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Jump in the pit...

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Flession
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Joined: Tue Apr 28, 2020 8:09 am

Description

Post by Flession » Sun Aug 06, 2023 2:05 am

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Just right outside the Slags, shrouded by the shadows of rundown warehouses, lies the infamous Blood Pit, an unruly arena that draws in both the desperate and the bloodthirsty from all corners of the city. Its reputation for pit-fighting has spread far and wide, making it the most renowned place for brutal combat and exhilarating gambling.

The entrance to the Blood Pit leads through a narrow, dimly lit alleyway where echoes of raucous cheers and the clang of weapons reverberate. As you step inside, the deafening noise envelops you—a cacophony of excited shouts and animated wagers. A rowdy crowd of spectators fills the arena, vying for the best view of the deadly spectacle that's about to unfold. The pit itself lies at the center, a large sunken circle enclosed by wooden barriers. Its sand-strewn floor is stained with the blood of countless warriors who have faced off against each other. On the raised dais around the pit, wooden benches teem with expectant faces, illuminated by flickering torchlight that adds an eerie touch to the already charged atmosphere.

The Blood Pit welcomes combatants of all shapes and sizes, from desperate outlaws seeking a chance at glory to skilled mercenaries out to prove their prowess. The fights are vicious and unregulated, and the combatants are willing to go to any lengths to secure victory, knowing that survival can bring wealth, fame, and freedom. Amidst the chaos and excitement, you'll find Feign, the gnome proprietor of the ale tap. Perched on a makeshift stool, he serves overpriced ale with a wide grin and a knack for storytelling. His dirty appearance belies a gregarious nature as he engages in lively conversations with the patrons, sharing tales of legendary fighters and thrilling victories.

The Blood Pit is a place of raw emotion and unrestrained passion—a true reflection of the untamed spirit of Sigil. It's where dreams are shattered, legends are born, and fates are sealed in the thunderous clash of weapons and the roars of the crowd. Here, in this chaotic crucible, the city's grittiest desires find a home, and the blood and sweat of warriors stain the very heart of the Hive Ward.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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Flession
Posts: 1171
Joined: Tue Apr 28, 2020 8:09 am

Surviving the Gauntlet

Post by Flession » Sun Aug 06, 2023 12:11 pm

Blood Pits Arena Skill Challenge: Surviving the Gauntlet
Objective: The objective of this skill challenge is to navigate the treacherous arena of the Blood Pits, surviving vicious attacks from opponents while aiming to achieve a set number of successful skill checks to emerge victorious. Try to beat your opponents damage output to win big!

Rules: The skill challenge is set up as a series of rounds. Each round, the players must make a skill check to find an opportunity to strike back at their opponents or dodge their attacks. You may use your weapons of choice, but you are discouraged from making lethal blows. (Nonlethal damage only). Ranged weapons will be given bludgeoning tips instead of piercing. A dispel magic spell is also cast on you before you enter the arena, to ensure you are not magically buffed before combat, and no magic is allowed to be cast within the arena. If caught, it will be a automatic loss. You may subsequently attempt to roll a spell anyway during combat by rolling a Sleight of Hand check (DC 12+spell level) to not make it obvious.

Pick your Fighter:
Easy: Willow Honeypot, Female Halfling
AC: 14 Attacks: Melee +3 / 2d6+2, Ranged +4 / 2d6+1
Medium: Arava Wystongjiir, Female Dragonborn
AC: 18 Attacks: Melee +5 / 2d8+4, Ranged +6 / 2d8+3,
Hard; Pelaios Twist, Male Tiefling
AC: 22 Attacks: Melee +7 / 2d10+6, Ranged +7 / 2d10+6
  • Round 1 - Counter the Opponent: DC 17 Strength (Athletics) or Dexterity (Acrobatics)
    A hulking brute charges towards a player, aiming to knock them down. The player must use strength to withstand the blow or dexterity to evade it. If the player chooses to counterattack, they must make an attack roll using their preferred weapon.
  • Round 2 - Find the Opening: DC 14 Intelligence (Investigation) or Wisdom (Insight)
    An opponent in the crowd hurls a concealed weapon at a player. The player must use keen perception and intuition to anticipate the attack and find the opportune moment to evade or deflect it. If the player chooses to throw the weapon back, they must make a ranged attack roll.
  • Round 3 - Strike Back: DC 18 Dexterity (Sleight of Hand) or Strength (Athletics)
    An opening appears as an opponent falters after a powerful strike. The player must quickly capitalize on the moment and launch a swift counter-attack using agility or strength. Player must make an attack roll using their preferred weapon.
  • Round 4 - Dodge and Weave: DC 16 Dexterity (Acrobatics) or Constitution (Saving Throw)
    A barrage of attacks rains down on the player. They must use their acrobatic skills to dodge and weave through the onslaught or rely on their endurance to withstand the blows. No attack roll required.
  • Round 5 - Endurance Test: DC 20 Constitution (Saving Throw) or Wisdom (Insight)
    The final round pushes players to their limits with relentless attacks and endurance challenges. Players must dig deep and summon their inner strength or use their wisdom to endure the grueling onslaught. No attack roll required.
Victory Conditions: Players must achieve at least three successful skill checks out of five and successfully strike back at their opponents to win the challenge and emerge victorious in the Blood Pits arena.

Consequences: If a player fails a skill check, they may take damage from their opponent's attacks or miss an opportunity to strike back. If a player fails an attack roll, they may miss their target, leaving themselves open to retaliation. Roll a attack against yourself against the opponent you chose.

PVP
Players may face off against one another in the arena as well. Magic may be used as well, but only if both combatants agree to it, though large area effects spells (such as fireball) are not allowed. Killing is also not allowed as well. Combat will last 5 rounds or until one concedes or drops from the combat. A courtesy Healing Word spell will be cast on both combatants at the end of combat (1d4+3).

Rewards:
Easy: 50 gold (75 gold if you out-damage your opponent)
Medium: 100 gold (150 if you out-damage your opponent)
Hard: 150 Gold (300 gold if you out-damage your opponent)
PVP: 150 for the winner, 75 for the loser
???: +2 Weapon of your Choice
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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