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.
Krute Bloodroot |
Krut hurls a javelin at his opponent.
1d20 + 3 ⇒ (12) + 3 = 15
Seeing it easily batted aside with the four-armed monster's shield, he moves to put a pillar between himself and his opponent. (Moves between the pillar to his right and the building/pagoda)
Krute Bloodroot |
Krute backflips away 1d20 + 6 ⇒ (10) + 6 = 16 out of the creature's range, hurling another javelin once he's backed away enough.
1d20 + 3 ⇒ (13) + 3 = 16 once again the javelin fails to meet its mark.
"Come, friend, let us give the speaker a show!" he taunts.
Agkarar |
Agkarar growls angrily and charges into his opponent, getting tired of the javelins thrown at him.
"Fight me up close, like a man!"
Unfortunately for him, the reckless hammer attack misses by an inch.
attack: 1d20 + 5 + 2 + 2 ⇒ (8) + 5 + 2 + 2 = 17
damage: 2d6 + 6 + 2 ⇒ (3, 6) + 6 + 2 = 17
But you didn't get an aoo. Acrobatics is an awesome skill.
Divine Favour 8/10. -2 AC from charge until the start of my next turn.
Krute Bloodroot |
forgot how fast I was, won't make that mistake again.
Acrobatics 1d20 + 6 ⇒ (14) + 6 = 20 Once again, Krute flips away, this time moving even further away. Rather than pulling out a javelin this time, however, he draws his falchion, readying, perhaps to do what the bug wants.
Move rate is 45', so he moves 40' away including the double cost for the first 5'. As a standard action, Krute readies an action.
Krute readies to move away another 30' when Agkajar comes with 10'of him.
Krute Bloodroot |
Just as you are about to reach him, he moves far out of your reach (30' move as spoilerized above) taunting "Oh, Cricket, that armor may protect you from my javelins but it makes you far too slow."
"I could dance around you all day, sending arrows and javelins at you until you fell and never letting you get close enough to harm me. But" he adjusts his step (5' step, to be at least 35' but no more than 40' away from you) and drops his falchion (free), drawing his spear instead. "I promise this time I won't move"
He lets the wild blood of the Fey flow through his veins (Bloodrage, free action)
Krute sets his spear against a charge (brace weapon), readying an attack as his standard action.
Krute Bloodroot |
Hardly able to believe what he just witnessed, Krute laughs through the pain of the crossbow bolt. He drops his spear, moves up to his fellow warrior, and reaches down, picking up his enemy's hammer.
The fey blood boils through him, and he emits a strange high-pitched giggling noise all the while.
Agkarar |
Agkarar decides to drop his crossbow too, and instead grabs his shield with two hands and bashes cheeky bastard with it.
attack: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
damage: 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Divine Favour 5/10. -2 AC because of shield bash.
I think this fight would definitely entertain the voice.
Krute Bloodroot |
Krute smiles as sap-like blood drips from his mouth at the heavy blow from his worthy opponent. Had he opened himself up enough for a strike finally?
Krute swings the earthbreaker at its owner hoping for a glorious end to the battle.
1d20 + 5 ⇒ (16) + 5 = 21 A hit at last!
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13 With a resounding crunch, Krute brings the hammer upon the brow of his four-armed foe.
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?
Narg Crowbait |
No problem :) You get green text by rolling dice so (dice=Initiative)1d20+10(/dice) but with square brackets, and blue with (ooc)Out of game chat blablahblah, etc.(/ooc)
Narg Crowbait |
Hunching and side stepping Narg begins to croak out a spell while a tiny scorpion scuttle forth from his feet racing around the side of the arena.
By my calculations it is not possible for Gormund to make the spellcraft needed to identify the spell being cast. 15 + spell level +8 for distance and probably +2 for unfavourable conditions with the blade, etc.
Gormund |
Gormund wordlessly flits 10 feet in the air and toward the west side of the arena, drawing his bow as he does so. Spying the tiny scorpion on the ground as his first enemy, he trains his aim on it.
"What waste, the spirit of battle is lost on such a tiny foe!"
Attack Roll at the familiar: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Narg Crowbait |
The arrow humps home and the scorpion vanishes no body remaining.
Narg completes his spell and takes to the air frantically flapping wings battling the currents from the great blade, reaching a height of forty feet thanks to the air current.
Then he extends a hand a crude wooden spear forming from nothing and hurls it down at Gormund! Despite the winds the spear strikes with uncanny accuracy sinking deep into the small fey's flesh and breaking into hundreds of splinters!
Garmund will take 1 bleed damage at the beginning of each of his turns.
Fly: 1d20 + 9 ⇒ (7) + 9 = 16
Splintered Spear: 1d20 + 4 - 4 - 10 + 20 + 1 ⇒ (20) + 4 - 4 - 10 + 20 + 1 = 31
Crit Conf Splintered Spear: 1d20 + 4 - 4 - 10 + 20 + 1 ⇒ (10) + 4 - 4 - 10 + 20 + 1 = 21 Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
GM BC4Realz |
I don't have an updated character sheet for Gormund...so I don't know what all (s)he did during the leveling process.
Gormund has 15 hitpoints though, so this shouldn't take to long.
Blood drips from one of Gormund's wings as he tries to maintain his flight. Current HP: 1/15
"You cannot win! I will stop you!"
He flits over to have a better angle on Narg and shoots his long bow.Litterally cannot hit without a nat 20
Attack Roll: 1d20 + 8 - 20 ⇒ (10) + 8 - 20 = -2
The arrow flies into the windcurrents made by the fan and is sweeped up, shattering against the ceiling.
Narg Crowbait |
Gathlain Medium 2
CG Small Fey
Init +6; Senses Perception +5, Low-Light Vision
FOLLOWING STATS ASSUMING CHAMPION SPIRIT
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Defense
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AC 20, touch 15, flat-footed 16 (+4 Armor, +4 Dex, +1 Size, +1 Nat Armor)
Hp 17 (2d8+4)
Fort +2, Ref +4, Will +4
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Offense
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Speed 30 ft., 40 ft. fly (poor)
Melee Dagger +4 (1d3+4 S)
Ranged MWK Composite Longbow +8 (1d6+4; P, x3, 100 ft.), Shuriken +7 (1+4; P, x2, 10 ft.)
Special Attacks
Entangle SLA 1/day (DC 13)
Feather Step SLA 1/day
Spirit Surge (5 maximum) 1d6
Spells
0th- Light, Guidance, Detect Magic
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Statistics
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Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot
Traits Reactionary, Indomitable Faith
Skills Fly +5, Perception +5, Spellcraft +5, Use Magic Device +7
Languages Common, Sylvan
SQ Natural Armor, Low-Light Vision, Influence 1
Combat Gear MWK composite (+1 Str) longbow, arrows (20), dagger, acid, shuriken (10); Other Gear MWK chain shirt, 2 psychic scrolls of True Strike, 135 gp
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Special Abilities
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Spirit (stats assume Champion spirit)
Spirit Bonus +1 (for Champion, on attack rolls, non-spell damage rolls, STR checks, STR-based skill checks and Fort saves; is applied)
Spirit Power, Lesser (Martial Prof and Shuriken Prof)
Spirit Surge 1d6 (on all rolls that spirit bonus is applied to)
Seance Boon (+2 on non-spell damage rolls for Champion)
Taboo gives 2 extra uses of spirit surge (You are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities)
Battling to stay in place in the wind currents Narg begins to cast a spell.
Spell craft DC is approx, but probably on the low side, since I am only giving +2 for the wind.
Fly: 1d20 + 9 ⇒ (20) + 9 = 29
Concentration: 1d20 + 6 ⇒ (10) + 6 = 16 Just!
GM BC4Realz |
Interesting, as a Fey I would have assumed immune to sleep, but apparently not the case.
Will Save v Sleep: 1d20 + 4 ⇒ (15) + 4 = 19
Gormund feels drowzy, but is able to shake off the effects of the sleep spell.
Unfortunately the bleeding continues, and it despite all his efforts, the blood loss gets the better of him. -1 HP, Now at 0 and disabled. Regretting not buying a potion of CLW.
"Oh...I don't feel so good. Can I call a time out? How does that work?
Gormund will fly down at an angle, moving 20' away from Narg in the process.
Narg Crowbait |
Sleep will not go off until Nargs next round as it is a full round spell. And he actually has 17 HP total, but given the circumstances tapping out is still probably a reasonable option.
"If he wishes to surrender and the rules allow it I accept!" Narg shouts, voice raw and gravelly.
GM BC4Realz |
Huh...I never noticed that sleep is a full round casting time...that's kind of crazy given the static 4HD spell affect. Makes it even more of a useless spell at higher spell levels. Well, actions will remain the same.
A disembodied voice booms through the arena.
"No! Weakness is rejected, to be thrown into the charnel pit! Defeat your opponent or you will both suffer the consequences of my ire."
Narg Crowbait |
Muttering darkly Narg swoops down until he is ten feet above his foe and blasts him with a scintillating burst of rainbow colours.
Fly: 1d20 + 9 ⇒ (10) + 9 = 19
Colour Spray DC 15
GM BC4Realz |
Will Save: 1d20 + 4 ⇒ (9) + 4 = 13
That will be twice that Colour Spray kills me...at least I know how to roll for it now.
"Ayee!"
Gormund is now:
Unconcious for: 2d4 ⇒ (2, 1) = 3 Rounds
Stunned for: 1d4 + 3 ⇒ (1) + 3 = 4 Rounds
and Blind for: 0d1 + 5 ⇒ (-) + 5 = 5 Rounds
"Good, Good! Now Finish him!"
Narg Crowbait |
Shrugging Narg flies down, produces another wooden spear and thrusts it into Gormund's open would, before croaking, "Are we done here?"
Coup Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16