs Lerrick's [B]22 Will[/B], [B]hit[/B], 10 + 5 = [B]15 psychic damage[/B] and [B]slide 1[/B]. [B]Dancing Blade[/B](-2 restrained, +2 CA): [B]28[/B] vs Ootah's [B]22 AC[/B], [B]hit[/B], 18 reduced to [B]8 damage[/B] and Shadewalker 2 is [B]invisible[/B] to Ootah TenT. [B]Save[/B]: [B]6[/B] vs [B]restrained[/B], [B]fail[/B]. [B]Mercenary 1[/B]:Teleport to C5. [B]Statue Attack[/B](-2 restrained): [B]Crit[/B] vs Brenwar, 23 reduced to [B]13 damage[/B] and [B]slide 3[/B]. [B]Total Defense[/B]: [B]+2 defenses[/B] TenT. [B]Save[/B]: [B]4[/B] vs [B]restrained[/B], [B]fail[/B]. [B]Spellweaver 2[/B]: Teleport to H4. [B]Orb Attack[/B](-2 restrained): [B]21[/B] vs Artemis' [B]16 Will[/B], [B]hit[/B], 6 + 5 = [B]11 psychic damage[/B] and [B]slide 1[/B]. [B]Arcane Archer[/B]: Teleport to O15. [B]Statue Attack[/B](+2 CA): [B]19[/B] vs Gil's [B]17 Will[/B], [B]hit[/B], 9 reduced to [B]0 damage[/B] and [B]slide 3[/B]. Gil's save: 1d20=[B]12[/B], [B]saved[/B]. [B]Force Arrow[/B](-2 Cover): [B]26[/B] vs Ootah's [B]22 AC[/B], [B]hit[/B], 7 reduced to [B]0 damage[/B] and [B]push 1[/B]. Ootah's save: 1d20=[B]14[/B], [B]saved[/B], [B]prone[/B]. No one controls the center.[/sblock] [sblock=Combatants][B]-Party-[/B] [B]Effects On All Players[/B]: [COLOR=Gray]resist 10 all except vulnerable 5 poison[/COLOR] [B]Ootah[/B]: [COLOR=Silver]J5[/COLOR], [COLOR=Lime]37[/COLOR]/46hp, [COLOR=RoyalBlue]+1 defenses[/COLOR], [COLOR=RoyalBlue]prone[/COLOR], [COLOR=DarkSlateGray]Skirmishing Stance[/COLOR] [B]Joy[/B]: [COLOR=Silver]H15[/COLOR], [COLOR=Red]11[/COLOR]/46hp [B]Cyr[/B]:[COLOR=Silver] A6[/COLOR], [COLOR=Gray]-2[/COLOR]/42hp, [COLOR=Red]dying[/COLOR], [COLOR=Red]unconscious[/COLOR], [COLOR=Yellow]restrained[/COLOR], [COLOR=RoyalBlue]5 round damage at end of turn[/COLOR], [COLOR=RoyalBlue]prone [/COLOR] [B]Gil[/B]: [COLOR=Silver]I18[/COLOR], [COLOR=Lime]34[/COLOR]/36hp, [COLOR=RoyalBlue]prone[/COLOR], [COLOR=DarkSlateGray]resist 5 cold[/COLOR] [B]Kauldron[/B]: [COLOR=Silver]H5[/COLOR], [COLOR=Orange]14[/COLOR]+[COLOR=Lime]59[/COLOR]/59hp, [COLOR=RoyalBlue]+1 defenses[/COLOR] [B]Artemis[/B]: [COLOR=Silver]K13[/COLOR], [COLOR=Lime]23[/COLOR]/37hp [B]Martelai[/B]: [COLOR=Silver]D5[/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]K8[/COLOR], [COLOR=Red]20[/COLOR]/47hp, [COLOR=RoyalBlue]+1 defenses[/COLOR], [COLOR=DarkSlateGray]Beacon of Hope[/COLOR] [B] Brenwar[/B]:[COLOR=Silver] G7[/COLOR], [COLOR=Orange]4[/COLOR]+[COLOR=Red]25[/COLOR]/65hp, [COLOR=Gray]+2 defenses[/COLOR], [COLOR=RoyalBlue]+1 defenses[/COLOR] [B] -Enemy- [/B][B]Effects on All Enemies[/B]: [COLOR=Gray]resist 10 all except vulnerable 5 poison[/COLOR] [B]Eladrin Mercenary 1[/B]: [COLOR=Silver]C5[/COLOR], [COLOR=Red]4[/COLOR]/77hp, [COLOR=Gray]+2 defenses[/COLOR], [COLOR=Yellow]restrained[/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 [/B][B]Shadewalker [/B][B]2[/B]: [COLOR=Silver]I4[/COLOR], [COLOR=Red]16[/COLOR]/94hp, [COLOR=Gray]invisible to Ootah[/COLOR], [COLOR=Yellow]restrained[/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]2[/B] [B]Eladrin Spellweaver 2[/B]: [COLOR=Silver]H4[/COLOR], [COLOR=Red]39[/COLOR]/82hp, [COLOR=Yellow]restrained[/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. [I]Eladrin Spellweavers killed[/I]:[B] 1[/B] [B]Eladrin Arcane Archer[/B]: [COLOR=Silver]O15[/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