Rothander sees the monk stager away "Lads get the druid. I have unfinished business to take care of." As he stalks off after the monk moving to O8. "Ye can run but if ye do tha its jus gona make me tired." He then swing his mighty axe at the monk.
Ori'ck in one swing after re-positioning himself not only knocked the dragonape back into a dragonborn, but left her barely standing on her own two feet. With what strength she had, she manages to parry the second stroke. (@Contuna: Glacia didn't move out of your reach, so the OA didn't happen. Not that it mattered.)
Rothander gives chase after the tubby monk who took a misstep in not moving away further, and paid the price for it with an axe to the chest, felling him once more.
Baral, seeing the situation now virtually in the group's favor, casts Sleep once more over glacia's position, sending her to dream land and ending the match! (@All: No point in rolling when she has only two to three hit points remaining after that first attack compared to anyone else within range and not immune to the condition.)
With that, Team 2 is the winner!! Prizes and Outro to come soon!
Contestants:
Team(1): Glacia(G): HP (3/31)+ (0/0 WSHP)- Affected by Darkvision, (0 of 2 Wild Shapes Remain), and affected Sleep.
Tolewar(T): HP (0/35) - Death Saves (0 Success, 2 Failure) Steel Defender: HP (0/25)
Moko(M): HP (0/35) - (0 of 4 Ki remaining). Death Saves (0 Success, 0 Failure)
Team(2): Rothander(R): HP (11/39)+(0/5 THP) - (0 of 3 Fighting Spirits remaining)
Constructs, included that of Mugmen, escort Glacia, Moko and Tolewar either awaken and escort or stabilize and carried (in the case of those down by injuries) to the trauma ward to the sounds of cheering from the crowd, who were yet entertained and impressed by the performance For their participating and experience garnered, Glacia and Tolewar receive 240 gp and exp!
The victors are taken below to be patched up as well elsewhere and their choice of one prize among many on the receding sounds of even greater cheers from the crowd for putting on quite the show especially towards the end there. Rothander, Baral, and Ori'ck each earn 3800 xp and 600 gold, allowing them to advance to the next stage!
Tier 1:
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
Upper Tier:
The victor may choose instead, an item from a magically infused chest that summons 10 randomly selected magic items to choose from (rarity determined by level). Alternatively they may exchange a magic item for another item of their choosing of the same rarity or lower, if the administrator has the requested item in his extensive collection. "You name it, we've probably got one somewhere."
the goliath flicks through the chest for a second, then picks up the gold emblazed javelin and slips it into the javelin quiver on his back. He gives his two compatriots a nod, then walks back out to the outskirts of the arena
((ooc that was pretty rad guys, good fight to all))
This post has potentially manipulated dice roll results.
The next match will feature any interested level-4 competitors. The match will begin October 28, 1 PM PST. Or sooner, if all level 3 contestants gather before then.
To win: 3...Control Points: 4 flags (¥) in the arena are available to capture. Begin and end your turn within ten feet of the flag to capture the point. Control all four points to win, or control more points than your opponent for 5 rounds. The flags will not be available to capture in the first round.
The conditions: 3... Highnoon - Oh boy its a scorcher today, and with hardly shadows to speak of!
The Map: 10...The Pits' - A fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.
Arena 3: The Pits
A B C D E F G H I J K L M N O P 10 . . . . . . . . . . . . . . . =..%=========================================%.. 09 . . . . . . . . . . . . . . . =€==.....======///......=......///======.....=== 08 . . . / . / . = . / . / . . . =.....===¥==/....../////=/////....../==¥===..... 07 . / . . , . . . . . . . . / . =...../..................,,,.,,.......,,,./----- 06 . _ _ . , . . , . . . . _ _ . =.....______.........,........,,.....______..... 05 . _ _ . . . . . , . , . _ _ . =-----/....,,,.........,,................./..... 04 . / . . , . . . . . . , . / . =.....===¥==/.,,.../////=/////....../==¥===..... 03 . . . / . / . = . / . / . . . ====.....======///......=......///======.....==€ 02 . . . . . . . . . . . . . . . =..%=========================================%.. 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movement, but the failed jump will cost an additional 5 feet of movement.)
To enter please roll initiative, choose a starting position in Row 1, and post a link to your character sheet.
You will have 1 round to prepare before the match. Everyone starts with a normal healing potion.
Reading the map:
This is a 20 foot by 20 foot area:
=............ 04 . . . . =.....------- 03 . = . . =.....=...... 02 . - K. . ============= 01 . . . . A B C D
Each space on the grid is 5 ft. × 5 ft. In the example I've placed K at C-2. The proportions can be a bit confusing because the grid appears narrower than it is tall.
(Fair Warning and Slight Addendum. As before, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.)
A tall woman with red hair limps into the arena at A1. Slipping on a pair of gauntlets, she immediately straightens up as a surge of strength flows through her. She cracks her neck as she says, "Let's do this."
Initiative: 18
Coiling her rope around her left gauntlet, she will prepare a dash action to run to B4 and then drop into the pit from B4 to C4. (OOC: I'm not great at reading text maps, so I'll try my best to tell you where I'd like to be, and then you can let me know how far I can actually get)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
This post has potentially manipulated dice roll results.
ddb.ac/characters/37379160/OthM6B
A wild looking human woman steps into the arena, gripping a primitive-looking spear with a blood-stained stone blade in her left hand and a more standard, balanced iron javelin in the other. She plants her bare feet on the earth to test her grip and takes deep breaths to calm herself before the battle.
Init: 4
Ka will start on P1 and ready movement to reach M3 when the match begins. When she gets there she will press her back against the High Wall to stay in cover.
This post has potentially manipulated dice roll results.
A very unremarkable elf with ash grey hair and Sapphire Blue eyes walks into the arena.
Sylmyar Horineth pulls up the hood on her cloak, pulls her longbow off her shoulder and takes position at H1. "Raven Queen please guide my arrows straight and true."
This post has potentially manipulated dice roll results.
As the contestants enter the arena (and a certain Overlord remembers their job...again), Marmaduke once again flies out to an already excited crowd to announce with a booming voice. "Ladies, Gentlemen, and All things inbetween or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "Now for our competitors for the day we have--!"
"A wildling blessed by the spirit of some great warrior, the Mighty Ka!" A wild looking human woman steps into the arena, gripping a primitive-looking spear and ready to rush into the arena.
"Next, we have a warrior that refuses to let a weakened body to hold her back! Give it up for Lucille!" A tall woman with red hair bearing a rope wrapped around an arm, enchanted gauntlets, and too looks ready to spring into the arena.
"Following elven archer blessed by the raven queen in more ways than one, Sylmyar!" A very unremarkable elf with ash grey hair, fancy bracers, and a longbow enters the arena.
"And finally to help round out this cast of colorful competitors, say hello... (2) Iwanki, retired guard captain and battlemaster extraordinaire!"A dark skinned women covered in head to toe in armor, and bearing a whip one side and a strange spear in the other strides into the a staging area(10-O), and will rally her ally before too readying to move out.
"Let the Match Begin!!!"
Team(1): Lucille will fight with... 2...Sylmyar!
Team(2):Ka meanwhile will be backed by Iwanki!
(L,S vs K,I)
Team(1)(Lucille and Sylmyar will go first!)
Team(1) is up!
Arena 3: The Pits
A B C D E F G H I J K L M N O P 10 . . . . . . . . . . . . . . . =..%=========================================%.. 09 . I. . . . . . . . . . . . . . =€==.....======///......=......///======.....=== 08 . L. K. / . / . = . / . / . . . =.....===¥==/....../////=/////....../==¥===..... 07 . / . . , . . . . . . . . / . =...../..................,,,.,,.......,,,./----- 06 . _ _ . , . . , . . . . _ _ . =.....______.........,........,,.....______..... 05 . _ _ . . . . . , . , . _ _ . =-----/....,,,.........,,................./..... 04 . / . . , . . . . . . , . / . =.....===¥==/.,,.../////=/////....../==¥=S=..... 03 . . . / . / . = . / . / . . . ====.....======///......=......///======.....==€ 02 . . . . . . . . . . . . . . . =..%=========================================%.. 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants, '¥' Control Point
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movement, but the failed jump will cost an additional 5 feet of movement.)
(Note/Warning: Flags will not be available to capture until after the 1st round. Begin and end your turn within ten feet of the flag to capture the point.)
(Reminder. As before, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.)
(@Ka: You gained 11 Temp HP from Iwanki's Rally Maneuver on the prep turn)
Charging up the stairs to the opposite side, Lucille charges towards the opposite side of the arena where she knows blood is waiting. Prowling along the side of the pit, she sees Ka pressing her back against the wall and leaps forward to strike.
(OOC: Sorry for the complexity! Ka will need to make opposing Acrobatics or Athletics checks depending on which tree is followed (Probably should do those rolls one at a time so you know which tree to follow))
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
This post has potentially manipulated dice roll results.
Sylmar watches her teammate dash off and decides she needs to get into the action. She slipes over the wall and heads to J3 where the calls upon the Raver Queen. Sylmar vanishes with a puff of black smoke and with another puff of smoke she appears on top of the wall at N3/4. Sylmar draws her bow and readies an arrow for the first opponent to get a clear line of sight on.
Lucille puts peddle to the metal and blitz Ka, catching her in a hold before delivering a series of kicks to try make them fall. But they remain standing, if albeit injured and in trouble. (13 Damage to Ka)
Sylmarparkour her way across the field, only to teleport atop a wall in the end to wait for the perfect shot.
This post has potentially manipulated dice roll results.
Ka grits her teeth as she locks eyes with her opponent. As she is held, she drops the javelin and manages to maneuver her hands around the haft of her spear. With a groan of effort she brings the blade between the two of them, hoping to find purchase in her foe's flesh.
Spear attack: 18 for 6 piercing.
A wild, primal rage flickers in her eyes. She growls and swings her head towards her opponent like a weapon.
Flurry of Blows: 18 for 7 bludgeoning. 24 for 4 bludgeoning.
This post has potentially manipulated dice roll results.
Ka can't quite get her spear in proper position for a clean stab. But in her primal rage, manages to at least clip Lucille once in a headbutt before Lucille reasserts dominance within the struggle. (7 damage deal to Lucille)
Iwanki, caring not to respect the honor duel, reposition herself with due haste at the price of her exposing herself in the process(8B). Nonetheless, she took the gamble and pressed on, rallying the spirit of Ka once more in a battle cry before lunging at her opponent's leg. A maneuver meant only to trip instead puts down the Lucille. (28 damage dealt to Lucille) (Action: Dash) (Bonus Action: Rally on Ka, granting: 7 Temp HP) (Action(Surge):(melee)Yklwa - Attack: 13 Damage: 21 piercing. If hit, Lucille must make a STR Save(DC 14) or be knocked prone from Trip Maneuver(damage included in above roll))
As all of this is going on a dull grey light begins to radiate from the points, signifying they are active for capture.
(@Opel: Feel free to take you Ready shot on Iwanki as she would step fully out of cover at a point during movement.)
(@The_Math: Go ahead and roll a death saving throw. If Opel heals you however, assume you are still free to take your turn as normal regardless of the roll.)
This post has potentially manipulated dice roll results.
Readied Attack Attack: 14 Damage: 12
Sylmar hearing her teammate go down decides to take the fight to her opponent and moves to O9. Calling upon her Fighting Spirit she releases and arrow at Iwanki and pushes herself to fire once more at the fighter. She then steps back to O8 trying to gain a little cover.
Rothander sees the monk stager away "Lads get the druid. I have unfinished business to take care of." As he stalks off after the monk moving to O8. "Ye can run but if ye do tha its jus gona make me tired." He then swing his mighty axe at the monk.
Attack: 16 Damage: 7
Paren 4th lvl Hunter Ranger (2W-3L) retired
Rothander lvl 3 Fighter
Ori'ck in one swing after re-positioning himself not only knocked the dragonape back into a dragonborn, but left her barely standing on her own two feet. With what strength she had, she manages to parry the second stroke.
(@Contuna: Glacia didn't move out of your reach, so the OA didn't happen. Not that it mattered.)
Rothander gives chase after the tubby monk who took a misstep in not moving away further, and paid the price for it with an axe to the chest, felling him once more.
Baral, seeing the situation now virtually in the group's favor, casts Sleep once more over glacia's position, sending her to dream land and ending the match!
(@All: No point in rolling when she has only two to three hit points remaining after that first attack compared to anyone else within range and not immune to the condition.)
With that, Team 2 is the winner!! Prizes and Outro to come soon!
Contestants:
Team(1):
Glacia(G): HP (3/31)+ (0/0 WSHP)- Affected by Darkvision, (0 of 2 Wild Shapes Remain), and affected Sleep.
Tolewar(T): HP (0/35) - Death Saves (0 Success, 2 Failure)
Steel Defender: HP (0/25)
Moko(M): HP (0/35) - (0 of 4 Ki remaining). Death Saves (0 Success, 0 Failure)
Team(2):
Rothander(R): HP (11/39)+(0/5 THP) - (0 of 3 Fighting Spirits remaining)
Baral(B): HP (21/30) - Affected by Mage Armor, Mirror Image(3 rds), and Blade Song(3 rds), Conc. on Flaming Sphere(3 rds)
Ori'ck(O): HP (24/45) - Frenzied Raging (3 rds)
Aggressive Enemies:
Mugman(@): HP (1/10)
Cup Head(#): HP (0/10)When you realize you're doing too much: Signature.
Constructs, included that of Mugmen, escort Glacia, Moko and Tolewar either awaken and escort or stabilize and carried (in the case of those down by injuries) to the trauma ward to the sounds of cheering from the crowd, who were yet entertained and impressed by the performance For their participating and experience garnered, Glacia and Tolewar receive 240 gp and exp!
The victors are taken below to be patched up as well elsewhere and their choice of one prize among many on the receding sounds of even greater cheers from the crowd for putting on quite the show especially towards the end there. Rothander, Baral, and Ori'ck each earn 3800 xp and 600 gold, allowing them to advance to the next stage!
Tier 1:
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
Upper Tier:
The victor may choose instead, an item from a magically infused chest that summons 10 randomly selected magic items to choose from (rarity determined by level). Alternatively they may exchange a magic item for another item of their choosing of the same rarity or lower, if the administrator has the requested item in his extensive collection. "You name it, we've probably got one somewhere."
Rothander:
Potion of Hill Giant Strength, Potion of Healing(Greater), +1 Ammunition(20 Sling Bullets), Bracers of Archery, Mariner's Armor (Splint), Decanter of Endless Water, Headband of Intellect, Spell Scroll(Stinking Cloud), Shortbow +1, Spell Scroll(Enhance Ability)
Baral:
Ring of Warmth, Pearl of Power, Potion of Resistance (Acid), Spell Scroll(Meld into Stone), Potion of Water Breathing, Shield +1, Necklace of Adaptation, Spell Scroll(Dispel Magic), Spell Scroll(Fly), Adamantine Armor(Breastplate)
Ori'ck:
Heavy Crossbow +1, Potion of Fire Breath, Ring of Water Walking, Ring of Mind Shielding, Periapt of Wound Closure, Javelin of LIghtning, Adamantine Armor (Ring mail), Potion of Healing(Greater), Rod of the Pact Keeper +1.
When you realize you're doing too much: Signature.
Good fight all.
Paren 4th lvl Hunter Ranger (2W-3L) retired
Rothander lvl 3 Fighter
Good game! Sorry I had to be out for the last part, but another victory is nice. Rothander and Baral sure make a good team.
Baral will take the pearl of power. But, is it okay for him to trade in the pearl and a magic item token he got from Roondra's for another item?
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
the goliath flicks through the chest for a second, then picks up the gold emblazed javelin and slips it into the javelin quiver on his back. He gives his two compatriots a nod, then walks back out to the outskirts of the arena
((ooc that was pretty rad guys, good fight to all))
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
The next match will feature any interested level-4 competitors. The match will begin October 28, 1 PM PST. Or sooner, if all level 3 contestants gather before then.
To win: 3...Control Points: 4 flags (¥) in the arena are available to capture. Begin and end your turn within ten feet of the flag to capture the point. Control all four points to win, or control more points than your opponent for 5 rounds. The flags will not be available to capture in the first round.
The conditions: 3... Highnoon - Oh boy its a scorcher today, and with hardly shadows to speak of!
The Map: 10...The Pits' - A fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.
Arena 3: The Pits
A B C D E F G H I J K L M N O P
10 . . . . . . . . . . . . . . .
=..%=========================================%..
09 . . . . . . . . . . . . . . .
=€==.....======///......=......///======.....===
08 . . . / . / . = . / . / . . .
=.....===¥==/....../////=/////....../==¥===.....
07 . / . . , . . . . . . . . / .
=...../..................,,,.,,.......,,,./-----
06 . _ _ . , . . , . . . . _ _ .
=.....______.........,........,,.....______.....
05 . _ _ . . . . . , . , . _ _ .
=-----/....,,,.........,,................./.....
04 . / . . , . . . . . . , . / .
=.....===¥==/.,,.../////=/////....../==¥===.....
03 . . . / . / . = . / . / . . .
====.....======///......=......///======.....==€
02 . . . . . . . . . . . . . . .
=..%=========================================%..
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movement, but the failed jump will cost an additional 5 feet of movement.)
To enter please roll initiative, choose a starting position in Row 1, and post a link to your character sheet.
You will have 1 round to prepare before the match. Everyone starts with a normal healing potion.
Reading the map:
This is a 20 foot by 20 foot area:
=............
04 . . . .
=.....-------
03 . = . .
=.....=......
02 . - K. .
=============
01 . . . .
A B C D
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '.' Turf
Each space on the grid is 5 ft. × 5 ft. In the example I've placed K at C-2. The proportions can be a bit confusing because the grid appears narrower than it is tall.
(Fair Warning and Slight Addendum. As before, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.)
Contestants:
Lucille(L): HP (27/27) - Readied Movement.
Ka(K): HP (30/30) - Readied Movement.
Sylmar(S): HP (28/28) -
When you realize you're doing too much: Signature.
https://ddb.ac/characters/37732352/RwRMqk
A tall woman with red hair limps into the arena at A1. Slipping on a pair of gauntlets, she immediately straightens up as a surge of strength flows through her. She cracks her neck as she says, "Let's do this."
Initiative: 18
Coiling her rope around her left gauntlet, she will prepare a dash action to run to B4 and then drop into the pit from B4 to C4. (OOC: I'm not great at reading text maps, so I'll try my best to tell you where I'd like to be, and then you can let me know how far I can actually get)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
ddb.ac/characters/37379160/OthM6B
A wild looking human woman steps into the arena, gripping a primitive-looking spear with a blood-stained stone blade in her left hand and a more standard, balanced iron javelin in the other. She plants her bare feet on the earth to test her grip and takes deep breaths to calm herself before the battle.
Init: 4
Ka will start on P1 and ready movement to reach M3 when the match begins. When she gets there she will press her back against the High Wall to stay in cover.
A very unremarkable elf with ash grey hair and Sapphire Blue eyes walks into the arena.
Sylmyar Horineth pulls up the hood on her cloak, pulls her longbow off her shoulder and takes position at H1. "Raven Queen please guide my arrows straight and true."
https://www.dndbeyond.com/profile/OpelGt/characters/9716559
Init: 10
As the contestants enter the arena (and a certain Overlord remembers their job...again), Marmaduke once again flies out to an already excited crowd to announce with a booming voice. "Ladies, Gentlemen, and All things inbetween or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "Now for our competitors for the day we have--!"
"A wildling blessed by the spirit of some great warrior, the Mighty Ka!" A wild looking human woman steps into the arena, gripping a primitive-looking spear and ready to rush into the arena.
"Next, we have a warrior that refuses to let a weakened body to hold her back! Give it up for Lucille!" A tall woman with red hair bearing a rope wrapped around an arm, enchanted gauntlets, and too looks ready to spring into the arena.
"Following elven archer blessed by the raven queen in more ways than one, Sylmyar!" A very unremarkable elf with ash grey hair, fancy bracers, and a longbow enters the arena.
"And finally to help round out this cast of colorful competitors, say hello... (2) Iwanki, retired guard captain and battlemaster extraordinaire!"A dark skinned women covered in head to toe in armor, and bearing a whip one side and a strange spear in the other strides into the a staging area(10-O), and will rally her ally before too readying to move out.
"Let the Match Begin!!!"
Team(1): Lucille will fight with... 2...Sylmyar!
Team(2): Ka meanwhile will be backed by Iwanki!
(L,S vs K,I)
Team(1)(Lucille and Sylmyar will go first!)
Team(1) is up!
Arena 3: The Pits
A B C D E F G H I J K L M N O P
10 . . . . . . . . . . . . . . .
=..%=========================================%..
09 . I. . . . . . . . . . . . . .
=€==.....======///......=......///======.....===
08 . L. K. / . / . = . / . / . . .
=.....===¥==/....../////=/////....../==¥===.....
07 . / . . , . . . . . . . . / .
=...../..................,,,.,,.......,,,./-----
06 . _ _ . , . . , . . . . _ _ .
=.....______.........,........,,.....______.....
05 . _ _ . . . . . , . , . _ _ .
=-----/....,,,.........,,................./.....
04 . / . . , . . . . . . , . / .
=.....===¥==/.,,.../////=/////....../==¥=S=.....
03 . . . / . / . = . / . / . . .
====.....======///......=......///======.....==€
02 . . . . . . . . . . . . . . .
=..%=========================================%..
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants, '¥' Control Point
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movement, but the failed jump will cost an additional 5 feet of movement.)
(Note/Warning: Flags will not be available to capture until after the 1st round. Begin and end your turn within ten feet of the flag to capture the point.)
(Reminder. As before, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.)
(@Ka: You gained 11 Temp HP from Iwanki's Rally Maneuver on the prep turn)
Contestants:
Team(1):
Lucille(L): HP (27/27) - Readied Movement.
Sylmar(S): HP (28/28)
Team(2):
Ka(K): HP (30/30)+(THP 7/7) - Readied Movement.
Iwanki(I): HP(31/31) - Readied Movement, (4 of 5 BM remaining)
When you realize you're doing too much: Signature.
Charging up the stairs to the opposite side, Lucille charges towards the opposite side of the arena where she knows blood is waiting. Prowling along the side of the pit, she sees Ka pressing her back against the wall and leaps forward to strike.
Movement: Up the stairs to B8.
Action: Grapple 27
Bonus Action: Flurry of Blows (1 Ki Point Cost)
If grapple succeeds:
Flurry of Blows 1: Shove (Prone) 21
Flurry of Blows 2:
If Shove Succeeds: Attack: 24 Damage: 8
If Shove Fails: Shove (Prone) 16
If grapple fails:
Flurry of Blows 1: Grapple 13
Flurry of Blows 2:
If Second Grapple Fails: Grapple 22
If Second Grapple Succeeds: Shove (Prone) 10
(OOC: Sorry for the complexity! Ka will need to make opposing Acrobatics or Athletics checks depending on which tree is followed (Probably should do those rolls one at a time so you know which tree to follow))
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Okay... Some small errors regarding FoB and shoving... So this post should clear up what I am doing...
Action: Grapple 27 (This is a guaranteed success because with Ka's modifier and a natural twenty it would only be a 25)
Bonus Action: Flurry of Blows (1 Ki Point Cost)
Flurry of Blows 1: Attack: 24 (Above) Damage: 8 (Above)
Attempt to Knock Prone (Open Hand Technique) DEX SAVE DC: 13
Flurry of Blows 2:
If Prone: Attack: 24 Damage: 7
If Not Prone: Attack: 12 Damage: 6
Attempt to Knock Prone (If not Already)(Open Hand Technique) DEX SAVE DC: 13
(OOC: Please let me know if there is any confusion!)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Ka takes 8 damage from the first strike.
1st Dex save: 22
She is not knocked prone, the second strike hits.
2nd Dex save: 9
Sylmar watches her teammate dash off and decides she needs to get into the action. She slipes over the wall and heads to J3 where the calls upon the Raver Queen. Sylmar vanishes with a puff of black smoke and with another puff of smoke she appears on top of the wall at N3/4. Sylmar draws her bow and readies an arrow for the first opponent to get a clear line of sight on.
Acrobatics 19
Lucille puts peddle to the metal and blitz Ka, catching her in a hold before delivering a series of kicks to try make them fall. But they remain standing, if albeit injured and in trouble. (13 Damage to Ka)
Sylmar parkour her way across the field, only to teleport atop a wall in the end to wait for the perfect shot.
Arena 3: The Pitts - Round 1(Con't)
It is now Team 2's Turn! Map Updated Here.
Contestants:
Team(1):
Lucille(L): HP (27/27) - Grappling onto Ka. (2 of 3 Ki Remaining)
Sylmar(S): HP (28/28) - Ready an attack. (3 of 3 FS Remaining)
Team(2):
Ka(K): HP (24/30)+(THP 0/0) - Grappled by Lucille. (3 of 3 Ki remaining)
Iwanki(I): HP(31/31) - (4 of 5 BM remaining)
When you realize you're doing too much: Signature.
Ka grits her teeth as she locks eyes with her opponent. As she is held, she drops the javelin and manages to maneuver her hands around the haft of her spear. With a groan of effort she brings the blade between the two of them, hoping to find purchase in her foe's flesh.
Spear attack: 18 for 6 piercing.
A wild, primal rage flickers in her eyes. She growls and swings her head towards her opponent like a weapon.
Flurry of Blows: 18 for 7 bludgeoning. 24 for 4 bludgeoning.
Ka can't quite get her spear in proper position for a clean stab. But in her primal rage, manages to at least clip Lucille once in a headbutt before Lucille reasserts dominance within the struggle. (7 damage deal to Lucille)
Iwanki, caring not to respect the honor duel, reposition herself with due haste at the price of her exposing herself in the process(8B). Nonetheless, she took the gamble and pressed on, rallying the spirit of Ka once more in a battle cry before lunging at her opponent's leg. A maneuver meant only to trip instead puts down the Lucille. (28 damage dealt to Lucille)
(Action: Dash)
(Bonus Action: Rally on Ka, granting: 7 Temp HP)
(Action(Surge):(melee)Yklwa - Attack: 13 Damage: 21 piercing. If hit, Lucille must make a STR Save(DC 14) or be knocked prone from Trip Maneuver(damage included in above roll))
As all of this is going on a dull grey light begins to radiate from the points, signifying they are active for capture.
(@Opel: Feel free to take you Ready shot on Iwanki as she would step fully out of cover at a point during movement.)
(@The_Math: Go ahead and roll a death saving throw. If Opel heals you however, assume you are still free to take your turn as normal regardless of the roll.)
Points Controlled:
(Neutral)
¥, ¥
¥, ¥
Arena 3: The Pitts - Round 2
It is now Team 1's Turn! Map Updated Here.
Contestants:
Team(1):
Lucille(L): HP (0/27) - (2 of 3 Ki Remaining), Death Saves (0 Success, 0 Failures)
Sylmar(S): HP (28/28) - Ready an attack. (3 of 3 FS Remaining)
Team(2):
Ka(K): HP (24/30)+(THP 6/6) - (3 of 3 Ki remaining)
Iwanki(I): HP(24/31) - (2 of 5 BM remaining)
When you realize you're doing too much: Signature.
Readied Attack Attack: 14 Damage: 12
Sylmar hearing her teammate go down decides to take the fight to her opponent and moves to O9. Calling upon her Fighting Spirit she releases and arrow at Iwanki and pushes herself to fire once more at the fighter. She then steps back to O8 trying to gain a little cover.
Attack: 19 Damage: 6
Attack: 10 Damage: 7
Death Saving Throw: 17
Whew!
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”