You continue to act in a manner befitting a Claymore team’s captain. This hasn’t gone unnoticed. You and the rest of the 69ers were until very recently considered rookies. No longer.
You quickly find yourself summoned to Commander‘s office. He’s in shorts and a t-shirt, running on an exercise wheel.
“I’ve got a good feeling about you Maggie. As of today, you’re moving up the ranks. You’re Advanced now. Don’t let me down.”
Naturally, you are aware of Claymore’s ranks structure:
Chainmail, folks still undergoing basic training are nicknamed chainmail for some reason lost to time.
Original, otherwise known as a rookie.
Advanced, for trusted agents.
Essential, for long standing agents.
Captain, to those that officially run a team. Captains are second only to the commander and are all in the running to be the next one when he retires.
Homebrew, a sideways rank for non-combatant agents, often teachers and diplomats.
Wizard-Seers, magic users that mix divination and teleportation magic to get you out there. Equal to an Essential.
The comms guys are basically civilian, being of no rank, yet hardly having to kowtow to those ‘above’ them.
It’s a big day for you! …if you want another promotion, that’s a long term project. Something for me to think about.
—
Ryder
Dario is currently mute—not even a cleric can heal up a close range gunshot wound to the chin in one pop.
He’s happy to see you when you visit him at the hospital, and through notes on a tablet (a clay one, but pretty much what you’re thinking) he has a friendly chat with you. He can’t train you right now… but he does pull a small, spare pistol from his sock. He gives you a run down of the basics and wishes you the best of luck.
Little Anne
Little Anne is a light weapon.
Little Anne can be drawn as a free action.
Little Anne can only fire 1 shot before it must be reloaded. Reloading takes an action.
1d8 piercing damage
Ricochet: When you miss a target with this pistol, choose another target in range and deal half damage to them. This ability can only be used once per short rest.
You’ll become proficient in firearms on your first successful hit on your next mission.
—
Lyn
Your new technique… Grasp of the Storm Lung Emperor is coming along. Name not final.
Describe to me what you want to be true, and I’ll see what I can do.
—
Sug
“Goodnight Mr. Sug! Come again soon!”, the dragonborn chef says.
With a tap on the counter the sushi place gets up on its many legs and scurries off to another street.
Your mighty sushi feast grants you advantage against fish until the end of the next mission.
—
Cyr
That name, or something remarkably like it, refers to a place of mythology. Arvandor.
Some half forgotten realm, an afterlife for fairies. It has something of a relation to giants too, long, long ago, when fairies and giants were considered of a kind.
One interpretation has this place as one of the roots of the world tree. Another says it is a golden hill of infinite scale. Mostly it’s thought of as your classic babbling rivers with magic forests kind of deal.
Odd choice of a name, but one thing is clear—that wasn’t his real name. That means a whole fake passport. That means disguise. Was the train sabotaged in the hopes of killing him? Further investigation revealed that at the station the train was headed to there was a second sabotage… another train had its engine shut down on the same track.
—
The 69ers
There’s nothing on Raum, but people are working night and day to cork board it up to all the misfortunate occurrences as of late.
Likewise, the journal is barely understood. So far they’ve gathered only that some kind of orb is of great importance…
Something like if Lyn uses ki for anything and does any unarmed attacks that turn, for only one attack (that hits) the monk damage die could be 1d8 as long as any unarmed attack damage that turn was all being turned to lightning with Draconic Disciple. Including any of the Shocking Grasp stuff like advantage on metal and no reactions is probably too much, and the damage scales up way faster, so might save the 2d8 until the actual monk die is 1d8. Or opposite and give unarmed lighting hits advantage on metal, but no damage upgrade.
You can just choose to make your unarmed damage lightning instead of bludgeoning damage. Just call it beforehand. As usual, that’ll confer advantage and double damage to the right targets.
1. I’m a story game guy at heart, so I don’t like how I just pull DC out of thin air in this game. I’ve invented a thing and I’ll be using it going forward.
Difficulty Class
Whenever a skill check is called for, the DM selects a difficulty class (DC) for the challenge you are attempting.
The DC begins at 10.
Have they prepared for this in particular?
No: 0 — Hours: -2 — Days: -5
How complex is the task at hand?
Simple: 0 — Moderate: +1 — Intricate: +2 — Unique: +3
Do they have time to access before acting?
Yes: 0 — Enough: +1 — Barely: +2 — No: +3
Are they acting under fire?
No: 0 — With Cover: +1 — In Reach: +2 — Beneath Claw: +3
Do they have a condition that would hinder their abilities?
No: 0 — Slightly: +1 — Yes: +2 — Significantly: +3
Could both success and failure result in a far reaching, long lasting effect?
No: 0 — Yes: +3
Some might say this takes up too much time. But at least everyone will eventually be able to eye a skill check and feel like they know how tough it’s going to be. A DM can even run through it with the player!
The lowest this system goes is 5. The highest it can reach is 25.
If you think a DC should be lower than 5, consider if it’s even that risky of a venture. Instead, the DM should ask around for proficiencies and have the party simply succeed together, to the highest degree proficiencies will allow.
If you think a DC should be higher than 25, consider if it could be genuinely impossible and offer up alternative routes to success.
So, for example, let’s say Sug wants to leap across a chasm.
The DC starts at 10.
He’s actually been doing a mission nearby this chasm for a couple hours, but a fight as forced him to make the jump. Now it’s a DC of 8.
It is a simple task. It stays at 8.
But he only has just enough time to think about it, but monsters aren’t in reach. That’s 11.
Sug is carrying a grandfather clock. He just is. That’s a yes on a condition hindering him. Now the DC is 13.
But, either way, the repercussions of this jump won’t effect anyone but him. So we end up with a final DC of 13.
Once you get accustomed to this mini system, it’s my hope you’ll be able to eye in the DC of actions before you do them, and support each other with roleplay so the DC’s are lowered accordingly. On my end, I’m hoping I can be fairer. I’ve wrote up a bunch of common tropes and I’m liking the DCs I end up with.
2. Before we crack on, any feedback for me?
3. I’ll be going with the Tournament Arc mission! You’re all good with about three combat encounters in a row, right?
No feedback on the face of it. I may have some after putting it into practice. Will there be a short rest between encounters? Combatants going to their corners. "Cut me, Mick!" And all that?
In a change to regular protocol, you’re to go on this mission in an outfit of your choosing. Describe a cool look for an Inspiration die!
Soon enough you’re going to find yourself in an arid arena facing off against teams of beastfolk in ritualist combat!
But not before a feast. HQ recommends using that occasion to scout out your rivals, learn the intricacies of the tournament and find allies if possible. While the festivities aren’t malicious, the question going unasked is: “Why does Claymore need to prove itself now?”
Your brief has given you a decent chunk of info on Underside Island; a place of little historic renown, the island is situated at the geographic middle of the flip side of the world, an otherwise barren expanse of lava and tideless water. Myths claimed the underside of the world was the gods first attempt, and when things went south they just turned the whole thing over.
Not strictly native, the beastfolk sailed off the edge of the world and got caught in the reverse gravity some thousand years ago. Most life on the flip side got there under similar circumstances. Only these beastly people have ever made a solid go of it. Exactly zero people up top have utilised any of their technology or magic, but clearly they’ve made a home out of the impossible.
The feast is held in a heatwave on the shore of a steaming sea. You’re treated to a welcome dance that could make most warriors crap their pants where you’re from. It would not be unreasonable to say the chief of the beastfolk looks like a kangaroo wearing necklaces made from scorpions, with another, larger scorpion for a crown. That might still be alive.
The chief makes one prolonged scream, which a koala looking guy translates as “Welcome, happy to have you here, try the scorpions.”
You’re ushered to your seats and are perhaps surprised to see a mostly vegan spread, scorpions aside.
What do you do? You can ad-lib and pop NPCs in as you like and I’ll run with it. Or ask if there is X info I could gain and I’ll work it in there.
Ryder is wearing a lilac summer suit (pants and vest, no full length jacket) with a white shirt, no tie and the top button undone. Ryder looks good, and he just does not seem to sweat even with how hot it is on the island. The fabric is deceptively durable and flexible, made to handle physical activity while still maintaining maximum style.
Ryder has no problem indulging in the local cuisine, he's never been a picky eater. The mostly vegan meal actually reminds him of lot of the meals he ate growing up in a Wood Elf household, though the fruits and vegetables differ due to the different environment. Ryder decides to see what other potential similarities there are and is chatting with various beast people and learning about their culture and beliefs. He answers any questions the beast folk may have about where he's from, but Ryder is mostly focused on learning about them.
When Sug was told he was expected to dress for the occasion, he beamed with excitement. He wanted to wear something bright, so dug into his closet and found a neon green sleeveless shirt that zipped up the front and had a high collar, that he paired with a pair of black sleek pants. On his feet, he had large neon yellow high top shoes. Fianlly, he had a pair of spiked leather gloves.
Clothes:
Shoes:
Gloves:
Sug watches with rapture as they perform a welcome dance that was clearly meant to intimidate. It did, a little, but it was also a cultural experience that Sug throughly enjoyed. Finally, he grinned broadly as they said to dig into scorpion. "Rad! Never tried scorpion before!" He cracks open the shell and pulls out a few bites.
"Hey, chef dude, any chance I could grab a recipe for this?"
Lyn traditionally dresses in gear from her chilly northern homeland, but had enough warning to properly prepare for this mission. She's wearing the equivalent of an anime battle leotard with a pair of baggy pants and an extremely tiny jacket that covers little more than her arms. Everything is different shades of blue with some black trim.
At dinner, Lyn attempts to eat around the scorpions while scanning the dining area for any of the teams they'll be competing against. Were they only facing beastmen, or had other foreigners been invited to the event?
Maggie decides to keep it tactically practical and wears her Robes of the Seventh Child:
Scorpions? Yeah, no. She goes for the vegetarian fare instead. She tells her owl, "Unfortunately these scorpions are cooked, Charlie. But I'll bet there are live ones around if you want a challenging dinner!" She eats enough to be polite, provide combat fuel and no more. While eating, she'll be eyeing up the competition and discussing possible strategies against with any of her teammates not otherwise occupied.
“…so that’s why only some of the women wear bracelets.”
You learn a bunch from one chatty guy named Ujan.
The chief is more of a master of ceremonies, and the real leaders are many elderly women. You’d call them druids.
They acknowledge the existence of gods, but actually choose to worship a hard to define concept of collective consciousness instead. Gods, they say, are just part a small part of a shared dream.
They refuse to use elemental based tech, which is about 50% of all the tech you know of. Instead they use… something about acid making electricity? Sounds absurd.
Ujan seems friendly enough.
—
Sug
“Oh yeah mate, you just grab a handful of scorpions and you throw ‘em on the barbie for about 10 minutes on a slow heat, turning ‘em over good and proper every minute or so, then, and here’s the kicker, you brush on some Screamfever honey on ‘em and just let that melt in. Don’t let the name put you off, Screamfever bees have nothing on King Deathlord bees. Oh! Don’t add any salt they’ve got plenty of salt in them mate, everyone thinks they know what they’re doing with salt but they’re bogan mate, f’real. Then you pour out a cold one, knock a mouthful back before your first bite, really makes the scorpion pop having a good brew with it I’ll tell you what mate.”
The chef is wearing a welding mask and long rubber gloves. They’ve got a meat cleaver in one hand and a wand made from a tusk that sparks dangerous as they talk. Moments later they get into a fight with a living pack of jet black peppers.
You are now proficient in Terrifying BBQ.
—
Lyn
Good question. At the opposite end of the room five people dressed in nondescript delving gear are picking at the feast; each one wears a helm and scarf that makes is near impossible to make out their features. Their stature puts them all in the halflings to dwarf range, but what dwarf would hide their beard? They bring to mind photos of mercenaries or trench soldiers from the black and white days of yore.
Besides them you clearly make out at least two beastfolk squads. One set are lean and mean, dressed lightly and carrying heavy melee weapons with a focus on reach. The others are dressed more in necklaces and bracelets than cloth, their fur slick with war paint—something in your head says ‘warlocks’.
Feel free to roll for more details or get into a conversation with one of the groups.
—
Maggie
You in particular note that the stout mercenary band are carrying an abundance of half-concealed gadgets. They’re as much rogues as fighters.
You sense there should be one more team, at least, but perhaps being local to this area, they’re simply spread amongst everyone else, them being friends and family alike. Perhaps you need to investigate up close…
Maggie decides to mingle a bit, flitting between everyone that isn't obviously part of part of team. She mentally does that thing where you highlight everyone you know is on a team, and then look for the holes. During light conversation she surreptitiously evaluates her audience one by one.
She is so Investigating up this shindig. I'll make several rolls in case they're needed.
Geth, roll 1d20+6 for Investigation
Geth, roll 1d20+6 for Investigation
Geth, roll 1d20+6 for Investigation
I don’t generally agree with that many rolls in a short span, but I’ll cross the first one off, us it, and use the next one if Investigation comes up again.
You’re genuinely unsure who’s left. While the noted teams are in matching or similar garb and sat together, the last lot must be pretty casual about the whole thing and drawn from a variety of backgrounds and ages. Local though, to be sure,
You’ve got no edge over this last team. You’ll have to wait and see.
But… your snooping gets you noticed.
“Looking to know who you’re facing, mate?” says tall… um… person—you don’t want to guess unduly, “Well for a start we’re the Wailfire Maws.”
The beastfolk pumps a fist to their chest and gestures to the rest of the gang. All tall, reach weapon specialising fighters by the look of it. You sense a tension in the air all of a sudden.
My apologies for being presumptuous. Wasn't sure is one roll would do it or if you would want perhaps a roll per person. I'll keep it to one in the future unless prompted.
Maggie casts a minor illusion of anime embarrassment lines around her face. "Can't blame a gal for tryin', can ya?" Then she casts mage hand and uses it to grab a handful of scorpions and offers them to the tall person. "Scorpion?" she asks sheepishly.
Cyr strolls in wearing his large, fancy hat with a feather. His long red-gold hair hangs in a dozen braids around his shoulders. He's wearing his armor, which he paid an artist to paint with intricate patterns of red, orange, yellow, and green.
Not paying much attention to the other fighters, his first focus is the food. He loads up his plate before casually making some conversation with the beastfolk.
"This place is just fascinating! I have to know, do you have to import much, or do you find the indigenous resources fairly sufficient?"
As it happens, offerings of food is the most traditional form of peace offering you can make.
“Ta dame. Yous all Claymore then, eh? Good on you mate.”, they look around a bit, “Never done me wrong. My dad was saved from a shipwreck when he was a young ‘un by your lot.”
They sit down next to you and bite a scorpion in half.
“Between you and me, me and the gals got called up short notice. The rights to your sort of work got contested behind closed doors. Trying to work out why myself. The chief himself wanted us here, its you or us, he more or less said. Not a fan of this shake up, our chief.”
—
Cyr
Inspiration for you too!
Despite the funky accent and the rows of canine teeth, you sense a sudden collapse into sadness as you inquire about resources.
“Well… we import a lot from the deep dwarves to be honest mate. Had a few crap harvests, been hotter than usual, and then an earthquake… Haven’t quite got back on our feet in the crop department. Ended up over hunting to compensate… but hey, the deep dwarves have been pretty good about it. Mostly we’ve been helping them to make these newfangled drill machines as payment…”
The change the topic by picking up a plate of salad.
Before you can get more out of the assembled beastfolk the chief stands to the sound of a single gong.
“The feast is ended! The first battle begins imminently! Mighty warriors all will fight to prove their prowess and right to hunt monsters and menaces across our lands!”
Drums roll.
“Claymore! You will face the might of the Wailfire Maws! Make haste to the arena… may you fight with honour!”
Drums roll!
“Warlocks of Mjantoo! You will face the Riftmaker Clansmen! Go now and rest, for you fight second.”
—
You soon find yourself walking out onto a sandy arena to the roar of an elated crowd!
The sky above you is a pale yellow shot through with cracks of lilac. The dark side of the moon hangs in the sky as the sun rise in the west. A horrid looking thing glides by, like an unfinished vulture. Maybe the gods really did discard this side of the world.
The arena is circular. The wall around you is easily 20 feet tall, solid stone. The floor is relatively flat, with two pits on either side and a pair of assorted spring traps—they’re not hidden. It’s an even playing field.
Your opponents are tall kangaroo looking beasts for the most part, though one is comparable to a wombat (#1) that got hit by a car… and the car took the worse of it. They’re strong. They’re fast. But with spears and chains, they’re smart enough to want to keep you at reach.
You were briefed to hit hard, because your opponents will. Healers will patch you after the match, but this fight is real enough. Take ‘em to 0 HP, no need to worry about lethality.
The jump pads rest almost in line with the floor. When you cross the jump pads you are launched 1d10 spaces away in the direction of your choice, moving over occupied spaces.
The scorpion pits are full of scorpions that’ll poison you with an automatic hit.
For future fights is it possible to change our formation? I feel I should be in the back as a glass cannon. And the Doom 2016 and Eternal STs kick so much ass. I hope we do too!
Geth, roll 1d20+2 for Maggie's Initiative
Geth, roll 1d20+1 For Charlie's Initiative
Spelling error preventing Charlie's init roll to register. He'll just sit on my shoulder for this round.
Maggie shouts "Execute Maneuver Alpha Tango 33!" She knows no one on the teams knows what the heck she's talking about, but neither does the other team! Maybe it will give them an edge.
Maggie also casts Mage Armor, raising her AC to 16.
Sug moves ahead slightly, then spins himself around dramatically, thrusting his spiked glove up and then swing his hand down to reveal his constellation form. The archer's star arrow streaks out towards the same opponent Ryder shot.
Then, Sug's eyes glow brightly and he raises his hand to the sky, a moonbeam streaks down from the sky, landing on the other warrior standing up front, bathing them in light.
Starry form to fire star arrow at 3.
Moonbeam on #5. Con 14 save
Geth, roll 1d20+6 for Star Arrow Hit
Geth, roll 1d8+4 for Dmg
Cyr is going to run straight 30 feet towards the opposing team. He's going to pull out a javelin and ready an attack, throwing it at the first one to get within 30 feet of him.
Geth roll 1d20+3 for Javelin Attack
Geth roll 1d6+5 for Javelin Damage
The first arrow lodges itself in the beastfolk’s ribs, which she snaps off just in time Sug’s cosmic cascade to rip through her. She buckles and drops!
Then hell breaks loose! The Maws sprint towards you, deftly dodging Cyr’s javelin as them come knocking!
…Sug’s moonbeam… the beastfolk seem almost to enjoy high concentrate moon light.
At that moment a flash of light followed by an unnatural dark sends the crowds into oos and ahs. A brief whirl of wind fills the arena, and then you can see clearly again. A pillar, 20 feet high, has erupted from the middle of the arena!
Lyn deflects the tip of the halberd with her spear, the flying stone conveniently ricocheting off the crossed blades before she uses this opening to circle around the pair of beastmen to attack from an unexpected angle. This would also help set up Cyr to flank whichever of the two he wanted to focus on. It looked like the two of them were going to be alone up here for this little skirmish.
Spending 1/3 ki for Step of the Wind to Disengage and move all the way around 4/5 to get to the NE square between them both, then attacking the one with the halberd.
Geth, roll 1d20+6 for Flute Spear Attack
Geth, roll 1d8+4 for Flute Spear Damage
Ryder looks at the beastfolk that just landed next to him and smiles, "Okay, that looks fun. My turn!" Ryder jumps backwards onto the jump pad, launching into the air, "Woo hoo!". He spins upside down in the air, loosing an arrow at the nearby beastfolk and a second arrow at the beastfolk fighting Lyn before twisting back upright and landing on the newly formed pillar.
Bonus action Fighting Spirit. 5 temp HP. Move to the jump pad, provoking an AoO from 2 (if they can), with the jump pad movement and my remaining movement, I should be able to make it onto the pillar (aiming for the NE corner). Attack number 2 and then Action Surge Attack number 5 (the one with the halbered). Lotta rolls coming up.
Geth roll 1d10 for Boing!
Geth roll 3d20k1+8 for Attack on 2
Geth roll 1d8+4 for Damage on 2
Geth roll 3d20k1+8 for Attack on 5
Geth roll 1d8+4 for Damage on 5
Geth roll 1d20+6 for Acrobatics to Look Cool
Technically Elven Accuracy lets me reroll one die from advantage, but functionally speaking, making it 3d20k1 does the same thing (just assume that the lowest of the first two is the reroll)
Edit: So close to a crit! One space from the jump pad will put me on the SE corner and then I'll just run to the NE corner
"Woah dude! Sick jump!" Sug says as one of the warriors lands right next to him. He swings out immediately with his scimitar. "Hey! I bet I can do a cool trick too."
Sug drops his skateboard, and kicks the back up, attempting to jump onto it and land on top of it as it hits the ground.
Edit: Geth how could you!
Geth, roll 1d20+4 for Boring Scimitar Attack on 2
Geth, roll 1d6+2 for Dmg
Posts
You continue to act in a manner befitting a Claymore team’s captain. This hasn’t gone unnoticed. You and the rest of the 69ers were until very recently considered rookies. No longer.
You quickly find yourself summoned to Commander‘s office. He’s in shorts and a t-shirt, running on an exercise wheel.
“I’ve got a good feeling about you Maggie. As of today, you’re moving up the ranks. You’re Advanced now. Don’t let me down.”
Naturally, you are aware of Claymore’s ranks structure:
It’s a big day for you! …if you want another promotion, that’s a long term project. Something for me to think about.
—
Ryder
Dario is currently mute—not even a cleric can heal up a close range gunshot wound to the chin in one pop.
He’s happy to see you when you visit him at the hospital, and through notes on a tablet (a clay one, but pretty much what you’re thinking) he has a friendly chat with you. He can’t train you right now… but he does pull a small, spare pistol from his sock. He gives you a run down of the basics and wishes you the best of luck.
Little Anne
Little Anne is a light weapon.
Little Anne can be drawn as a free action.
Little Anne can only fire 1 shot before it must be reloaded. Reloading takes an action.
1d8 piercing damage
Ricochet: When you miss a target with this pistol, choose another target in range and deal half damage to them. This ability can only be used once per short rest.
You’ll become proficient in firearms on your first successful hit on your next mission.
—
Lyn
Your new technique… Grasp of the Storm Lung Emperor is coming along. Name not final.
Describe to me what you want to be true, and I’ll see what I can do.
—
Sug
“Goodnight Mr. Sug! Come again soon!”, the dragonborn chef says.
With a tap on the counter the sushi place gets up on its many legs and scurries off to another street.
Your mighty sushi feast grants you advantage against fish until the end of the next mission.
—
Cyr
That name, or something remarkably like it, refers to a place of mythology. Arvandor.
Some half forgotten realm, an afterlife for fairies. It has something of a relation to giants too, long, long ago, when fairies and giants were considered of a kind.
One interpretation has this place as one of the roots of the world tree. Another says it is a golden hill of infinite scale. Mostly it’s thought of as your classic babbling rivers with magic forests kind of deal.
Odd choice of a name, but one thing is clear—that wasn’t his real name. That means a whole fake passport. That means disguise. Was the train sabotaged in the hopes of killing him? Further investigation revealed that at the station the train was headed to there was a second sabotage… another train had its engine shut down on the same track.
—
The 69ers
There’s nothing on Raum, but people are working night and day to cork board it up to all the misfortunate occurrences as of late.
Likewise, the journal is barely understood. So far they’ve gathered only that some kind of orb is of great importance…
Eh. Too complicated.
You can just choose to make your unarmed damage lightning instead of bludgeoning damage. Just call it beforehand. As usual, that’ll confer advantage and double damage to the right targets.
1. I’m a story game guy at heart, so I don’t like how I just pull DC out of thin air in this game. I’ve invented a thing and I’ll be using it going forward.
So, for example, let’s say Sug wants to leap across a chasm.
The DC starts at 10.
He’s actually been doing a mission nearby this chasm for a couple hours, but a fight as forced him to make the jump. Now it’s a DC of 8.
It is a simple task. It stays at 8.
But he only has just enough time to think about it, but monsters aren’t in reach. That’s 11.
Sug is carrying a grandfather clock. He just is. That’s a yes on a condition hindering him. Now the DC is 13.
But, either way, the repercussions of this jump won’t effect anyone but him. So we end up with a final DC of 13.
Once you get accustomed to this mini system, it’s my hope you’ll be able to eye in the DC of actions before you do them, and support each other with roleplay so the DC’s are lowered accordingly. On my end, I’m hoping I can be fairer. I’ve wrote up a bunch of common tropes and I’m liking the DCs I end up with.
2. Before we crack on, any feedback for me?
3. I’ll be going with the Tournament Arc mission! You’re all good with about three combat encounters in a row, right?
Oo\ Ironsizide
In a change to regular protocol, you’re to go on this mission in an outfit of your choosing. Describe a cool look for an Inspiration die!
Soon enough you’re going to find yourself in an arid arena facing off against teams of beastfolk in ritualist combat!
But not before a feast. HQ recommends using that occasion to scout out your rivals, learn the intricacies of the tournament and find allies if possible. While the festivities aren’t malicious, the question going unasked is: “Why does Claymore need to prove itself now?”
Your brief has given you a decent chunk of info on Underside Island; a place of little historic renown, the island is situated at the geographic middle of the flip side of the world, an otherwise barren expanse of lava and tideless water. Myths claimed the underside of the world was the gods first attempt, and when things went south they just turned the whole thing over.
Not strictly native, the beastfolk sailed off the edge of the world and got caught in the reverse gravity some thousand years ago. Most life on the flip side got there under similar circumstances. Only these beastly people have ever made a solid go of it. Exactly zero people up top have utilised any of their technology or magic, but clearly they’ve made a home out of the impossible.
The feast is held in a heatwave on the shore of a steaming sea. You’re treated to a welcome dance that could make most warriors crap their pants where you’re from. It would not be unreasonable to say the chief of the beastfolk looks like a kangaroo wearing necklaces made from scorpions, with another, larger scorpion for a crown. That might still be alive.
The chief makes one prolonged scream, which a koala looking guy translates as “Welcome, happy to have you here, try the scorpions.”
You’re ushered to your seats and are perhaps surprised to see a mostly vegan spread, scorpions aside.
What do you do? You can ad-lib and pop NPCs in as you like and I’ll run with it. Or ask if there is X info I could gain and I’ll work it in there.
Ryder has no problem indulging in the local cuisine, he's never been a picky eater. The mostly vegan meal actually reminds him of lot of the meals he ate growing up in a Wood Elf household, though the fruits and vegetables differ due to the different environment. Ryder decides to see what other potential similarities there are and is chatting with various beast people and learning about their culture and beliefs. He answers any questions the beast folk may have about where he's from, but Ryder is mostly focused on learning about them.
Shoes:
Gloves:
Sug watches with rapture as they perform a welcome dance that was clearly meant to intimidate. It did, a little, but it was also a cultural experience that Sug throughly enjoyed. Finally, he grinned broadly as they said to dig into scorpion. "Rad! Never tried scorpion before!" He cracks open the shell and pulls out a few bites.
"Hey, chef dude, any chance I could grab a recipe for this?"
At dinner, Lyn attempts to eat around the scorpions while scanning the dining area for any of the teams they'll be competing against. Were they only facing beastmen, or had other foreigners been invited to the event?
Scorpions? Yeah, no. She goes for the vegetarian fare instead. She tells her owl, "Unfortunately these scorpions are cooked, Charlie. But I'll bet there are live ones around if you want a challenging dinner!" She eats enough to be polite, provide combat fuel and no more. While eating, she'll be eyeing up the competition and discussing possible strategies against with any of her teammates not otherwise occupied.
Oo\ Ironsizide
“…so that’s why only some of the women wear bracelets.”
You learn a bunch from one chatty guy named Ujan.
Ujan seems friendly enough.
—
Sug
“Oh yeah mate, you just grab a handful of scorpions and you throw ‘em on the barbie for about 10 minutes on a slow heat, turning ‘em over good and proper every minute or so, then, and here’s the kicker, you brush on some Screamfever honey on ‘em and just let that melt in. Don’t let the name put you off, Screamfever bees have nothing on King Deathlord bees. Oh! Don’t add any salt they’ve got plenty of salt in them mate, everyone thinks they know what they’re doing with salt but they’re bogan mate, f’real. Then you pour out a cold one, knock a mouthful back before your first bite, really makes the scorpion pop having a good brew with it I’ll tell you what mate.”
The chef is wearing a welding mask and long rubber gloves. They’ve got a meat cleaver in one hand and a wand made from a tusk that sparks dangerous as they talk. Moments later they get into a fight with a living pack of jet black peppers.
You are now proficient in Terrifying BBQ.
—
Lyn
Good question. At the opposite end of the room five people dressed in nondescript delving gear are picking at the feast; each one wears a helm and scarf that makes is near impossible to make out their features. Their stature puts them all in the halflings to dwarf range, but what dwarf would hide their beard? They bring to mind photos of mercenaries or trench soldiers from the black and white days of yore.
Besides them you clearly make out at least two beastfolk squads. One set are lean and mean, dressed lightly and carrying heavy melee weapons with a focus on reach. The others are dressed more in necklaces and bracelets than cloth, their fur slick with war paint—something in your head says ‘warlocks’.
Feel free to roll for more details or get into a conversation with one of the groups.
—
Maggie
You in particular note that the stout mercenary band are carrying an abundance of half-concealed gadgets. They’re as much rogues as fighters.
You sense there should be one more team, at least, but perhaps being local to this area, they’re simply spread amongst everyone else, them being friends and family alike. Perhaps you need to investigate up close…
—
Take an Inspiration die each!
She is so Investigating up this shindig. I'll make several rolls in case they're needed.
Geth, roll 1d20+6 for Investigation
Geth, roll 1d20+6 for Investigation
Oo\ Ironsizide
I don’t generally agree with that many rolls in a short span, but I’ll cross the first one off, us it, and use the next one if Investigation comes up again.
You’re genuinely unsure who’s left. While the noted teams are in matching or similar garb and sat together, the last lot must be pretty casual about the whole thing and drawn from a variety of backgrounds and ages. Local though, to be sure,
You’ve got no edge over this last team. You’ll have to wait and see.
But… your snooping gets you noticed.
“Looking to know who you’re facing, mate?” says tall… um… person—you don’t want to guess unduly, “Well for a start we’re the Wailfire Maws.”
The beastfolk pumps a fist to their chest and gestures to the rest of the gang. All tall, reach weapon specialising fighters by the look of it. You sense a tension in the air all of a sudden.
Maggie casts a minor illusion of anime embarrassment lines around her face. "Can't blame a gal for tryin', can ya?" Then she casts mage hand and uses it to grab a handful of scorpions and offers them to the tall person. "Scorpion?" she asks sheepishly.
Oo\ Ironsizide
Not paying much attention to the other fighters, his first focus is the food. He loads up his plate before casually making some conversation with the beastfolk.
"This place is just fascinating! I have to know, do you have to import much, or do you find the indigenous resources fairly sufficient?"
As it happens, offerings of food is the most traditional form of peace offering you can make.
“Ta dame. Yous all Claymore then, eh? Good on you mate.”, they look around a bit, “Never done me wrong. My dad was saved from a shipwreck when he was a young ‘un by your lot.”
They sit down next to you and bite a scorpion in half.
“Between you and me, me and the gals got called up short notice. The rights to your sort of work got contested behind closed doors. Trying to work out why myself. The chief himself wanted us here, its you or us, he more or less said. Not a fan of this shake up, our chief.”
—
Cyr
Inspiration for you too!
Despite the funky accent and the rows of canine teeth, you sense a sudden collapse into sadness as you inquire about resources.
“Well… we import a lot from the deep dwarves to be honest mate. Had a few crap harvests, been hotter than usual, and then an earthquake… Haven’t quite got back on our feet in the crop department. Ended up over hunting to compensate… but hey, the deep dwarves have been pretty good about it. Mostly we’ve been helping them to make these newfangled drill machines as payment…”
The change the topic by picking up a plate of salad.
“But look at all this, good spread!”
Before you can get more out of the assembled beastfolk the chief stands to the sound of a single gong.
“The feast is ended! The first battle begins imminently! Mighty warriors all will fight to prove their prowess and right to hunt monsters and menaces across our lands!”
Drums roll.
“Claymore! You will face the might of the Wailfire Maws! Make haste to the arena… may you fight with honour!”
Drums roll!
“Warlocks of Mjantoo! You will face the Riftmaker Clansmen! Go now and rest, for you fight second.”
—
You soon find yourself walking out onto a sandy arena to the roar of an elated crowd!
The sky above you is a pale yellow shot through with cracks of lilac. The dark side of the moon hangs in the sky as the sun rise in the west. A horrid looking thing glides by, like an unfinished vulture. Maybe the gods really did discard this side of the world.
The arena is circular. The wall around you is easily 20 feet tall, solid stone. The floor is relatively flat, with two pits on either side and a pair of assorted spring traps—they’re not hidden. It’s an even playing field.
Your opponents are tall kangaroo looking beasts for the most part, though one is comparable to a wombat (#1) that got hit by a car… and the car took the worse of it. They’re strong. They’re fast. But with spears and chains, they’re smart enough to want to keep you at reach.
You were briefed to hit hard, because your opponents will. Healers will patch you after the match, but this fight is real enough. Take ‘em to 0 HP, no need to worry about lethality.
The jump pads rest almost in line with the floor. When you cross the jump pads you are launched 1d10 spaces away in the direction of your choice, moving over occupied spaces.
The scorpion pits are full of scorpions that’ll poison you with an automatic hit.
—
Roll for Initiative!
https://www.youtube.com/watch?v=y7lyi3KvgCs
Geth roll 1d20+2 for Beastfolk Initiative
Lyn will move forward 20 feet, east 5 feet, activate Gift of the Chromatic Dragon with a bonus action and use her action to Dodge. Just some setup.
Geth, roll 1d20+2 for Maggie's Initiative
Geth, roll 1d20+1 For Charlie's Initiative
Spelling error preventing Charlie's init roll to register. He'll just sit on my shoulder for this round.
Maggie shouts "Execute Maneuver Alpha Tango 33!" She knows no one on the teams knows what the heck she's talking about, but neither does the other team! Maybe it will give them an edge.
Maggie also casts Mage Armor, raising her AC to 16.
Oo\ Ironsizide
Ryder has no hesitation in staring the fight. Moving south of the bottom jump pad, Ryder looses an arrow at one of their opponents.
Move to a space 20 ft (4 squares) south of the jump pad and attack number 3
Geth roll 1d20+8 for Attack
Geth roll 1d8+4 for Damage
Then, Sug's eyes glow brightly and he raises his hand to the sky, a moonbeam streaks down from the sky, landing on the other warrior standing up front, bathing them in light.
Starry form to fire star arrow at 3.
Moonbeam on #5. Con 14 save
Geth, roll 1d20+6 for Star Arrow Hit
Geth, roll 1d8+4 for Dmg
Geth, roll 2d10 for Moonbeam Dmg
Geth roll 1d20+3 for Javelin Attack
Geth roll 1d6+5 for Javelin Damage
Then hell breaks loose! The Maws sprint towards you, deftly dodging Cyr’s javelin as them come knocking!
…Sug’s moonbeam… the beastfolk seem almost to enjoy high concentrate moon light.
https://www.youtube.com/watch?v=XbXm71A7m-E
Geth roll 1d20+8 for Con Save Expertise
They sprint towards the jump pad on your left and spring forth across the arena, sailing over the heads of Cyr and Lyn!
https://www.youtube.com/watch?v=XbXm71A7m-E
Geth roll 1d10 for Bounce
This one peels off the other way, jumping onto the closer jump pad and taking aim with a javelin of their own as they are sent flying into the air!
They aim for Cyr! The javelin strikes the earth by his feet.
They land into a roll and come up standing beside Ryder!
Geth roll 1d10 for Bounce
Geth roll 1d20+3 for Javelin Attack
Geth roll 1d6+5 for Javelin Damage
Running in tandem, they head directly south to take on Lyn.
Five thrusts a halberd at the monk while the other looses a rock from a slig!
At that moment a flash of light followed by an unnatural dark sends the crowds into oos and ahs. A brief whirl of wind fills the arena, and then you can see clearly again. A pillar, 20 feet high, has erupted from the middle of the arena!
Your turns.
Spending 1/3 ki for Step of the Wind to Disengage and move all the way around 4/5 to get to the NE square between them both, then attacking the one with the halberd.
Geth, roll 1d20+6 for Flute Spear Attack
Geth, roll 1d8+4 for Flute Spear Damage
Geth, roll 1d4 for Bonus Lightning Damage
Geth, roll 1d20+1 For Charlie's Initiative
Geth, roll 3d4+3 for MM Damage
Oo\ Ironsizide
Bonus action Fighting Spirit. 5 temp HP. Move to the jump pad, provoking an AoO from 2 (if they can), with the jump pad movement and my remaining movement, I should be able to make it onto the pillar (aiming for the NE corner). Attack number 2 and then Action Surge Attack number 5 (the one with the halbered). Lotta rolls coming up.
Geth roll 3d20k1+8 for Attack on 2
Geth roll 1d8+4 for Damage on 2
Geth roll 3d20k1+8 for Attack on 5
Geth roll 1d8+4 for Damage on 5
Geth roll 1d20+6 for Acrobatics to Look Cool
Technically Elven Accuracy lets me reroll one die from advantage, but functionally speaking, making it 3d20k1 does the same thing (just assume that the lowest of the first two is the reroll)
Edit: So close to a crit! One space from the jump pad will put me on the SE corner and then I'll just run to the NE corner
Geth roll 1d8+5 for Longsword Damage
Sug drops his skateboard, and kicks the back up, attempting to jump onto it and land on top of it as it hits the ground.
Edit: Geth how could you!
Geth, roll 1d20+4 for Boring Scimitar Attack on 2
Geth, roll 1d6+2 for Dmg
Geth, roll 1d20+2 for Cool Skateboard trick
Feet barely touching the sand, you dance behind them and stab your foe in the side! The crowd cheers! They love displays of speed and skill.
—
Maggie
You clonk them good and proper!
“Ow! That does it! Time to go aggro!”
—
Ryder
The opportunity to hit you is cancelled by you being really cool.
“Strewth!”, she yips.
Your arrows hit both your intended targets! The crowd goes wild!
—
Sug
You kick down onto the back of the skateboard and flip it into your knees. You suffer 2 pride damage.
Your beastly opponent dodges back from you shaky scimitar swing.
Geth roll 1d4 for Not Cool