Game Type: Trials| PBP
Length: Roughly 3 Hours
Difficulty: Hard| Level 6 Quest
Quest Type: Linear |
Description
The crowd hungers for spectacle, and the arena masters have called your name. This isn’t a duel of honor or vengeance, it’s performance. A test of skill, style, and survival, played out beneath roaring voices and burning torches. Whether you fight for coin, reputation, or simply to quiet the restless murmurs of the audience, your task is clear: give them a show they won’t forget.
As the gates creak open and the sand stirs beneath your boots, you can already hear the chant rise “Blood for applause!”
You all, are in it for the sake of either gold, experience, or just the thrill of the game...
Objective
- Enter the arena
- DEFEAR your foe's in combat
- Perform for the crowd
- DO NOT let the crowd go bored.
- Obtain Your payment
DM Rules
- The Golden Rule: The first and most important rule: Respect others. Everyone’s here to have fun, tell stories, and roll dice together. Keep things fair, kind, and enjoyable for all players and the DM alike.
- Fair Play: There are no dice rolls or PvP conflicts between players unless both parties explicitly agree to it.
Disputes, tension, or conflict should always stay in-character, not personal. - Strings of Fate: Your choices shape the world. As DM, I act as a neutral narrator. I do not favor PCs or NPCs. Every decision carries weight, and actions (or inaction) have real consequences in the story.
- The Voice over the Sword: In and out of combat, strong characterization and clever thinking can change outcomes, earn rewards, or open new paths. Exceptional moments of RP may shift the flow of events entirely.
- Coordinated Strikes(Flanking Rules): If you and an ally stand on opposite sides of an enemy, both of you gain advantage on your attack rolls.
- Monsters with Pack Tactics gain additional bonuses on top of this.
- Weapons with reach can be used for flanking.
- Ranged weapons do not qualify for flanking.
- If three or more allies surround the same foe, the effect is always active for all attackers.
- Swift Draughts: You may drink a health potion as a bonus action for rolled hp or as a full action for full healing(max rolls). Same applies when administering the potion to an ally.
- A Living World: This world is alive and responsive. The gods watch closely, and the boundaries of what’s possible are fluid. If you want to attempt something unusual, just ask. Magic and fate may surprise you.
- Boundless Magic: The spell Anti-Magic Field does not exist here, not in any form, scroll, or secret archive.
Magic is an intrinsic force of the world itself. It cannot be silenced or nullified.
Sign Up Sheet
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