GM BC4Realz |
You stand in darkness, there is no wind, there is no sound, there is no sensation. Are you standing? Now that you think about it you aren't sure. It is almost more like floating. A voice penetrates the emptiness. You do not hear it so much as feel it.
Welcome champion. I have brought you here to entertain me, and my friends. You will fight. If you win I will grant you a great boon. If you lose, you will lose everything. If you anger me then the loss of everything will seem a pittance in comparison to my rage.
The darkness around you shimmers, or ebbs, or...something. It resolves itself into a grand arena. Hard packed clay bakes in the sun, and in front of you four pillars stand in a square, reaching about 10 feet into the air.
Across the field from you, about 60 ft away, you make eye contact with your opponent, trapped in an enclosure, just like you. There is no fear in those eyes. That person is going to kill you if you don't kill them first.
The strange energy in the front of your enclosure vanishes...and suddenly the battle begins!
Start with initiative rolls and let's get the party started.
Dayreth Ludvic Stein |
initiative: 1d20 ⇒ 18
Ludvic will scratch his head as he checks out the winged creature a bit away from him. He had no memory of signing up for some fighting tournament. Was their a chance that he had drank a bit to much the night before. With a shrug he will ready himself for the force field to go down, ready to act once everything was ready.
Narg Crowbait |
Narg struggles to process events, confusion coalescing into fear as he realizes this foe means to kill him and his normally quick reactions have deserted him!
Initiative: 1d20 + 10 ⇒ (3) + 10 = 13 Uhoh!
Dayreth Ludvic Stein |
Ludvic would simply rush the creature in front of him, not wanting to give him the chance to try anything. He will make a full blown run to get into a square next to his opponent. Weapon drawn, he will be ready to attack in case he tries anything to provoke him.
He will basically be in the square that keeps narg from begin able to position himself from doing anything with out provoking a attack of opportunity.
Narg Crowbait |
A tiny green scorpion hurls scuttles down Narg's cloak scuttling towards Dayreth sting raised menacingly. It scitters in a weaving pattern avoiding leaving an opening forthe Suli and then sinks its sting into his thigh!
Narg launches himself into the air dodging aside to avoid giving his foe a chance to strike and frantically flapping his tatty wings ascends to a height of 25 feet.
Since he is tiny Nips is entering Dayreth's square to attack.
Scorpion Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
Scorpion Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d4 - 2 ⇒ (2) - 2 = 0 Minimum 1 Damage and a DC 10 Fort save or sickened.
Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21
Dayreth Ludvic Stein |
As a immediate action his body will retaliate as the scorpion's sting hits him, shocking the small scorpion.
electricity: 1d6 ⇒ 3
fort: 1d20 + 3 ⇒ (13) + 3 = 16
Ludvic will ignore the scorpion as he reaches into his pocket and pulls out a tanglefoot bag. Looking up he will throw it up towards the flying creature.
attack: 1d20 - 1 ⇒ (8) - 1 = 7
-2 to the attack roll if I am sicked from the venom
Narg Crowbait |
Sizzling Nips lashes out with his stinger again stabbing home again.
The tanglefoot bag misses Narg who extends his hand a wooden spear forming from nothing. With a snarl he hurls the weapon down, but the clumsy effort flies well wide of the mark.
Irritated he ascends a further fifteen feet.
Narg should be 40ft up at this point. And fifteen feet away horizontally.
Sting: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d2 - 4 ⇒ (1) - 4 = -3 Min 1 DC 10 Fort or sickened.
Splintered Spear: 1d20 + 4 - 2 + 1 - 4 ⇒ (8) + 4 - 2 + 1 - 4 = 7 Remove -4 if Nips is out.
Dayreth Ludvic Stein |
fort: 1d20 + 3 ⇒ (2) + 3 = 5
electricity: 1d6 ⇒ 6
His body will once again shock the creature as it's stinger jabs into him.
Once again he will pull out another tanglefoot bag and throw it at the creature after taking a five foot step closer to the strix.
attack: 1d20 - 5 ⇒ (9) - 5 = 4
Minus 2 if I end up sickened
Narg Crowbait |
I believe the shocks are invalid only working while elemental assault is active so Nips should still be at full HP.
Nips scuttles forward evasively and plunges his stinger into Dayreth's leg again!
Again the tanglefoot bag fails to come close to Narg and he produces a crossbow.
Scorpion Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Sting: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d2 - 4 ⇒ (1) - 4 = -3 Min 1 DC 10 Fort ,freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Fly: 1d20 + 7 ⇒ (15) + 7 = 22
Narg Crowbait |
Dayreth Ludvic Stein |
You are super right, I missed that line. No damage to the scorpion at this point.Sorry about that.
Fort: 1d20 + 1 ⇒ (17) + 1 = 18
At this point he will activate his assault ability and strike at the scorpion
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d8 + 5 ⇒ (7) + 5 = 12
Electricity damage: 1d6 ⇒ 1
Narg Crowbait |
Need 1 more fort save for last round Dayreth. You had the ongoing effect, and the new effect from the attack.[ooc]
Nips dances away from the blade and strikes again, just managing to penetrate the Suuli's skin.
"Go Nips!" Narg rasps, trying to hover, but failing and having to fly moving horizontally still nearly overhead and hurling another produced spear. This time he finally hits the spear sinking into Dayreth's back and downing the Magus!
Sting: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d2 - 4 ⇒ (1) - 4 = -3 [ooc]Min 1 DC 10 Fort, etc.
Fly: 1d20 + 7 ⇒ (3) + 7 = 10 Was trying for a full round action so I could get Sleep off :(
Splintered Spear: 1d20 + 4 - 2 - 4 ⇒ (18) + 4 - 2 - 4 = 16 Damage: 1d6 + 4 ⇒ (5) + 4 = 9 1 point of bleed damage on each of Dayreth's turns.
Narg Crowbait |
Narg hurries down and attempts to treat the bleeding damage caused by the spears wooden splinters before Dayreth bleeds to death, while Nips struts around the fallen Magus. Fortunately he succeeds immediately. Once Dayreth is restored the Wizard rasps,
"Well fought, I feared I was done for when you got the jump on me - I was most fortunate to be able to escape you. I do not imagine I shall be so lucky again."
Heal: 1d20 ⇒ 17
GM BC4Realz |
The battle over darkness falls over your vision and you are once again... floating? falling? flying? existing? You feel energy surge through you. Not only are all of your wounds healed, but you feel stronger! More powerful. Additional equipment appears around you.
Very good! That was quite enjoyable. But let's up the ante shall we?
The darkness once again fades, and you find your self in a new arena.
A new combatant appears as you do on the other side of the strange wooden contraption, but an updraft of air obstructs your view of him from where you are standing. A large metal blade quickly spins in the center of the arena, pushing air up into the ceiling that is 50' above.
Try not to die to quickly now. I want something fun to watch. Hehehehe.
Special Arena Rules: Physical Ranged combat suffers a -10 attack penalty if it travels through the 'air column'. Magical ranged combat suffers a -5 attack penalty.
Flying creatures travelling through the air collumn must make a DC 15 fly check or be thrown into the ceiling, taking falling damage appropriate for the distance they have traveled. Flyers that pass this check gain 10' of altitude automatically due to the windgust.
If you end your turn within the sweep of the fan blade you will be attacked by a Collasal Falchion. The attack bonus is +10 and if hit you will take 6d6+10 damage. Think splat. Might make for some interesting bullrush attacks?
*Terra |
do we begin at top and bottom of the arena or left and right sides. also can we have an arena map that we can edit to move tokens on? also like before we do not begin flat-footed?
initiative: 1d20 + 4 ⇒ (8) + 4 = 12
*Terra |
First off, Agkarar I copied your format for my alias header... thanks for that.
Terra sees her opponent make a move around the blades, could use some more time to prepare, that heavy armor will slow him down some, my mobility just might buy me the time I need
Terra starts to circle the whirling blades keeping the blades between her and her opponent, at least for now.
As she walks she pulls a potion from her pouch and drinks and at the same time the very gravel and rock of the floor seems to add to her protection.
move drink potion shield of faith, also take 2 non-lethal damage for 1 burn point to increase my DR to 2/adamantine
*Terra |
Terra feels she is as ready as she can. and she works her way carefully and as soon as she sees her target a sudden barrage of gravel flies toward him.
gravel blast AC 22: 1d20 + 6 ⇒ (12) + 6 = 18 but the blast goes wide flying toward the blades only to be destroyed by the whirling death.
Agkarar can now clearly see his opponent, a simple human gird wielding no weapons and a layer of stone and rock protecting her.
there are swirling pebbles all around her as well.
I think I put a picture in the alias
Agkarar |
As soon, as he sees his opponent, he rushes towards her, creating yet another spell.
attack: 1d20 + 4 + 1 + 1 + 2 + 2 ⇒ (13) + 4 + 1 + 1 + 2 + 2 = 23
damage: 2d6 + 6 + 1 + 2 ⇒ (3, 6) + 6 + 1 + 2 = 18
Charge, Divine Favour (+2 to attack and damage) for 10 rounds with fervor as swift.
By the way, 22 AC in the header is without Shield of Faith. 24 with it, 22 after charge.
*Terra |
The blow nearly topples Terra, but that gravel surrounding her has softened the blow.
DR 2/adamantine
Terra steps back as she pulls a small stone from her pocket and tosses it at her opponents feet.
ranged touch at the ground Agkarar is standing AC?: 1d20 + 6 ⇒ (3) + 6 = 9
create pit under him DC 15 reflex to avoid falling in pit is 10'x10' and 10' deep. if you fail the reflex, then 1d6 ⇒ 5 falling damage
using dimensional acid flask but flavored as a stone but game mechanics not changed
Agkarar |
reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Not today.
Agkarar, despite hindering armor, deftly avoided the pit, jumping away from the fault in the ground.
He then attacked the earth-controlling girl, but the jump knocked off his aim and he just hit the ground near her.
attack: 1d20 + 4 + 1 + 1 + 2 ⇒ (6) + 4 + 1 + 1 + 2 = 14
damage: 2d6 + 6 + 1 + 2 ⇒ (4, 3) + 6 + 1 + 2 = 16
*Terra |
per create pit spell, if you end your turn adjacent to the pit you make a reflex DC 13 to avoid falling in.
*Terra |
the blue square is the pit it will last 4 rounds
Stepping back Terra hurls another barrage of gravel at her opponent, she definitely looks a little worried.
blast attack: 1d20 + 6 ⇒ (20) + 6 = 26
crit?: 1d20 + 6 ⇒ (4) + 6 = 10 (nope)
damage (B/P/S): 1d6 + 7 ⇒ (4) + 7 = 11
will have to get pushing infusion at some point
*Terra |
Terra realizes how much of a whallop this guy can produce, she needed to get out of his range. she saw the opening in his last attack. but escape would be tricky.
Terra acrobatically evades her opponent skirting around both him and the pit she created.
I need to put some distance between us and recouporate, that pit won't last much longer, need to make use of it while I have it.
acrobatics to avoid AoO: 1d20 + 11 ⇒ (12) + 11 = 23
As she gains some distance Terra pulls out a potion and drinks it.
move and draw a potion of CLW. her new position and the pit in between should prevent Agkarar from having a charge path.
potion CLW: 1d8 + 1 ⇒ (6) + 1 = 7
*Terra |
Forming yet another barrage of rock and gravel from the ground Terra hurls it at her opponent once more. before increasing her distance again.
ranged attack: 1d20 + 6 ⇒ (7) + 6 = 13
Her attacks do nothing against the heavy armor of her opponent.
As she backs up Terra draws yet another object from her pouch.
If I counted my movement wrong let me know (I have 35' movement)
Agkarar |
Agkarar, taking a break from chasing the girl, moves to a better position, taking his bow and dropping his hammer. He takes careful aim and shoots an arrow into the opponent.
attack: 1d20 + 2 + 1 + 1 + 2 ⇒ (16) + 2 + 1 + 1 + 2 = 22
attack: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
My hammer is lying in my current square.
*Terra |
Terra advances holding the bottle she withdrew earlier, then as she closes she points it at Agkarar and removes the stopper.
suddenly an arc of lightning shoots out toward him striking him in the chest with a loud thunder clap.
ranged touch: 1d20 + 6 ⇒ (14) + 6 = 20
electrical damage: 1d8 ⇒ 6
DC 15 reflex or take an additional 1 point sonic
*Terra |
I believe you are down to only 6 HP, which will be the most difficult 6 damage for me to inflict. and in any event, this is a pretty good combat. I may not be posting as frequently, but I am still having fun.
Terra forma a javelin out of the stone in the ground. forming in her hand and she hurls it at her opponent.
ranged attack: 1d20 + 7 ⇒ (2) + 7 = 9
but the javelin falls apart before it even reaches the target. seeing he has his hammer again, Terra doe not want to be on the receiving end of that thing again so she tries to take advantage of her better mobility to back up further.
I think the square I am in is not subject to the blade attack if it actually is then Terra would not have stopped there.
Agkarar |
As his opponent yet again moves away from him, Agkarar, ready for that, follows her and charges with a wide swing of his hammer. Unfortunately for him, the strike misses the girl.
attack: 1d20 + 4 + 1 + 1 + 2 + 2 ⇒ (6) + 4 + 1 + 1 + 2 + 2 = 16
damage: 2d6 + 6 + 1 + 2 ⇒ (6, 4) + 6 + 1 + 2 = 19
*Terra |
Terra takes a step back as she gathers more rock and gravel allowing it to swirl around her.
once she steps back, the gravel has formed into an attack and she hurls it at her opponent.
ranged attack: 1d20 + 6 ⇒ (11) + 6 = 17
The gravel simply explodes and bounces off her opponent with no effect.
I missed, trying to make the descriptions sound real epic, like some final boss fight in an anime
*Terra |
The hammer blow struck hard, Terra tried to deflect the blow with a shield of stone.
The hammer blew through the stone slamming into her. she took the brunt of the blow, but the stone did manage to soften it some. (DR 2/adamantine)
the blow had sent her back and with a flip she landed on her feet (superhero landing!)
She struggled to stand but was still standing. Terra coughed up some blood, spitting it to the ground.
acrobatics to avoid AoO: 1d20 + 11 ⇒ (13) + 11 = 24
She pulls out a second clay flask. like the one Agkarar had experienced before. she pops the cork unleashing a bolt of electricity directly at Agkarar.
ranged touch: 1d20 + 6 ⇒ (8) + 6 = 14
electrical damage: 1d8 ⇒ 4
DC 15 reflex or take 1 point sonic damage as well. save is regardless if the bolt hits or not.
Agkarar |
reflex vs 15: 1d20 + 2 ⇒ (5) + 2 = 7
Agkarar instinctively starts back from the bolt, but it reaches his already wounded shoulder. As if it wasn't enough, with bolt comes sonic wave.
In anger Agkarar charges towards Terra, but his blow misses horribly, leaving a dent in the earth.
attack: 1d20 + 4 + 1 + 1 + 2 + 2 ⇒ (4) + 4 + 1 + 1 + 2 + 2 = 14
damage: 2d6 + 6 + 1 + 2 ⇒ (1, 4) + 6 + 1 + 2 = 14
Just one more hit. Well, dice, will it be decided in the next attack?
*Terra |
Terra tumbles back to gain some distance and forms another javelin of stone and hurls it at her opponent.
acrobatics to withdraw: 1d20 + 11 ⇒ (8) + 11 = 19
Drawing another potion Terra drinks it down
potion CLW: 1d8 + 1 ⇒ (7) + 1 = 8
ok my last CLW potion, I am out of healing now
*Terra |
Terra is relieved at the fact that she did not have to be beaten again by the huge hammer.
Cautiously she approaches coughing up some blood from earlier wounds
her earth blast have proven pretty ineffective so far, that is something she would have to practice.
Her last ditch effort was in her hand. having drawn one last flask from her pouch. Terra makes her final advance and tosses the flask at her opponent.
ranged touch: 1d20 + 7 ⇒ (4) + 7 = 11
splash miss direction: 1d8 ⇒ 7
The flask land next to Agkarar (indicated by the x on the map)
looks like Agkarar only takes 1 splash damage
*Terra |
As Agkarar starts to burn from the acid, Terra takes advantage of the opening and a blast of gravel flies out to slam into him.
In an explosion of dust and stone, Agkarar lies dead on the arena floor.
GM BC4Realz |
The battle over, the bloodlust fades. Darkness once again robs your sight.
This time the darkness seems to stab into your eyes. It is almost malevolent in it's aggression. You feel a coldness begin to sink into your bones as the darkness slowly fades into a dim light.
You find yourself in a dimly lit cavern, your opponent just on the other side of a wide crack in the ground. Light seems to fall into the crack and become lost. Looking around you notice the cavern is filled with grave stones. A chill crawls up your spine that you cannot seem to shake. An unearthly cold grips you as you ready yourself for combat.
Roll for initiative. Also roll 1d10 for any level per hour buffs that you have precast as outlined in discussion.
Grog Skintaker |
hours: 1d10 ⇒ 5
Init: 1d20 + 3 ⇒ (15) + 3 = 18
It has been a while since Grog's last fight, he reaches into his pouch and pulls out a potion and drinks it. Anyone watching him sees his outline starting to blur.
Blur - 3 minutes - 20% miss chance
Krute Bloodroot |
Initiative 1d20 + 7 ⇒ (3) + 7 = 10
Krute stands across the gaping pit from his enemy between two burning pillars. Momentarily taken aback buy the change of venue, he reacts after his opponent has had time to draw and swallow a potion.
Silently cursing, Krute decides to test his opponent by drawing and throwing a javelin across the pit at him.
1d20 + 5 ⇒ (7) + 5 = 12 It fails to connect.