Build questions sent via PM
Congrats to:
Arena A: Aristotle
Arena B: Boom!
Arena C: Drogo
Just confirming that we're all still here for the next round, level 9, would like to prep it for a monday nov 18 start :-)
Match 8C: Beansidhe vs Drogo
Please roll for initiative, and describe starting gear. Winning init roll gets first chose of X or Y starting position
Match 8B: Asaakoz vs Boom!
Please roll for initiative, and describe starting gear. Winning init roll gets first chose of X or Y starting position
Match 8A: Aristotle vs Carlos
Please roll for initiative, and describe starting gear. Winning init roll gets first chose of X or Y starting position
DM post:
As Carlos flies over the goblins, each has a puzzling thing happen to them. Although still quite well hidden, each ripples as their invisibility fades from existance, and just for a moment, they feel.... dumber? But just as quickly as it happened, the effect fades as Carlos flies on
MATCH 7:
MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.
All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.
TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.
LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.
MATCH 7:
MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.
All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.
TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.
LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.
MATCH 7:
MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.
All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.
TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.
LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.
MATCH 7:
MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.
All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.
TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.
LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.
The stone continues to grind downward, revealing openings at the top of each wall, centered along the faces. Each begins to ooze a bright green liquid, that seems to stick to the wall as it slides down, filling the squares below it.
NORTH- J5, K5
EAST- P10, P11
SOUTH- J16, K16
WEST- E10 E11
Are all filled with the liquid, as it threatens to continue to spread
With a great grinding noise, you can tell something is happening at the central pillar, but you cant make exactly what... yet.
GM RETCON: Two issues with part of Tobias last turn. 1: Reduce Person has a 1 round casting time. 2: Tobias is not a legal target for Reduce Person. Pause for discussion in discord
With the Death of Carlos, Beetly's Victory is complete!
The arena seems to fade out, as Beetly catches his breath.
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Carlos
Some feel a burning pain:
Beetly
----------------
Point leaders:
22-Carlos
20-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Carlos
----------------
Point leaders:
21-Carlos
20-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Carlos
----------------
Point leaders:
20-Carlos
19-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Carlos
----------------
Point leaders:
19-Carlos
18-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Beansidhe
Carlos
----------------
Point leaders:
18-Carlos
17-Beetly
15-Beansidhe
14-Tobias
15-Beansidhe
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Beansidhe
Carlos
----------------
Point leaders:
17-Carlos
16-Beetly
14-Tobias
14-Beansidhe
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Beansidhe
Carlos
Some feel a burning pain
Tobias
----------------
Point leaders:
16-Carlos
15-Beetly
14-Tobias
13-Beansidhe
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Beansidhe
Carlos
Some feel a burning pain
Tobias
----------------
Point leaders:
15-Carlos
14-Tobias
14-Beetly
11-Asaakoz
12-Beansidhe
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Croc
Beetly
Beansidhe
Some feel a burning pain
Carlos
Tobias
----------------
Point leaders:
14-Carlos
14-Tobias
13-Beetly
11-Asaakoz
11-Beansidhe
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Carlos
Tobias
Penny
Beetly
Beansidhe
----------------
Point leaders:
14-Carlos
14-Tobias
12-Beetly
11-Asaakoz
10-Beansidhe
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Carlos
Tobias
Penny
Beetly
Beansidhe
Some feel burning pain:
----------------
Point leaders:
13-Carlos
13-Tobias
11-Asaakoz
11-Beetly
9-Beansidhe
8-Drogo
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Carlos
Tobias
Asaakoz
Penny
Beetly
Some feel burning pain:
Beansidhe
----------------
Point leaders:
12-Carlos
12-Tobias
11-Asaakoz
10-Beetly
8-Drogo
8-Beansidhe
5-Boom!
3-Aristotle
----------------------------
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Carlos
Tobias
Asaakoz
Beansidhe
Beetly
Some feel burning pain:
Penny
----------------
Point leaders:
10-Carlos
10-Tobias
9-Asaakoz
8-Drogo
8-Beetly
8-Beansidhe
5-Boom!
3-Aristotle
With the dwarf gone, Carlos heads north, skirting around the corpse of his beloved horse. 'Time for Tobias to..' But that thought was interrupted by Asaakoz striking out of the mist!
Now with a convenient target, Carlos rages, dropping his pick and grabbing at the Suli.
Grapple Check: 1d20 + 13 ⇒ (18) + 13 = 31
Grapple Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Miss chance: 1d100 ⇒ 42
Rage 4/X
Carlos AB 30/50
Carlos MV : Hours remaining
See invis: 30 mins
Beansidhe
Beetly
Asaakoz
------ EOR
Penny
Tobias
Carlos
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Carlos
Tobias
Asaakoz
Beansidhe
Some feel burning pain:
Beetly
Penny
----------------
Point leaders:
9-Carlos
9-Tobias
8-Drogo
8-Asaakoz
7-Beetly
7-Beansidhe
5-Boom!
3-Aristotle
At the end of round, there is a red flash across the arena.
Some feel a warming glow:
Drogo
Carlos
Tobias
Beetly
Beetly's Dog
Asaakoz
Beansidhe
Some feel burning pain:
Penny
----------------
Point leaders:
8-Drogo
8-Carlos
8-Tobias
7-Beetly
7-Asaakoz
6-Beansidhe
5-Boom!
3-Aristotle
At the end of round, there is a red flash across the arena.
Everyone feels a warming glow:
Drogo
Carlos
Tobias
Penny
Beetly
Beetly's Dog
Asaakoz
Beansidhe
----------------
Point leaders:
7-Drogo
7-Carlos
7-Tobias
6-Beetly
6-Asaakoz
5-Beansidhe
5-Boom!
3-Aristotle
At the end of round, there is a red flash across the arena.
Everyone feels a warming glow:
Drogo
Carlos
Tobias
Penny
Beetly
Beetly's Dog
Boom!
Asaakoz
Beansidhe
----------------
Point leaders:
6-Drogo
6-Carlos
6-Tobias
5-Beetly
5-Boom!
5-Asaakoz
4-Beansidhe
3-Aristotle
At the end of round, there is a red flash across the arena.
Everyone feels a warming glow:
Drogo
Carlos
Tobias
Penny
Beetly
Beetly's Dog
Boom!
Asaakoz
Beansidhe
----------------
Point leaders:
5-Drogo
5-Carlos
5-Tobias
3-Aristotle
4-Beetly
4-Boom!
4-Asaakoz
3-Beansidhe
At the end of round, there is a red flash across the arena.
Everyone feels a warming glow:
Drogo
Carlos
Carlos Horse
Tobias
Penny
Beetly
Beetly's Dog
Boom!
Asaakoz
Beansidhe
----------------
Point leaders:
4-Drogo
4-Carlos
4-Tobias
3-Aristotle
3-Beetly
3-Boom!
3-Asaakoz
2-Beansidhe
At the end of round, there is a red flash across the arena.
Everyone feels a warming glow:
Aristotle
Drogo
Carlos
Carlos Horse
Tobias
Penny
Beetly
Beetly's Dog
Boom!
Asaakoz
Beansidhe
----------------
Point leaders:
3-Aristotle
3-Drogo
3-Carlos
3-Tobias
2-Beetly
2-Boom!
2-Asaakoz
1-Beansidhe
At the end of round, there is a red flash across the arena.
Some people feel a rush of pain (5 untyped damage that ignores DR)
Beansidhe
While others feel a warming glow:
Aristotle
Drogo
Carlos
Carlos Horse
Tobias
Penny
Beetly
Beetly's Dog
Boom!
Asaakoz
----------------
Point leaders:
2-Aristotle
2-Drogo
2-Carlos
2-Tobias
1-Beetly
1-Boom!
1-Asaakoz
At the end of round, there is a red flash across the arena.
Some people feel a rush of pain (5 untyped damage that ignores DR)
Beetly
Beetly's Dog
Boom!
Beansidhe
Asaakoz
While others feel a warming glow:
Aristotle
Drogo
Carlos
Carlos Horse
Tobias
Penny
----------------
Point leaders:
1-Aristotle
1-Drogo
1-Carlos
1-Tobias
DM Note: With the -4 from mount movement, Beetly did not confirm. Carlos took 13 Damage and 1 NL
GM note: Carlos has a continual flame on his armor, which creates normal light 20 ft from him, and increases the dim to normal from 20-60 from him. Not drawing circles because they mess with map stuff, but please keep in mind.
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Crossposting Map rules with clarifications:
Main Central Stage is the "Hill"- Stairs are not included, and it stops where the two north south break lines are.
If there is only one person on the Hill alive at any time (unconscious people still count), the wall of Force blocking the hole into the mountain will go down, allowing access to the "Mystery Chalice". Each PC can drink from the Chalice only once.
SG Warning: "Mystery Chalice" contents might be performance enhancing. Do not consume "Mystery Chalice" if you are, or could be pregnant, or if you have a family history of sudden heart attacks.
If you are on the Hill, you will recover 5 points of HP at the end of each round, and receive 1 point. If you are not on the Hill, you will take 5 points of untyped damage at the end of each round.
Each player can individually decide via PM if they want to begin on the Hill, in the first outside ring, or in the second outside ring.
Victory Points will be rewarded based on number of hill points, with a bonus for anyone who successfully drinks from the Chalice
If we have 8 contestants, non bonus VP spread will be
8/6/4/3/2/1/0/0
: All the rocks provide low cover, except for the ones labeled X on the map. Pillars are 8 ft tall, and may provide partial cover.
With a great silence, the spaces that were labeled as Danger Zones wink out of existence. You feel the voice again.
Danger Zone section 1 is almost complete. All remaining Zone 1 sections are active.
[This post should be before Beansidhe's turn]
With a great silence, the spaces that were labeled as Danger Zones wink out of existence. You feel the voice again.
Danger Zones: 8d35 ⇒ (11, 21, 28, 3, 28, 30, 34, 32) = 187
Danger Zones Reroll: 5d35 ⇒ (23, 31, 32, 28, 8) = 122
Map Zones removed: 1,2,4,5,9,12,13,15,17,19,20,25,26,27,30,32,33,35
New Danger Zones: 3,8,11,21,23,28,31,34
With a great silence, the spaces that were labeled as Danger Zones wink out of existence. You feel the voice again.
Danger Zones: 7d35 ⇒ (9, 1, 19, 30, 12, 4, 17) = 92
Danger Zones reroll: 1d35 ⇒ 5
Map Zones removed: 2,13,15,17,20,25,26,27,32,33,35
New Danger Zones: 1,4,5,9,12,19,30
GM note: Door circled in red opened
With a great silence, the spaces that were labeled as Danger Zones wink out of existence. You feel the voice again.
Danger Zones: 6d35 ⇒ (26, 32, 25, 33, 35, 13) = 164
Map Zones removed: 2,15,17,20,27
This rounds Danger Zones: 13,25,26,32,33,35
Each of you can feel a great pressure building inside your head, but just before it becomes painful, thoughts that are not your own become clear. Sudden Death Has Been Activated.
Danger Zones: 5d35 ⇒ (2, 15, 2, 20, 17) = 56
Danger Zone reroll: 1d35 ⇒ 27
This rounds Danger Zones are 2,15,17,20,27. Failure to clear a Danger Zone would be... Unwise.
Pathut, you are now cleared to go
Hold for possible partial retcon
If player A has a spellbane, set to spellbane, and also has antimagic field up, suppressing the spellbane, and player B has spellbane, set to antimagic field. What is the best way to deal with this interaction?
Dotting, will be putting a PC together
What do people think the cost of this item would be to make?
Gloves: Permanent spell Ki Arrow
Function: When the wearer of these gloves holds an arrow in hand it turns the arrow to a ki arrow as per the spell.
You can throw Ki arrows at your standard rate of fire if you have the feat quick draw
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