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[D&D 5E] Strike Force Claymore — Gladiatorial Wombat
Posts
Your bolts deflect off the metal plating of the colossus.
—
Maggie
Child’s play. You grab the cannon and jerk it down. It’s not yet destroyed, but it won’t be able to aim!
Geth roll 1d10 for Stop Hitting Yourself
Ryder's gonna do the "cool guys don't look at explosions maneuver". Even if it doesn't explode.
Geth roll 1d20+8 for Attack
Geth roll 1d8+4 for Damage
There is a delay… then KABOOM!
A flaming shockwave erupts from the colossus! The hand Maggie piloted around the cannon is blown apart! No grabbing, fine for punching.
Empty framing is all that remains of the chest area. Sparks dance across the remaining limbs… it’s going into meltdown!
———
If you can knock out a leg by the end of Lyn’s turn I’ll call time on this battle.
We’ll then proceed to the final match and complete this mission.
I’m thinking we take a break after, or one of you can act as DM if you’d like to!
Geth, roll 1d20+6 for Flute Spear Attack
Geth, roll 1d20+6 for Flute Spear Attack (Inspiration)
Geth, roll 1d6+4 for Flute Spear Damage
Geth, roll 1d20+5 for Unarmed Attack
Geth, roll 1d4+3 for Unarmed Damage (Lightning)
Lyn rips the outer hull from the leg, exposing the warlock within.
“Cripes!”, they shriek.
Limping towards the monk, the colossus makes its final actions. It’s attacks are cumbersome now, but though they lack proficiency they’re still monumental!
Reeling its hand back in, it goes for a downward chop against Lyn!
Then it sweeps its good leg towards her!
Lastly, the warlocks press their hands to their hearts and unleash perhaps their final spell… a bonfire crackles beneath Ryder’s feet! Dex save to dodge the damage!
Geth roll 1d20 for Final Punch
Geth roll 2d10 for Punch Damage
Geth roll 1d20 for Sweep the Leg
Geth roll 1d10 for Sweep Damage
Geth roll 2d8 for Bonfire
THEM
Oo\ Ironsizide
You’ve got the controls down. Bonus action to inject straight down to the ground.
The machine looks like it's on it's last breath, and just needs them all to push it a little to finally take it down.
Raising his hands, Sug summons another shimmering bolt of energy, and holds it up, lining it up with a star that is surrounding him. Finally, after a moment posing for the crowd, he releases them both streaming towards the robots leg.
If I could actually hit with an attack, that would be great....
Star arrow BA plus 2nd level Guiding Bolt
Geth, roll 1d20+6 for Star Arrow
Geth, roll 1d8+4 for Dmg
Geth, roll 1d20+6 for Guiding Bolt
Geth, roll 5d6 for Dmg
Oo\ Ironsizide
With a shimmer of stars one of the colossus’ legs is ripped backwards, toppling it. It comes crashing to the ground and after a delay, it explodes some more! The crowd goes wild!
Victory!!!
—
The chief, once the crowd has settled, which takes a considerable amount of time, addresses all.
“Truly, you are mighty warriors indeed. Glory is rightfully yours! Practitioners of Sideways Magic have long yearned for higher status in our culture, that our laws might be as defined by their capricious patron, and on this day they reach their limit. Well fought warlocks, but your talk of privatisation is done.”, he chuckles and gazes warmly at the crowd, “The final round commences shortly… for our own Elders, the wise women of the beast-blood peoples, feared that our culture would change for the worst if certain parties had succeeded… They welcome your opposition, tribe of Claymore! They have told me to ask only that you do not hold back!”
Once more the crowd roars! The beastfolk are lead by wise women, old crones with silver fur, hunched backs and dull eyes. Seems they’re not that fussed in beating you, but they’re in the tournament and that’s that.
Lyn! Give me an Insight check regarding these old broads. If anyone knows how badass old people can be, it’s a monk.
—
For now, take a short rest. The next fight is going to be fast, but hopefully does some damage to you, sheesh!
If you can think of something that can be done in 15 minutes, go for it!
Strength isn’t everything. Even speed can be equalled by the alert eye—the oldest masters have got this knack for just being in the right place while a young student flies right passed them. If these old dears thought they stood a chance against the deep dwarves or the warlocks, you reckon they’ve mastered the art of reacting.
They’re called wise women. For you, that brings to mind legends about monks that can walk on air or heal themselves or others by focusing their ki.
You’re thinking… physically frail, not all that tough, not even fast… just… enlightened.
Geth, roll 1d6+2 for Heal
That just brings me back to max 26hp.
Oo\ Ironsizide
As you enter the arena for the final time you sense a change in the air. Walls of sandstone have been erected (if not pulled into place my magic users) within the area, limited your space. Along the middle of the arena there is now a 5 foot wide by 20 foot deep trench filled with water, already steaming in the heat. This is an older style, you think. Less fancy, more real. Maybe disputes were solved in an arena like this long, long ago.
https://www.youtube.com/watch?v=yG9ZX1FS20A&t=67s
Your opposition are old ladies. They’re lean and mean though. The leader of the pack (1) smiles at you with a set of ruby dentures. None of them have weapons on them.
One of them shouts over to you. You even think she was speaking your language. No idea what she said though, got an accent more layered than sedimentary rock.
Then the music kicks in. You’ve heard nothing like it. Time to dance!
Roll for Initiative!
Geth roll 1d20 for Synchronised Initiative
Pfft I didn't see it double posted and this was the post that displayed for me, not the other one.
Oo\ Ironsizide
Of course, the enemy in front of her didn't just have the burst of energy to deal with, as Lyn launched two spinning kicks at the aged woman immediately after letting lose the attack.
Attack action for Breath of the Dragon 2/2, spend 1/3 ki for Flurry of Blows.
Choose a damage type: acid, cold, fire, lightning, or poison.
Each creature in that area must make a Dexterity saving throw against your ki save DC (11). On a failure, creatures take damage of the chosen type equal to two rolls of your Martial Arts die. On a success, creatures take half as much damage.
Geth, roll 1d4+1d4 for Breath of the Dragon
Geth, roll 1d20+5 for Unarmed Attack 1
Geth, roll 1d4+3 for Unarmed Damage 1
Geth, roll 1d20+5 for Unarmed Attack 2
Geth, roll 1d4+3 for Unarmed Damage 2
@Reynolds
Tell me how you defeat 3!
Geth roll 1d20+9 for Synchronised Save
Ready an Attack action. First enemy to go after Lyn will be the target. Gonna roll attack and damage in advance.
Geth roll 1d20+8 for Readied Attack
Geth roll 1d8+4 for Damage
One raises an eyebrow and turns to her friends. Then they work in tandem, silent and knowing.
1.
She slips threw Lyn’s legs and shoves her back. Moving through her space and swapping positions.
Her gaze falls on Ryder as he looses an arrow her way…
…in one moment she catches it and lunches it back at Ryder! You suffer 5 damage.
Geth roll 1d10+3+5 for Deflect Missile
2.
The next rolls up and flicks her silver paws at Lyn’s chest and temple, each strike sending out a gentle ringing sound only Lyn hears. Lyn! Make a Wisdom saving throw! 15 DC. If you fail, you won’t be able to make an Attack action next turn!
Then she takes a heavy seated mantis stance—you know that to be very defensive!
3.
Out for the count.
4.
Just a little thing, bless her heart. She’s more robes than body. The wise beastfolk rises into the air, and kicks off from nothing towards Lyn! She corkscrews midair, producing two knuckle dusters made of bone from her sleeves! You suffer 4 damage.
Lyn! The knuckle dusters must be enchanted. You sense the strike did more than hurt… You have taken 1/4 sleep condition. Three more hits and you’ll fall into a deep slumber.
Geth, roll 1d20+5 for Unarmed Attack 1
Geth, roll 1d4+3 for Unarmed Damage 1
Geth, roll 1d20+5 for Unarmed Attack 2
Geth, roll 1d4+3 for Unarmed Damage 2
—
5.
The final member of the wise woman tumbles over the others and lands gracefully before the water. She takes on a tiger stance—whoever comes close will be hit, no chance of dodging!
Geth, roll 1d20+1 for Wisdom Save
Going to start out using my Inspiration for this opening attack.
Geth roll 1d20+5 for Longsword Attack
Geth roll 1d20+5 for Longsword Attack Advantage
Geth roll 1d8+5 for Longsword Damage
You’re okay.
—
Cyr
As you swing your foe slips beneath your blade and double kicks your knees! Briefly, flames of ki appear over the old lady’s head—three in number, but one of them burns out, then they vanish from view, leaving only a single thin trail of smoke behind. You turn to glance the blows away.
Geth roll 1d20+5 for Reaction Attack
Geth roll 1d4+3 for Damage
Maggie is going to cast Sleep on #1 or #5, depending on who is still up after Sug's action.
Geth roll 5d8 for Sleep HP Affect
Oo\ Ironsizide
He moves towards the edge of the water, transforming into his constellation form in the process, sending a star off across at one of the wise women. "I've been pretty offensive so far, maybe I can help the rest of you out this time."
He raises his hands and cups them around the stars, collecting their glittery dust, and then he flings it at the wise women.
Star arrow as usual on #5
Fairie Fire cube on the group. Lyn will be included @Reynolds
DC 14 DEX save or attacks will have advantage
Geth, roll 1d20+6 for star arrow on 5
Geth, roll 1d8+4 for Dmg
The celestial arrow blasts her (#5) off her feet and though she lands in a fighting stance, moments after she crumbles into a sitting position and begins to snore! Maggie’s spell has succeeded!
However, as the twinkle of faerie dust wafts over the ladies, their leader slams her hands together and blows it away before it’s glow settles over them. The remaining wise women shift their feet as one; it’s as if they’re one creature when they fight together.
Spend 2/3 ki for another Flurry of Blows, aiming for #4 then #1 if necessary.
Geth, roll 1d20+6 for Flute Spear Attack
Geth, roll 1d8+4 for Flute Spear Damage
Geth, roll 1d20+5 for Unarmed Attack 1
Geth, roll 1d4+3 for Unarmed Damage 1
Geth, roll 1d20+5 for Unarmed Attack 2
Geth, roll 1d4+3 for Unarmed Damage 2
Bonus action fighting spirit (5 temp HP and advantage on attacks this turn), last of the day. Move NE to the water, attack #1, then finish movement on the other side (as far NE as I can go) and then Action Surge for another attack on #1
Geth roll 3d20k1+8 for Attack
Geth roll 1d8+4 for Damage
Geth roll 1d20+6 for Acrobatics (Looking Dope)
Geth roll 3d20k1+8 for Action Surge
Geth roll 1d8+4 for AS Damage