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frajaq
Jan 30, 2009

#acolyte GM of 2014




Fighter Pits beneath Broken Spire Arena - Curst - The Outlands

It's been 3 days since the solitary slave cells started to be filled up. Little by little the band of outcasts came, brought by Curst's guards in chains, first the Aasimar, a turtle and a crow humanoid that puzzled and amused the guards, a tiefling, and finally an half-elf and human. To the spellcasters a cruel-looking muzzle was chained around their head, so any kind of spellcasting was discouraged.

Any memory of your rebirths are confusing as expected, you remember waking up with your body in pain, feeling extremely weakened. You noticed the huge rusty walls of Curst ahead of you, in the middle of a wasteland. Unfortunately you noticed the hooded figures coming at your direction too late, whispering words of power, until you became unconscious yet again.

Your time on the Pits was a perplexing one, most of you expected cruelty from the guards, but they simply executed their tasks without saying anything, refusing to answer any questions as they delivered the daily grub and water to your cells.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Today however, you know something is different as your hear a lot of footsteps come in the direction of your cells. Two squads of guards appear, decked in a full plate suit, rusty and cruel-looking.



They begin to unlock the cells one by one, put you in manacles and escort you out single-file, until you reach a large armory room, filled with scattered miscellaneous pieces of leather and a few pieces of plate here and there, and a couple of weapons that definitely have seen a lot of use in their lives. Ark notices his old thunder cannon near a score of crossbows, with a single look you know it is in a utter state of disrepair, barely capable of firing two shots.

One of the guards grunts "Don't be tryin' anything stupid now." as they begin to unshackling the manacles, and unlocking the muzzles of the party. You notice that some of the guards tense up, great-axes firm in their hands the whole time.

After that is done he glances towards the armory's stock and back to the party. "Suit up and arm yourselves. You Reborn are fighting today. One of the Hoarites be coming soon, talk to ya a bit. And again, don't try anything loving stupid."

Another guard chuckles and looks at Dagat. "Make sure to give us a good show, freak. I'm betting half my pay on you, hah!" Other guards join in the laugh before a sharp glance from their senior shuts them up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Welcome to the game! This is the first time for the six of you to actually take a look to measure each-other up, and have a talk if you so desire.

Armor available: Gladiator Pieces, Light Armor, 11 AC with a maximum Dex modifier of +3

Weapons available: Greatclub, Greataxe, Flail, Trident, Shortsword, Whip, Dagger, Light and Heavy Crossbows, an Artificer Thunder Cannon that will definitely break after firing two shots.

frajaq fucked around with this message at 04:19 on Nov 11, 2018

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Plutonis
Mar 25, 2011

Ark

Hrm. It seems that Ark hasn't been enough of a bastard to be sent to the actual plane of Carceri, but instead to this shithole on the border. He looks around to the weapons and the armory, and then to his companions. It was quite a disappointment for him to see that the Aasimar next to him wasn't his companion, and the other ones seem to be too exotic-looking and even feeble to help if he decided to kill the heavily armored guards. So he just picks the thunder cannon, a light crossbow and a shortsword, as well as the flimsy armor that it was presented to them. "Reward for victory." He grunts towards the guards, an evil look in his eye as he anticipated whatever response would come.

pre:
Name:  Arkane "Ark" Brimstone
Race: Tiefling 
Class: Artificer (Gunsmith)
Proficiency: +2 (+4 for Smith, Alchemist, Forgery Tools)
Alignment: Neutral Evil
Background:  Urban Bounty Hunter 


HP:  31/31
AC: 13 (11 LA + 2 Dex)
Speed:  Fly 30, Ground 30
Passive Perception: 12

Attributes:
STR: 8
DEX:  14
CON: 14
INT: 16
WIS: 10
CHA: 14

Skill profs: Insight, Stealth, Investigation, Arcana, Deception.

Save profs: Con, Int

Weapons Proficiency: Light, Medium

Armor Proficiency: Simple

Tools:  Lute, Playing Cards, Smith's Tools, Thieves' Tools, Alchemist's Supplies, Forgery Kit

Languages: Common, Infernal

Feats: 

Features: 
Race
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.


Class

-Magic Item Analysis
-Artificer Specialist (Gunsmith)
-Wondrous Invention (Cap of Water Breathing)
-Master Smith
-Thunder Cannon
-Arcane Magazine
-Thunder Monger
-Spellcasting
-Infuse Magic

Spells:
Spell DC: 13
Spell Mod: 5
Spells Slots: Lvl 1: 3
Cantrips: Mending
Level 1: Cure Wounds, Disguise Self, Shield of Faith, Alarm

Background: 
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Personality Traits:

Ideal:  Greed. I will do whatever it takes to take my quarry down. (Evil)
Bond: Someone I loved died because of a mistake I made. That will never happen again.
Flaw: When faced with a choice between my objective and my friends, I usually choose the objective.
Equipment:
Ragged robes
Manacles shackling your hands
Flimsy Thunder Cannon (2 Shots)
Light Crossbow
Shortsword
Gladiator Armor
0 gp.

Plutonis fucked around with this message at 18:05 on Nov 11, 2018

Dachshundofdoom
Feb 14, 2013

Pillbug

Arcturus Solar

Once the muzzle is removed, Arcturus rolls his jaw around a few times, wincing at the popping in his mandibular joints. It had been possible to eat and speak in that thing, but unpleasant all the same. He begins searching through the armory and is utterly disappointed by what he finds. If he only had his glorious plate mail, shield, and blade... well, if he had those, he wouldn't still be here. For lack of a shield, he settles on a greataxe not too different from the ones borne by the guards, except for the brownish stains, chipped blade, and spots of rust. With that done, he sets about finding usable pieces of armor while examining his new companions.

A half-elf and a human were the more conventional members. Then there was what he assumed was a kenku, a species he had only heard of once in passing. Some kind of shelled turtle-creature, which was something he had never heard of. And... a tiefling, child of darkness, looking at him with an unreadable expression. Hate? Disappointment? It was only a glance. Arcturus takes a deep breath and shoves his rage down as deep as he can. For now, he has no choice to but to work with these people, regardless of who or what they served. He clears his throat and tries to catch their eyes.

"Let us introduce ourselves, if only so we have a name to call each other by in battle. That moment's hesitation at a critical juncture can cost lives. I am Arcturus Solar, Templar of the Silver Flame. Save your breath in a fight and call me Arc or Templar."

quote:

Name: Arcturus Solar
Race: Aasimar (Scourge)
Class: Paladin (Oath of Conquest)
Proficiency: +3
Alignment: Lawful Good
Background: Mercenary Veteran

HP: 36
AC: 17 (16 Armor +1 Fighting Style)
Speed: 30
Passive Perception: 10

Attributes:15, 14, 13, 12, 10, 8
STR: 14 (+2)
DEX: 12 (+1)
CON: 14 (+2) (13+1 Racial)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 17 (+3) (15+2 Racial)

Skill Proficiencies: Athletics, Intimidation, Persuasion, Religion

Save Proficiencies: Wisdom, Charisma

Weapon Proficiencies: Simple, Martial

Armor Proficiency: Light, Medium, Heavy, Shields

Tools: Playing Cards, Vehicles (Land)

Languages: Common, Celestial

Feats:

Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
-When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
-Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
-When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Spells:

Spellcasting Ability: Charisma
Spell Save DC: 14 (8+Proficiency+Charisma Mod)
Spell Attack Modifier: +6 (Proficiency+Charisma Mod)

Racial Spell:
Light

Oath Spells:
Armor of Agathys
Command
Hold Person
Spiritual Weapon

Paladin Spells:
Aid
Bless
Lesser Restoration
Wrathful Smite
Thunderous Smite

Features:
Race

Angelic Guide: Valandria, Fierce and Vengeful personality. Sends advice and omens in dreams. Is exactly as unreasonable as you'd expect from a deva.

Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Class:

Oath of Conquest: These are the strictures by which I must abide.
-Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
-Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
-Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Divine Sense: As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Divine Smite: When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Fighting Style (Defence): While you are wearing armor, you gain a +1 bonus to AC.

Divine Health: The divine magic flowing through you makes you immune to disease.

Channel Divinity: When you use your Channel Divinity, you choose which option to use. A short or long rest is then required to regain it.
-Conquering Presence: As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
-Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Extra Attack: May attack twice instead of once when using the Attack action.

Campaign/Item

Ranthir's Ember Heart (Item): Once per day, as a Bonus Action, activate the heart to conjure a flame shield around you, giving you +1 AC, Fire Resistance and deal 5 Fire damage to whoever attacks you in melee for 6 rounds.

Minor Mark of Vengeance: Once per day as a free action, after you have suffered damage from an enemy, return half of the total damage suffered to that enemy as pure unavoidable damage. You also gain +1 on your next attack or spell against it.

Background:

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.

Personality Traits: I face problems head-on. A simple, direct solution is the best path to success.

Ideal: Order. All evil must be destroyed. All lawlessness must be stamped out. (Lawful)

Bond: I fight for those who cannot fight for themselves.

Flaw: My hatred of my enemies is blinding and unreasoning.

Equipment:
Butcher's Blade +1 (2d4+1[2d6+1] Slashing, Versatile. Inflicts 1 bleed damage for 2 rounds on hit, stacks up to 3.
Javelins x4 (1d6 Piercing, Thrown [30/120])
Chain Mail (AC 16, Stealth Disadvantage)
Shield (+2 AC)
Cloak of Protection (Attuned, +1 AC and Saving Throws)
Ranthir's Ember Heart (Magic Item)
Quiver (Javelins)
Traveler's Clothes
Playing Card Set
Climber's Kit
Healer's Kit
Healing Potions (x2)
Explorer's Pack
-Backpack
-Bedroll
-Mess Kit
-Tinderbox
-Torches x10
-Rations x10
-Waterskin
-Rope, Hempen (50 ft)
363.3 gp.

Dachshundofdoom fucked around with this message at 00:09 on Apr 28, 2019

Wahad
May 19, 2011

There is no escape.

Marbles
AC 14 | HP 24/24 | Spell Slots: 3

Marbles had been particularly confused about his stay here. He clearly remembered dying - the knives of the outraged crowd had been particularly painful - but now he was imprisoned! In a place he had never seen before. He had occasionally tried to amuse himself with little parlor tricks, but that mean muzzle didn't even let him do that half the time. The guards didn't seem to like it, either. So when he is herded to the armory and the muzzle is unlocked, as much as he wants to, he doesn't immediately bring forth a little cluster of fireworks to dazzle the fellows. Instead, he meekly puts on some of the armor, weighs some of the daggers, and grabs a shortsword.

"Marbles is a good bird," comes the voice of an older man from his beak, in response to the intense looking man that had armed himself with a greataxe. The bird-head tilts at the others, and he follows it with a little coo. Then, he focuses on the daggers in his hand again, idly juggling the knives back and forth. When he opens his mouth again, the sound of polite applause rings out. He looks over to the guards, eyes lit with a tinkle of amusement.

quote:


Name: *Sound of marbles rolling* / Marbles
Race: Kenku
Age: 16
Size: Medium (5'0")
Class: Rogue 5 (Arcane Trickster)
Alignment: Chaotic Neutral

Background: Charlatan
Languages: Common, Auran (written only)

Hit Points: 30
Initiative: +4
AC: 16
Speed: 30ft

Passive Perception: 14
Passive Investigation: 17
Passive Insight: 14

Attributes (Modifier/Saving Throw)
Strength: 8 (-1/-1)
Dexterity: 18 (+4/+6)
Constitution: 13 (+1/+1)
Intelligence: 19 (+4/+6)
Wisdom: 13 (+1/+1)
Charisma: 10 (+5/+7)

Skills
Acrobatics +7
Animal Handling +1
Arcana +4
Athletics -1
Deception +6
History +4
Insight +4
Intimidation +0
Investigation +7
Medicine +1
Nature +4
Perception +4
Performance +0
Persuasion +3
Religion +4
Sleight of Hand +10
Stealth +7
Survival +1

Armor Proficiency: Light
Weapon Proficiency: Simple, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise kit, forgery kit, thieves' tools.

Features:
- Cunning Action: Bonus Action during combat to Dash, Disengage or Hide.
- Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
- Expertise: Deception, Sleight of Hand
- Mage Hand Legerdemain: Mage Hand is invisible and can stow/retrieve objects from other creatures and pick locks/disarm traps. Can control hand with Cunning Action.
- Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
- My Path is My Own: Once per day, when you make a save, you can add +3 to the roll. If the success allows you to halve damage, halve it again.
- Sneak Attack: 1/turn, 2d6 extra damage on attack with advantage and finesse or ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
- Spellcasting: Wizard spell list, spells must be Enchantment/Illusion. 1 spell at 3rd, 8th, 14th, 20th can be any school.
- Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Spell Save DC: 15
Spell Attack Modifier: +7

Cantrips:
- Mage Hand
- Message
- Prestidigitation

Known Spells:
- Disguise Self
- Feather Fall
- Sleep
- Tasha's Hideous Laughter
Spell Slots: 3

Equipment:
- Hand crossbow
- 100 bolts
- Shortsword
- Arcane Focus, Crystal
- Burglar's Pack
- Traveler's Clothes
- Studded Leather Armor
- Disguise Kit
- Forgery Kit
- Thieves' Tools
- Ranthir's Ring of Flamebolt
- Headband of Intellect
- Anarch Shortsword of Chroma
- Dragonfire Potion (x3)
- 372 gp.

Background:
Traits: I'm a born gambler who can't resist taking a risk for a potential payoff / I pocket anything I see that might have some value.
Ideal: Independence. I am a free spirit - no one tells me what to do.
Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaw: I can't resist swindling people who are more powerful than me.

Wahad fucked around with this message at 06:59 on Apr 28, 2019

Not Operator
Jan 1, 2009

Not A doctor, THE Doctor!

The Emissary
AC 12 | HP 32/32 | SP 4 | Spells 4/3 | Spell Save DC 14


The Emissary looks at the others with little recognition and increasing disappointment. Who they are, and even what they are is largely unfamiliar to her. It briefly crosses her mind that the big one may have been Tide-born. Aggressively Tide-born. But she knew her home well, and very few of these prisoners could have been from there. Wherever she had been taken after the attack, it was apparently much, much further than she was comfortable with.

She had been probably the most vocal of the prisoners over the last few days. She had asked scores of questions ranging from "Where am I?" to "Is there a wash basin?" and had received answers ranging from stoic silence, to annoyed silence, to one of those laughs that comes out as a snort. Still, she hadn't seemed to have yet grown tired by the lack of response. Even muzzled, her voice had carried a tone of properness, importance and hints of its very own echo, which seemed even more prominent now.

"I will speak openly and honestly - I am not a warrior, but if you each help me survive long enough to speak to this superior, this "Hoarite" the guard mentioned, I believe I will be our best chance at getting out of here with minimal danger. I am the Emissary of the Storm Lord. You may call me as you wish."

The Emissary picks up a rusty dagger, which she holds awkwardly.

quote:

Name: The Emissary
Race: Half-Elf
Class: Sorcerer (Storm)
Background: Far Traveler
Alignment: Neutral Good

HP: 32/32 SP:5/5
AC: 12
Proficiency Bonus: +3
Speed: 30
Passive Perception: 13
Initiative Bonus: +2


Attributes:
STR 8 (-1)
DEX 14 (+2) (13 + 1 level 4)
CON 15 (+2) (14 + 1 racial)
INT 13 (+1) (12 + 1 racial)
WIS 10 (+0)
CHA 18 (+4) (15 + 2 racial +1 level 4)

Skills Proficiencies:
Arcana (Half-Elf)
Deception (Sorcerer)
Insight (Far Traveler)
Perception (Far Traveler)
Persuasion (Sorcerer)
Stealth (Half-Elf)

Save Proficiencies:
Constitution and Charisma

Armour Proficiency: none

Weapons Proficiency: daggers, darts, slings, quarterstaffs, light crossbows

Tool Proficiency: Smallpipes (Far Traveler)

Languages:
Common, Elvish, Dwarvish (Half-Elf)
Orcish (Far Traveler)
Primordial (Storm)

Racial features:
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Class features

Spellcasting:
Spellcasting Ability: Charisma (+4)
Spell Save DC: 15
Spell Attack Bonus: +7

5 Known Cantrips, 6 Known Spells. Spell slots are 4/3/2. 5 Sorcery Points

Cantrips:
Shocking Grasp
Ray of Frost
Mage Hand
Message
Prestidigitation

Spells
Mage Armour (lv1)
Chromatic Orb (lv1)
Ice Knife (lv1)
Hold Person (lv2)
Suggestion (lv2)

Font of Magic:
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Flexible Casting - You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots - You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The
created spell slots vanish at the end of a long rest.

Converting a Spell Slot to Sorcery Points - As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic:
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options.

Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell - When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Sorcerous Origin:
Storm Sorcery - Your innate magic comes from the power of elemental air. The magic of the storm permeates your being.

Wind Speaker - The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic - Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Background:

Far Traveler: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Why are you here?
Died/Weird God

Personality
- I honor my deity through practices that are foreign to this land.
- I was wise in the ways of my home. This new one will take some getting used to.

Ideal - Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)

Bond - Though I had no choice, I lament having to leave my Lord behind. I hope to see him again one day.

Flaw - I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.

Equipment:
A dagger
Arcane focus (crystal)
Clothes, fine
Clothes, traveler's
Component Diamond (50gp)
Explorer's Pack:
- Backpack
- Bedroll
- Mess Kit
- Rations (10)
- Rope, hempen
- Tinderbox
- Torches (10)
- Waterskin
492 gp

Not Operator fucked around with this message at 12:51 on Dec 31, 2018

Successful Businessmanga
Mar 28, 2010


HP: 36/36 AC: 17 HD: 4/4d10
SD: 4/4d8 Save DC: 13


Pain was the topic of the day for Dagat. Sure, he'd been experiencing some of the normal discomfort of apparently surviving an execution and having been chained up in a prison not sized to accommodate you, but the real numbing pain was stemming from what he'd left behind. He'd have to put thoughts of his people out of his mind for now, the tortle of Talagain could be as hard as their shells if they had to, and it would only be a matter of time until Talagain itself took things into its hands. If the invaders continued to defile the islands, no doubt the depths would answer his curse and wipe Talagain from the ocean.

Introspection eventually gives way to the an insistent knocking, the thumps of weapon hafts against his form forcing him to grudgingly exit his shell to be hauled off to the armory for equipping. He gives a small duck of the head to his fellow prisoners before focusing on what the guards have to say.

Once informed that they're going to be getting some proper exercise, Dagat begins to sift through the paltry gear available. His shell was missing the many markings that served as decoration, but it was still sturdy and undamaged, so it would serve to protect him. When it came to weapons he was far more dubious. Plucking a greataxe from a pile he addressed the Guard who had bet on him, his voice gravelly and slow as he meandered his way through a sentence "If you were so invested you could have given me a halberd, or better yet a glaive, but at the least I'll not let someone lop off my head just to spite you."

With no immediate action being apparently taken Dagat let his lumbering form thump to the ground, his attention now firmly settled on the prisoners as they went about introducing themselves. "Dagat Tuth. Given to the depths for trying to live peaceably." He gives as much a shrug as his shell will allow and glances toward The Emissary as she halfheartedly plucks up a blade "Not so peacefully that I can't offer protection if it is needed. The muzzle tells me you can protect yourself, but that does you no good if you wind up rushed by blades or fangs."

Dagat now level 5 posted:

Name: Dagat Tuth
Race: Tortle
Class: Fighter (Battle Master) 5
Proficiency: +3
Alignment: Neutral Good
Background: Island Host

HP: 44
AC: 17
HD: 5d10
Superiority Dice: 4/4d8
Save DC: 14
Speed: 30
Passive Perception:

Attributes:15, 14, 13, 12, 10, 8
STR: 17 (+3) (15+2 racial)
DEX: 12 (+1)
CON: 14 (+2)
INT: 10 (+0)
WIS: 14 (+2) (13+1 racial)
CHA: 8 (-1)

Skill profs:
Animal Handling: +5 (Fighter)
Athletics: +6 (Fighter)
Medicine: +4 (Background)
Nature: +3 (Background)
Survival: +5 (Tortle)

Save profs:
Strength & Constitution

Weapons Proficiency:
Simple + Martial weapons

Armor Proficiency:
All Armor + Shields

Tools:
Brewer's Supplies (Fighter)
Cook's Utensils (Background)
Drum (Background)

Languages:
Common and Aquan(Tortle)

Feats:
Polearm Master (4th level ASI/Feat)
-When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

-While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Features:
Race
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Class
Fighting Style- Tunnel Fighter
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind:At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Battle Master-
Combat Superiority
Superiority Dice: You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

Manuevers: You learn three special maneuvers. You can use only one maneuver per attack.

Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.

At 3rd level, you gain proficiency with one type of artisan's tool of your choice. (Brewer's)

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Background:
Adept Linguist: You can communicate with humanoids who don't speak any language you know so long as you observe them interacting with each other for at least one day.

Personality Trait 1
Any group is only as strong as its weakest link, but I pay attention to keep those links from breaking.

Personality Trait 2
The land I came from was a backwater compared to most. I take delight in the many marvels there are to be found.

Ideal
Service: Using my talents to help others is the best way of helping myself

Bond
My people were destroyed and I will do whatever I must to see that wrong righted.

Flaw
My trust of others often leads to me reacting to situations rather than anticipating them.

Equipment:
Clothes (Fine) Shell Paints
Alchemist's Fire x4 Improv Ranged (20' Max) On a hit the target takes 1d4 fire at the start of its turns. Can use an Action to make a DC10 dex save to extinguish them.
Antitoxin
Brewer's Supplies
Butcher's Hook- Ranged(str) vs AC. On a hit drag target in front of you. Range: 75 feet. 2 turns cooldown.
Cook's Utensils
Drum
Dungeoneer's Pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, and 50' of rope.)
Glaive -1d10 slashing. Heavy, Reached, Two-Handed.
Healer's Kit
Holy Water- Improv Ranged(20' max) 2d6 radiant vs fiends and undead on a hit.
Perfume (Vial)
Pot, Iron
Potion of Healing x4 (2d4+2 healing)
0 gp.


quote:

Dagat's nabbing a greataxe, barring a polearm being delivered to him, and will snag a trident too for throwing purposes.

Successful Businessmanga fucked around with this message at 20:43 on Nov 28, 2018

frajaq
Jan 30, 2009

#acolyte GM of 2014


Ark

The guards choose to ignore your grunt-question, only continuing to give you the stink-eye. Unsurprisingly, being a tiefling with bat-wings doesn't make you popular with guards, even if you didn't do anything to them (yet).

Marbles

An old main's voice coming from Marble's mouth startles one of the guards a bit. The other ones try to keep themselves as stoic as possible, but you know a couple of them can't help but watch you and your tricks.

Reik
Mar 8, 2004
Earl Kettler



HP: 31/31
AC: 12
HD: 4/4d8
Spell Slots: 4/3

Earl approaches each one of his fated companions and introduces himself, extending a hand and shaking the hands of any who return the gesture. After individual introductions, he speaks to the group as he approaches the "armory". "Howdy there, my name is Earl. Look like y'all be the ones that got stuck with me this time. Don't worry though, I've learned a bit from the last getup, I'm sure I'll get farther this go about." He puts on the suit of rags and picks up the greataxe, but instead of giving it a couple trial swings as one might expect he points it towards the ground and jams it in to the soil like a shovel, planting his heel on the flat bottom of the head, making decent progress. "Guess this'll do for now" he says as picks the axe back up and walks over to the guards to stand with the rest.

quote:

Earl Kettler
Race: Human (Variant)
Class: Cleric 4
Archetype: Death Domain
Deity: Kelemvor
Alignment: Lawful Neutral
Background: Hermit

HP: 31/31
AC: 11
Initiative:+1

Stats
STR: 13
DEX: 12
CON: 15 (14 Array, +1 Race)
INT: 8
WIS: 18 (15 Array, +1 Race, +2 ASI @ 4)
CHA: 10

Feats
Warcaster

Skill Proficiencies
Medicine (Background)
Religion (Background)
Insight (Class)
History (Class)
Perception (Race)

Armor Proficiencies: Light, Medium, Shields
Weapon Proficiencies: All Simple and Martial.

Languages: Common (Race), Undercommon (Background)

Cantrips:
-Guidance
-Chill Touch (Death Domain)
-Toll the Dead
-Mending
-Light

Domain Spells:
1st - False Life, Ray of Sickness
2nd - Blindness/Deafness, Ray of Enfeeblement

Prepared Spells:
1st - Ceremony, Cure Wounds, Bless, Inflict Wounds
2nd - Spiritual Weapon, Prayer of Healing, Lesser Restoration, Gentle Repose

Personality Traits: Earl is oblivious to etiquette or social expectations. He has spent his entire life around corpses, so he has no boundaries when it comes to the macabre.

Ideals: Live and let live. When I first created Earl for the Out of the Abyss game I was in, my inspiration for him was “Forrest Gump, but instead of getting drafted for Vietnam he gets sent to the Underdark”. He’s very much a “poo poo happens” kinda guy.

Bond: My isolation gave me great insight into a great evil that only I can destroy. Earl is still convinced he is a chosen of Kelemvor and destined hero.

Flaw: I am dogmatic in my thoughts and philosophy. Earl’s only priority in life is fulfilling his destiny as a chosen of Kelemvor. The morality or ethics of what he has to do to fulfill this destiny is of little consequence to him, but that does not mean he will go out of his way to cause harm.

Equipment:
-Ragged robes
-Manacles
-Arcane muzzle
-Gladiator Pieces
-Greataxe

Reik fucked around with this message at 17:49 on Nov 17, 2018

frajaq
Jan 30, 2009

#acolyte GM of 2014


Broken Spire Arena's Armory - Curst - The Outlands

Soon after the combatants are ready and armored you hear a ridiculously loud sound of metal plates clanking together down the hallway. "Oh, here he comes now." one of the guards say, as they shuffle to stand at attention.

A massive plated juggernaut of a warrior barely fits through the door and barges in.



You cannot even begin to guess what sort of creature could be inside such a thing. Shuffling behind it, a small construct of some sort appears and begins to scope out the party.



When it stares at each party member sounds of machinery working spill out *BRRRRRR* *WHIRRR*, and a piece of parchment spills out from his chest, his small hands catching them before it drops to the ground. Before you can ask what's going, a booming voice comes from the helmet of the creature in front of you, his hand not holding the glaive gesticulating wildly.

"REBORN OF HOAR!!!

YOU WHO TASTED THE BITTERNESS OF BETRAYAL AND INJUSTICE!!!!

YOU WHO DIED AND HAVE RISEN AGAIN IN THE OUTLANDS, THIRSTY FOR RETRIBUTION!!!

TODAY YOU WILL SHOW THE DOOMBRINGER IF YOU WERE WORTHY OF BEING SAVED!!!

TODAY YOU FIGHT IN THE BROKEN SPIRE ARENA!!!! PREPARE YOURSELVES AND FOLLOW ME!!!!"


It begins to turn around towards the armory's exit, the idea that you would have questions about the situation not even passing through his head.

Reik
Mar 8, 2004
Earl Kettler

When the armored figure and nightmare dot matrix printer come out, Earl turns to the group with his mouth agape and tries to subtlety point at them, conveying something like "Are you guys seeing this?" He appears genuinely tickled by the situation you've found yourselves in.

Reik fucked around with this message at 02:52 on Nov 12, 2018

Plutonis
Mar 25, 2011

Ark

"Name's Arkane. Not that it's going to be of use, pretty likely they expect us to die in the next hour or so." Ark says to the others with a grim tone before the Modron and the armored figure enter the room, sneering upon hearing the construct's speech. "All right rustbucket. We'll make a good loving show for the Doombringer. It's better for it to be ready to pay the price for the entertainment though."

Dachshundofdoom
Feb 14, 2013

Pillbug

Arcturus Solar

Grabbing a handful of daggers as a backup, Arcturus follows the massive warrior in silence, teeth bared and eyes straight ahead. It disgusted him beyond measure to be a puppet, but he could not lie to himself: he wanted revenge. Badly. In the name of Good, of course.

Wahad
May 19, 2011

There is no escape.
Marbles
AC 14 | HP 24/24 | Spell Slots: 3

At the sudden loud voice emanating from the armored knight, Marbles jumps, his juggled daggers clattering to the ground. Picking them up hastily, he glares at the knight, then follows. "YOU WERE WORTHY OF BEING SAVED!!" the knight's voice comes back at him from the small crow, followed again by the earlier sound of the older man's voice, "Marbles is a good bird." The odd gait of his clawed feet doesn't seem to slow him down in the slightest, as he hops forward and inspects the little construct with a curious coo, echoing the strange thing's mechanical noises back at him as he pokes it with an inquisitive finger.

Not Operator
Jan 1, 2009

Not A doctor, THE Doctor!

The Emissary
AC: 12 | HP 26/26 | SP 4/4 | Spells 4/3


The Emissary glances at the two creatures as they approach, before locking her glowing white stare on the smaller, cubed one. "If I had seen this when I arrived, I believe I would have had more specific questions."

As the booming voice begins to recite its lines, she turns her attention to it, patiently raising a hand and waiting to be addressed. This hand slowly lowers over the course of the speech. A fleeting look of discomposure crosses her face as justice, betrayal and retribution are mentioned, reminding her briefly of the actual, hateful specifics of her death. Whatever impassioned plea she had planned for the Hoarite suddenly felt a little hollow. The Emissary grips her dagger a little more ably.

Successful Businessmanga
Mar 28, 2010

Dagat Tuth
HP: 36/36 AC: 17 HD: 4/4d10
SD: 4/4d8 Save DC: 13


There wasn't much to do but follow the slab of a being and the odd creature accompanying it, but Dagat had been promised a talking to rather than a yelling at, so he took a shot in the dark and spoke at the retreating machine "This Hoar is a foreign name to me. Have we simply been plucked away from our final rest to prove ourselves worthy of pursuing tasks unrelated to our vengeance? Or does this giver of life intend on aiding us in sating this thirst should we be found acceptable?" His glare lingered on the back of the whirring creature for a time, but eventually came to rest on its bodyguard. If the creature was too terse to respond, perhaps its keeper would have some answers.

frajaq
Jan 30, 2009

#acolyte GM of 2014


Broken Spire Arena's Corridor, heading to the arena elevator.

The juggernaut glances back at Ark's after his comment before continuing on. "HMPH! YES, THERE IS A SUITABLE REWARD IF YOU'RE VICTORIOUS, FIENDBLOOD, IF THAT IS YOUR ONLY INTEREST... BEING ALLOWED TO SHOW VICTORY TOWARD HOAR AFTER HIS GIFT SHOULD BE REWARD ENOUGH, BUT I DON'T MAKE THE RULES. WHY, WHEN I WAS A HUMBLE EXECUTIO-" His rambling is cut short by Marble's almost-perfect imitation of his voice, which startles him.

Both he and the construct look back at the kenku. "HOW DID YOU- OH NO" he says as he looks down as the modron moves up to Marbles and then stay right at his side. "GREAT, IT NOW THINKS YOU ARE ANOTHER ME. DO NOT CONFUSE THE DUODRONE FURTHER THEY CAN'T HANDLE COMPLEX SITUATIONS." It then keeps going between the two masters, his Mindlessly Tagging Along protocols being perfectly divided between them.

Dagat's comment doesn't phase the juggernaut. "I AM NOT SURPRISED. EVEN IN MY HOME PLANE HIS WORSHIP WASN'T WELL KNOW. THE DETAILS YOU DESIRE SHALL BE REVEALED IN THE FUTURE, BUT TRUST IN THE DOOMBRINGER IF YOU DESIRE VENGEANCE!"

I'll move forward later tonight or tomorrow, want to give a chance for people to post if they want.

Wahad
May 19, 2011

There is no escape.
Marbles
AC 14 | HP 24/24 | Spell Slots: 3

Marbles lets out a clicking bird-laugh, perfectly pleased with his new mechanical companion. Petting the duodrone on the head and following along for a little while longer, he eventually points at the armored man. "OH NO. DO NOT CONFUSE THE DUODRONE FURTHER." he echoes, seeming perhaps the only one among the Reborn that was now pretty happy with himself, despite the gloomy environs. "I DON'T MAKE THE RULES."

Reik
Mar 8, 2004
Earl Kettler

HP: 31/31
AC: 12
HD: 4/4d8
Spell Slots: 4/3

Earl is very amused by Marble's antics, and uses it as an icebreaker to start asking questions of the armored figure, but his questions quickly devolve in to rambling. "Are you sure it's that Hoar guy that brought me back? I'm pretty sure it was Kelemvor.. He's got pretty big plans for me that one. Maybe he ordered Hoar to do it for him? Does Hoar work for him? Do you work for him? Have you met him? I've never met him."

Not Operator
Jan 1, 2009

Not A doctor, THE Doctor!
The Emissary
AC: 12 | HP 26/26 | SP 4/4 | Spells 4/3


Her manners having just caught up to her, The Emissary waits for a break in Earl's interrogation to tap the large creature on the arm and ask, as if were the most important question she'd ever had, "What may we call you?"

frajaq
Jan 30, 2009

#acolyte GM of 2014


Earl Kettler

"SILENCE!!! BY THE GODS MAN, DO YOU LISTEN TO YOURSELF? SAVE YOUR QUESTIONS FOR LATER! YOU CALL YOURSELF A CHOSEN OF THE LORD OF THE DEAD? WHEN YOU MEET MY LORD, OCTAVIMUS, *THEN* YOU WILL UNDERSTAND WHAT A CHOSEN IS LIKE."

The Emissary

At the question, the warrior turns around, makes his free hand into a fist and slams it hard against his chest. The reverberations of the impact echo through the corridor and make the party's teeth tingle. "I AM HULDRAK, RIGHT-HAND OF LORD OCTAVIMUS, CHOSEN OF HOAR AND FAIR RULER OF CURST. I SERVE AS HIS TOOL OF VIOLENCE, MASSACRING ANYONE WHO DARES TO ESCAPE JUSTICE. MY GLAIVE BROUGHT DOWN THE DRAGON MALDRAEDIOR AND THE HOUSEHOLD OF RAVENCREST OF NEVERWINTER!"

Dachshundofdoom
Feb 14, 2013

Pillbug

Arcturus Solar

Arcturus leans against the wall to wait for Huldrak to get back on track, muttering something like "And they said I yelled too much" as he does. For a so-called mighty Chosen of Hoar, he was certainly easy to distract. Maybe that would be useful later. As would the uncanny mimicry of that kenku.

Plutonis
Mar 25, 2011

Ark

"loving hell, when will our gladiator match start? I'd rather fight a dragon myself rather than to keep hearing this big lug's shouts."

frajaq
Jan 30, 2009

#acolyte GM of 2014


When the party and Huldrak finally begin to approach the rustic-looking elevator to the arena, you can already hear the shouts from the crowd coming from above. Two guards open the metal doors to the cage you six will walk inside.

Huldrak turns to face the party again, and this time he grabs the duodrone with his free hand, so it can't follow Marbles to battle. "YOU STAY WITH ME, UNIT X78IUQ." He then clears his throat. "THE TWO YOU ARE ABOUT TO FACE REPRESENTS JUST A TASTE OF THE THREATS YOU'LL FACE IN THE CENTER OF THE MULTIVERSE. ONE TURNED MAD FROM THE INJUSTICE THAT HAPPENED TO HIS DRUID CIRCLE, AND ANOTHER THAT LEFT A TRAIL OF BLOODSHED IN SIGIL'S LOWER WARD. TAKE YOUR LESSONS FROM IT AS YOU PROVE YOURSELVES TO HOAR. I SAY NO MORE." and surprisingly he keeps to his word, and your eardrums breathe with relief.

After the last member enters the elevator cage, the door is shut down behind them. Gears begin to grind as the cage is pulled up, above you see the daylight for the first time in awhile. Another booming voice comes from above.

"AND NOW, THE EVENT YOU HAVE BEEN WAITING FOR! CAN THE REBORN OF HOAR SURVIVE AND SEIZE VICTORY AGAINST ALL ODDS? OR WILL THEY BE *SLAUGHTERED* BY THE DEADLIEST SCUM IMMAGINABLE TODAY? ONLY HERE! IN THE

BROKEN

SPIRE

ARENAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!"


With a *CLANK* the platform reaches the arena floor, and you can breathe relatively pure air for once. The crowd surrounding the ring all scream obscenities at the top of their lungs. Humans, elves, outsiders of all types and even a few abishai can be seen. The battleground in front of you is rustic as you expect, traces of blood and gore taints stone and sand. Pits and pillars are scattered across it.

Two shapes come out of the opposing side platform, a human of immense size wielding a cruel-looking cleaver and a grappling hook attached to some mechanism at his back.



"Would you look at that! I'll have turtle AND bird meat for tonight! Gahahahahahahaa!!" he proclaims, licking his cleaver.

At his side a humanoid shape covered in flames floats forward. The blazes make it hard to see what is it, but the vaguely shaped ears make it seem some sort of elf.



"EVERY SINGLE ONE OF THESE INVADERS SHALL BUUUUUUUUURN!" comes a distorted voice from within the shape.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Grey squares are pillars you can take cover behind
If you fall into a spiky pitfall you take 10 damage and must spend half your speed in getting out from it


BLOCK INITIATIVE:
PLAYERS - 19
ENEMIES - 17


code:
Ranthir, the Scorched Druid - z7
HP: 100/100
AC: 14
Mini-Boss: Can choose to succeed a saving throw 2 times per combat
Immunity: ?????
Vulnerability: ?????

The Butcher of the Lower Wards - z4
HP: 130/130
AC: 14
Mini-Boss: Can choose to succeed a saving throw 2 times per combat
Resistance: ?????
Let's see how 5e combat works, hopefully I balanced it right.

Players have the initiative, and however posts first goes first

Use orokos for rolls

frajaq fucked around with this message at 19:17 on Nov 13, 2018

Reik
Mar 8, 2004
Earl Kettler

Earl looks towards Dagat and Marbles and attempts to assuage any fear created by the threat of the giant humanoid with the cleaver. "I'm pretty sure that guy doesn't even know how to cook." He then pulls out his roughly hewn holy symbol of Kelemvor and mutters a short prayer. "Kelemvor, I'm pretty sure we're not s'posed to die here, so if you could help us out that would be great."

Earl casts Bless with a first level spell slot, targeting Dagat, Marbles, and himself. He then moves forward 30 feet to square i6.

quote:

Spell Slots Remaining:
1st - 3/4
2nd - 3/3
Concentration: Bless
Active Spells: Bless (10 rounds)

Reik fucked around with this message at 19:46 on Nov 13, 2018

Successful Businessmanga
Mar 28, 2010

Dagat Tuth
HP: 36/36 AC: 17 HD: 4/4d10
SD: 4/4d8 Save DC: 13


Dagat gives Earl a small nod of appreciation as the power of a foreign god flooded into him. "I'm certain I could teach him a thing or two about the kitchen. As it is he'll have to learn a harder lesson first."

While the enemy force was still quite a ways off, Dagat was not prone to fits of being brash. The presence of pits in combination with the beefy one's hooked mechanism was worrying. The flaming man was almost certainly a caster, and if sparring with the Talagain shamans had taught him anything, it was to be wary around those who could shape magic. Nerves rightfully on edge, Dagat stalked off toward the side of the arena, a trident clutched tightly in his dominant hand.

quote:

Move: Advancing 30' to i0
Action: Dodge- incoming attack rolls have disadvantage and Dagat has advantage on dex saves.
Bonus Action: Tunnel Fighting Stance- It doesn't eat my reaction to make an attack of opportunity when an enemy leaves my reach.

Successful Businessmanga fucked around with this message at 20:26 on Nov 13, 2018

Not Operator
Jan 1, 2009

Not A doctor, THE Doctor!
The Emissary
AC: 12 15 | HP 26/26 | SP 4/4 | Spells 4 3/3


In the middle of the introductions, The Emissary mumbles a few arcane words and is covered by a white-blue shimmer that originates in her gesturing hands and races across her form, fading behind itself as soon as it appears.

"The large one seems intent on eating us" she says to no one in particular, quickly overcoming a fleeting moral compunction she had against fighting in gladitorial combat. As the match begins, she rushes out with the others and presses against a nearby pillar.

quote:

Action: Cast Mage Armor on Self
Move: 30' to G9
Active Spells: Mage Armor (8 hours)

Wahad
May 19, 2011

There is no escape.
Marbles
AC 14 | HP 24/24 | Spell Slots: 3

Flipping one of his knives in his hand as a few of his companions move out, Marbles scurries behind the tortle and safely hides behind the pillar. "SEIZE VICTORY AGAINST ALL ODDS!" he echoes to his companions in the announcer's voice, hoping to inspire them a little.

Move: G2
Action: Dodge (attack rolls vs me have disadvantage, I have advantage on Dex saves)

Dachshundofdoom
Feb 14, 2013

Pillbug
Arcturus Solar
AC 13 | HP 36/36 | Spell Slots 2/3

A monster and a madman? A fitting challenge, and both worthy of destruction. Arcturus had secretly worried that they would face enemies whose deaths would be less... justifiable.

He reaches up and grasps the icon of the Silver Flame that hangs from his neck. The servant of Kelemvor had the right idea; this was a battle in need of divine assistance. He bellows "IN THE NAME OF THE SILVER FLAME, I BLESS YOU! NOW: WE CRUSH THESE SLAVES TO DARKNESS!", then shoulders his greataxe and charges into cover.

quote:

Action: Cast Bless on self, Ark, and Emissary.
Move: H0
Active Spell: Bless (Concentration/1 minute)

Plutonis
Mar 25, 2011

Ark
AC 13 | HP 31/31 | Spell Slots 2/3

"I'll be sure to give the fat rear end there a fine serving of lead. But first things first." Ark grumbles as he points towards Arcturus, his hand glowing as a shield of light forms around his body. He then moves south towards the pillars.

Move: To F9
Action: Casting Shield of Faith on Arcturus.

frajaq
Jan 30, 2009

#acolyte GM of 2014


Butcher

The serial killer starts whirling his hook in the air as he strides forward. "Well, if you all gonna hide... guess I'm gonna have to start with something ELSE!" The hook flies lightning-fast towards Earl, but lucky for the cleric it glances off at a one of the few pieces of plate in his gladiator gear. "GAAAAAAAAhhh!" it screams in frustration, as the crowd begins to laugh at him.

quote:

Move: t4
Action: Hook Pull vs 12 AC: 1d20+7 9

Ranthir

The scorched druid slowly floats forward and from his right hand, two bolts of flame fire towards Earl and Dagat. The cleric manages to avoid it yet again, but the tortle is scorched right in the chest.

Glancing at Arkane and Emissary's position, he raises his left hand and a ball of fire appears far above them.



"Nowhere to hide."

quote:

Move: t8
Action: Multiple Fire Bolts Fire Bolt vs Earl 12 AC, Dagat 17 AC,: 2#1d20+6 8 20
Druid second roll vs Dagat (Disadvantage): 1d20+6 21 HITS!

7 Fire Damage to Dagat

Bonus Action: Casts Firedown. At the start of Ranthir's next turn, the ball comes crashing down and explodes, dealing 8 Fire Damage to anyone below it.



code:
Ranthir, the Scorched Druid - t8
HP: 100/100
AC: 14
Mini-Boss: Can choose to succeed a saving throw 2 times per combat
Immunity: ?????
Vulnerability: ?????

The Butcher of the Lower Wards - t4
HP: 130/130
AC: 14
Mini-Boss: Can choose to succeed a saving throw 2 times per combat
Resistance: ?????
Player's Turn

frajaq fucked around with this message at 01:11 on Nov 14, 2018

Successful Businessmanga
Mar 28, 2010

Dagat Tuth
HP: 36/36 AC: 17 HD: 4/4d10
SD: 3/4d8 Save DC: 13


Wiping the soot from his shell, Dagat simply gives an unimpressed shake of the head as he continues to steadily advance along the arena, wall at his side.

Giving the lone trident he'd grabbed another heft to test the balance, Dagat gives it his all and hurls the poorly balanced weapon in answer to the Butcher's attack on Earl. It was a close thing, but the prongs manage to find a bit of exposed flesh nonetheless.

quote:

Move: Advancing to o0
Action: Throwing my trident at the Butcher with disadvantage for long range 14* hits for 8 piercing damage.
Bonus Action: Second Wind: Dagat heals 13 hp and is back to full.

*9 base from disadvantage +3 bless +2 from spending a superiority die for precision strike.

Dachshundofdoom
Feb 14, 2013

Pillbug
Arcturus Solar
AC 15 (+2 Shield of Faith) | HP 36/36 | Spell Slots 2/3

Arcturus strides out of cover, greataxe still resting on his shoulder. As he approaches his two foes, his eyes brighten into blazing orange lamps and a hazy halo of light forms above his head. He radiates fury and menace. When he speaks, his voice reverberates through the arena like thunder.

"YOU FACE A TEMPLAR OF THE SILVER FLAME, MONSTER. I WILL HACK YOU APART PIECE BY PIECE, AND YOUR VICTIMS WILL KNOW VENGEANCE. NOR ARE YOU FORGOTTEN, DRUID; I WILL END YOUR SUFFERING SOON ENOUGH. FACE ME, AND KNOW FEAR."

Both enemies are within 6 squares of my final location, so I'm activating my Conquering Presence targeting both of them.

"As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success."

If nothing else hopefully I'll burn half of their auto-passes.


quote:

Move: N2
Action: Channel Divinity (Conquering Presence)
Active Spell: Bless (Concentration/1 minute)

Reik
Mar 8, 2004
Earl Kettler

Deciding that the Butcher in front of him should lose his lunch, as his lunch most likely consists of the corpses of slain individuals that were not properly put to rest, Earl channels negative energy through his holy symbol and extends a hand towards the Butcher. A sickly viridian beam shoots forth and hits the target in his bulbous belly, turning the skin around the affected site green. Earl then turn towards back towards his allies to warn them about being pulled in by the hook he narrowily avoided. "Hey guys you might want to, oh..." However, Earl realizes he's the last horse to cross the finish line when he sees the rest of his newfound companions have already taken cover.

quote:

Move: Advancing to l5.
Action: Cast Ray of Sickness in a 1st level slot at the Butcher. 25* hits for 9 poison damage. Requires a DC 14 Constitution save or be Poisoned until the end of my next turn.

*1d20+1d4+6: 25 [1d20=16] [1d4=3]
2d8: 9 [2d8=8, 1]

Spell Slots Remaining:
1st - 2/4
2nd - 3/3
Concentration: Bless
Active Spells: Bless (9 Rounds)

Reik fucked around with this message at 03:27 on Nov 14, 2018

Plutonis
Mar 25, 2011

Ark
AC 13 | HP 31/31 | Spell Slots 2/3

Ark grunts as he leaves cover, moving next to Kettler before grabbing his large cannon and shooting it towards the flame elementalist, the bullet crackling through the sky before it pierces its mark. "Casters, always got to snipe them first." He says with a deadpan tone.

quote:

Move: To I6
Action: Shooting with the Thunder Cannon, using Thunder Monger at Ranthir. Thunder Cannon Shot: 1d20+4 22 2d6+1d6 10 damage.
Bonus: Reloading.
Concentration: Shield of Faith on Arcturus

Plutonis fucked around with this message at 03:34 on Nov 14, 2018

Not Operator
Jan 1, 2009

Not A doctor, THE Doctor!
The Emissary
AC 15 | HP 26/26 | SP 2/4 | Spells 3/2 | Spell Save DC 14



While running to the opposite pillar, The Emissary's left hand glows with a crackling magical energy. Passing her right hand over it, she seems to pull a long, thin thread of the energy out, before balling up her fist in an exaggerated grabbing motion. For the first time since meeting her, you hear The Emissary raise her voice, and feel it reverberate through the arena floor. "REMAIN STILL, BRUTES!"

The Emissary is twin casting Hold Person - The target(s) must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of [their] turns, the target(s) can make another Wisdom saving throw. On a success, the spell ends on the target. Requires concentration, lasts up to a minute.

quote:

Move: to H3
Action: Casting Hold Person as a Twinned spell (2 sorcery points for a level 2 spell)
Concentration: Hold Person
Active Spells: Mage Armor (8 hours)

Not Operator fucked around with this message at 17:16 on Nov 17, 2018

Wahad
May 19, 2011

There is no escape.
Marbles
AC 14 | HP 24/24 | Spell Slots: 3 | Spell Save: 12

Watching the hook fortunately bounce off the good man's armor, Marbles decides it's time to shut up for once. The kenku scurries across the battlefield as the others make their attacks, hoping to slip by unnoticed in the skirmish.

Move: M0
Action: Dash to S0
Bonus Action: Cunning Action to Hide at 1d20+6=17.

frajaq
Jan 30, 2009

#acolyte GM of 2014


Both pass Arcturus DC
Butcher fails Earl DC, burns a save throw
Ranthir fails Emissary DC, burns a save throw


Butcher

The serial killer starts to get angry now, he looks at Earl, thinking to get revenge from his negative energy ray, but after The Emissary displays her arcane power he changes his mind. He begins whirling his hook in the air and walks right in front of the pit nearby. "...and just what are you trying to do, LITTLE GIRL????" The hook flies at the half-elf and nails it in her thigh, a cruel smile flashes in his face as the mechanical contraption and his immense strength work together to violently pull the Sorcerer toward him. She slams against his body before falling down into the spiky pitfall, arms and legs pierced by the spears stuck to the ground.

The crowd roars in excitement and begins to cheer for the Butcher this time, and even the announcer joins in "UNBELIEVABLE!!!!! DID THE ONE AND ONLY BUTCHER SCORE AN ENVIRONMENTAL KILL????

THIS

IS

GETTING

EXCITING!!!!!!"


quote:

Move: s5
Action:Hook Pull vs Emissary 15 AC: 1d20+7 15
4 Piercing Damage to Emissary, hooked to r5, Butcher gains advantage to next attack against hooked target
Emissary falls to pit, receiving 10 damage


Ranthir

The mad druid, hurt for once from Arkane's shot, begins to maneuver away from the fight, while still firing bolts at Arkane, Earl and Arcturus, with only the Kelemvor cleric being scorched hard in his chest.

"Little by little, all will be turned into ash.... he says, summoning a firey-ball above the tiefling and the cleric once again.

quote:

Move: p10
Action: Multipler Fire Bolts vs Ark 13 AC, Earl 11 AC, Solar 15 AC: 3#1d20+6 8 14 7
7 Fire Damage to Earl. Earl Passes Concentration DC
Bonus Action: Casts Firedown. At the start of Ranthir's next turn, the ball comes crashing down and explodes, dealing 8 Fire Damage to anyone below it.



code:
Ranthir, the Scorched Druid - p10
HP: 90/100
AC: 14
Mini-Boss: Can choose to succeed a saving throw 2 times per combat (1/2)
Immunity: ?????
Vulnerability: ?????

The Butcher of the Lower Wards - s5
HP: 113/130
AC: 14
Mini-Boss: Can choose to succeed a saving throw 2 times per combat (1/2)
Resistance: ?????, Frightened

PLAYERS TURN!

frajaq fucked around with this message at 13:51 on Nov 14, 2018

Successful Businessmanga
Mar 28, 2010

Dagat Tuth
HP: 36/36 AC: 17 HD: 4/4d10
SD: 1/4d8 Save DC: 13
Second Wind: Used Action Surge: Used


As the Emissary is dragged off into a pit, Dagat gives an annoyed grunt. It was bad taste to offer protection only to see your charge struck within moments. Gripping the pitted greataxe with both of his hands, the lumbering tortle charged in, sweeping behind the butcher, and took a pair of chops with the intent of hamstringing the brute.

quote:

Move: Dagat advances 25' to t5

Action: Great Axe attack vs Butcher: 15 to hit deals 5 + 8 from Trip Attack for a total of 13 slashing damage.

Butcher makes his save and remains standing.

Action Surge: Great Axe attack vs Butcher: 16 to hit 8 + 1 damage from Trip Attack for a total of 9 slashing damage.

Butcher makes his save again and is still standing.

Bonus Action: Tunnel Fighting Stance- It doesn't eat my reaction to make an attack of opportunity when an enemy leaves my reach. [1d20+5 for 1d12+3 slashing]

Wahad
May 19, 2011

There is no escape.
Marbles
AC 14 | HP 24/24 | Spell Slots: 3 | Spell Save: 12

Peeking around the corner of the pillar, Marbles flings a knife with surprising accuracy into the butcher's shoulder; but when the monstrous man looks around to see where it came from, the bird has already disappeared again.

Move: 10ft to R2
Action: Throw a dagger at the Butcher for 1d20+6+1d5=18. Hit for 1d4+2d6+4=10 damage.
Move: 15ft to T0
Bonus Action: Cunning Action to Hide at 1d20+6=22.

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Plutonis
Mar 25, 2011

Ark
AC 13 | HP 31/31 | Spell Slots 2/3

Away from the pit it is, Ark thinks to himself as he leaps backwards, his wings flapping on the distance as he shoots again at the druid, missing him by a wide mark as the shoddily made weapon snaps in half the second it shoots. "Arse!"

quote:

Move: J6
Action: Shooting with the Thunder Cannon, Thunder Cannon Shot vs Ac: 1d20+4 8 missed, then throwing away the weapon.
Concentration: Shield of Faith on Arcturus .

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