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[D&D 5E] Strike Force Claymore — Gladiatorial Wombat

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Posts

  • Endless_SerpentsEndless_Serpents Registered User regular
    Sug

    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

    1d10 7 [1d10=7]

  • ZomroZomro Registered User regular
    I'll have a turn posted a little later. Needed to help my brother with something. I think the bubble is now on triple shot, so Ryder should be able to put out some good damage

  • ZomroZomro Registered User regular
    edited July 2022
    Ryder exits the cover, draws back his bow and fires through the bubble at the giant's chest. As the arrow passes through the bubble, Ryder turns around and whispers "Center mass" and then begins a slow walk to the southern edge of the arena.

    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

    Attack:
    1d20+8 21 [1d20=13]
    Damage:
    1d8+4 12 [1d8=8]

    Zomro on
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited July 2022
    Ryder

    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!

    Endless_Serpents on
  • ReynoldsReynolds Gone Fishin'Registered User regular
    As Lyn's attack finishes and the draconic image fades, she briefly lands on top of the colossus. Rolling with her momentum, not planning to stay at this elevation long now that the head of the beast seemed to be out of commission, Lyn used the limb Maggie was piloting as a stepping stone to head back to solid ground. "You might wanna get out of there!" She gave her teammate some warning on her way past, immediately beginning to chop away at the giant's leg.

    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)

    Flute Spear Attack:
    1d20+6 20 [1d20=14]
    Flute Spear Attack (Inspiration):
    1d20+6 8 [1d20=2]
    Flute Spear Damage:
    1d6+4 5 [1d6=1]
    Unarmed Attack:
    1d20+5 16 [1d20=11]
    Unarmed Damage (Lightning):
    1d4+3 5 [1d4=2]

    uyvfOQy.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    The Colossus

    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

    Final Punch:
    1d20 16 [1d20=16]
    Punch Damage:
    2d10 14 [2d10=8, 6]
    Sweep the Leg:
    1d20 14 [1d20=14]
    Sweep Damage:
    1d10 7 [1d10=7]
    Bonfire:
    2d8 7 [2d8=1, 6]

  • Endless_SerpentsEndless_Serpents Registered User regular
    FINISH

    THEM

  • ironsizideironsizide You must whip it Registered User regular
    Is there an eject button in this arm?

    |_
    Oo\ Ironsizide
    camo_sig2.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    ironsizide wrote: »
    Is there an eject button in this arm?

    You’ve got the controls down. Bonus action to inject straight down to the ground.

  • AustinP0027AustinP0027 Registered User regular
    Sug watches Lyn and Ryder unleash devastating blows. "Radical shots!"

    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

    Star Arrow:
    1d20+6 25 [1d20=19]
    Dmg:
    1d8+4 8 [1d8=4]
    Guiding Bolt:
    1d20+6 12 [1d20=6]
    Dmg:
    5d6 23 [5d6=4, 6, 1, 6, 6]

  • ironsizideironsizide You must whip it Registered User regular
    Maggie eyes the controls. "Aha! There we go!" Shes aims her arm away from the colossus and punches the eject button. As she hits the ground she casts a minor illusion on herself of a small mushroom cloud landing effect hoping to excite the crown even further.

    |_
    Oo\ Ironsizide
    camo_sig2.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    The 69ers

    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!

  • ReynoldsReynolds Gone Fishin'Registered User regular
    Geth, roll 1d20+3 for Insight

    Insight:
    1d20+3 12 [1d20=9]

    uyvfOQy.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    Reynolds wrote: »
    Geth, roll 1d20+3 for Insight

    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.

  • ReynoldsReynolds Gone Fishin'Registered User regular
    Lyn will get to use one of her own reaction abilities one of these days. For now, during their break she'll attempt to convey her insights to the rest of the team. It might be a good idea to try that 'focus fire' tactic once more, with feeling.

    uyvfOQy.png
  • ironsizideironsizide You must whip it Registered User regular
    edited July 2022
    Maggie will burn a hit dice for healing.

    Geth, roll 1d6+2 for Heal

    That just brings me back to max 26hp.

    Heal:
    1d6+2 7 [1d6=5]

    ironsizide on
    |_
    Oo\ Ironsizide
    camo_sig2.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited July 2022
    The Grand Finale

    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.

    ibnk5hf31ci4.jpeg

    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

    Synchronised Initiative:
    1d20 20 [1d20=20]

    Endless_Serpents on
  • Endless_SerpentsEndless_Serpents Registered User regular
    Take your turn if you roll higher than 20!

  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited July 2022
    Geth, roll 1d20+3 for Initiative

    Initiative:
    1d20+3 21 [1d20=18]

    Reynolds on
    uyvfOQy.png
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited July 2022
    Geth, roll 1d20+3 for Initiative

    Pfft I didn't see it double posted and this was the post that displayed for me, not the other one.

    Initiative:
    1d20+3 20 [1d20=17]

    Reynolds on
    uyvfOQy.png
  • AustinP0027AustinP0027 Registered User regular
    Geth, roll 1d20+2 for Initiative

    Initiative:
    1d20+2 7 [1d20=5]

  • ironsizideironsizide You must whip it Registered User regular
    Geth, roll 1d20+2 for Initiative

    Initiative:
    1d20+2 5 [1d20=3]

    |_
    Oo\ Ironsizide
    camo_sig2.png
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited July 2022
    Lyn dashes forward and easily (hopefully) hops over the gap, landing directly in front of opponent #3. She'd promised to use this during the finals, and she didn't want to let down all her new fans in the audience. "Partial Release: Storðargandr!" This time, #3, #2 and #4 were all in the line of fire, the cone of electric ki launched forward in the shape of a roaring dragon's head.

    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.
    Breath of the Dragon: When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice).

    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

    Breath of the Dragon:
    1d4+1d4 5 [1d4=1] [1d4=4]
    Unarmed Attack 1:
    1d20+5 13 [1d20=8]
    Unarmed Damage 1:
    1d4+3 7 [1d4=4]
    Unarmed Attack 2:
    1d20+5 25 [1d20=20]
    Unarmed Damage 2:
    1d4+3 4 [1d4=1]

    Reynolds on
    uyvfOQy.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    Natural 20, on the first turn of the first round of the final?

    @Reynolds
    Tell me how you defeat 3!

    Geth roll 1d20+9 for Synchronised Save

    Synchronised Save:
    1d20+9 25 [1d20=16]

  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited July 2022
    Lyn whirled an extra time after that second kick connected, posing for a moment, before extending an arm to catch the beastwoman as she fell, lowering her a bit more gently to the floor. Afterword she simply stepped over the fallen body to confront the two enemies behind her. "I'm afraid you've been asked to face a dragon."

    Reynolds on
    uyvfOQy.png
  • Centipede DamascusCentipede Damascus Registered User regular
    Geth roll 1d20 for Initiative

    Initiative:
    1d20 6 [1d20=6]

  • ZomroZomro Registered User regular
    Geth roll 1d20+4 for Initiative

    Initiative:
    1d20+4 23 [1d20=19]

  • ZomroZomro Registered User regular
    Ryder keeps his eyes open, appraising the foes in front of them. If what Lyn said is true, about them being wise masters, then Ryder doesn't want to act too rashly, lest he wind up the receiving end. Seeing Lyn leaping in with such ferocity, Ryder draws back his bow to cover his teammate.

    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

    Readied Attack:
    1d20+8 13 [1d20=5]
    Damage:
    1d8+4 5 [1d8=1]

  • Endless_SerpentsEndless_Serpents Registered User regular
    edited July 2022
    Wise Women

    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!

    hjnx6fh1rqd4.jpeg

    Deflect Missile:
    1d10+3+5 14 [1d10=6]
    Unarmed Attack 1:
    1d20+5 9 [1d20=4]
    Unarmed Damage 1:
    1d4+3 6 [1d4=3]
    Unarmed Attack 2:
    1d20+5 24 [1d20=19]
    Unarmed Damage 2:
    1d4+3 4 [1d4=1]

    Endless_Serpents on
  • Endless_SerpentsEndless_Serpents Registered User regular
    I’ve been light on description, but these are your terrifying foes:
    wb5wc6xr7pwd.jpeg

  • ReynoldsReynolds Gone Fishin'Registered User regular
    19/23 HP

    Geth, roll 1d20+1 for Wisdom Save

    Wisdom Save:
    1d20+1 20 [1d20=19]

    uyvfOQy.png
  • Centipede DamascusCentipede Damascus Registered User regular
    Seeing that 1 is the leader, Cyr immediately sets his sights on her. He's is going to run forward diagonally to the left, and attempt to jump over the water to land behind 1 and attack.

    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

    Longsword Attack:
    1d20+5 8 [1d20=3]
    Longsword Attack Advantage:
    1d20+5 9 [1d20=4]
    Longsword Damage:
    1d8+5 13 [1d8=8]

  • Endless_SerpentsEndless_Serpents Registered User regular
    edited July 2022
    Lyn

    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

    Reaction Attack:
    1d20+5 7 [1d20=2]
    Damage:
    1d4+3 5 [1d4=2]

    Endless_Serpents on
  • ironsizideironsizide You must whip it Registered User regular
    Unhappy with how her chilling touch has performed, Maggie decides to take a chance with a good ole magical lullaby.

    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

    Sleep HP Affect:
    5d8 19 [5d8=4, 6, 4, 1, 4]

    |_
    Oo\ Ironsizide
    camo_sig2.png
  • AustinP0027AustinP0027 Registered User regular
    edited July 2022
    Sug eyes the Wise Women carefully. "Something tells me these ladies pack quite a punch. Ya know, being the final fight and all."

    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

    star arrow:
    1d20+6 20 [1d20=14]
    Dmg:
    1d8+4 6 [1d8=2]

    AustinP0027 on
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited July 2022
    Maggie & Sug

    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.
    That should actually be +9 with one asleep before the save…

    Synchronised Save:
    1d20+12 31 [1d20=19]

    Endless_Serpents on
  • ReynoldsReynolds Gone Fishin'Registered User regular
    Geth, roll 1d20+5 for Dex Save

    Dex Save:
    1d20+5 17 [1d20=12]

    uyvfOQy.png
  • Endless_SerpentsEndless_Serpents Registered User regular
    Round 2! Fight!

  • ReynoldsReynolds Gone Fishin'Registered User regular
    Lyn was bounced between members of the opposing team, surrounded, doing her best to keep her guard up. Now that her own teammates were joining the melee, she could go back on the attack, spear whirling and feet flying.

    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

    Flute Spear Attack:
    1d20+6 15 [1d20=9]
    Flute Spear Damage:
    1d8+4 9 [1d8=5]
    Unarmed Attack 1:
    1d20+5 13 [1d20=8]
    Unarmed Damage 1:
    1d4+3 5 [1d4=2]
    Unarmed Attack 2:
    1d20+5 7 [1d20=2]
    Unarmed Damage 2:
    1d4+3 4 [1d4=1]

    uyvfOQy.png
  • ZomroZomro Registered User regular
    Yup, had a feeling that'd happen, Ryder thinks as the arrow hits him. "Serves me right, cautious isn't my style anyway." Ryder dashes towards the middle of the arena, "Hey, granny, catch this!" and looses an arrow, then jumps over the water with a flip, lands and goes into a slide, turns and quickly fires another arrow.

    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

    Attack:
    3d20k1+8 28 [3d20k1=[20], 17, 5]
    Damage:
    1d8+4 9 [1d8=5]
    Acrobatics (Looking Dope):
    1d20+6 25 [1d20=19]
    Action Surge:
    3d20k1+8 17 [3d20k1=[9], 4, 1]
    AS Damage:
    1d8+4 7 [1d8=3]

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