This post has potentially manipulated dice roll results.
Updating...
Dorkas squeezed, bereft of his Dragon's breath, and now wearing a useless necklace on his neck, Dorkas but remaining option is to go down fighting. And so he did, drawing forth the power of Dragon's Breath from Ring of Spell Storing, before releasing it twice over Grianneconda.
Bonus Action: Cast Dragon's Breath(Cold) from Ring of Spell Storing. 1st Instance: 14 cold damage. Expending 3 Sorcery Points for Heightened Spell, forcing affected creatures to make save at Disadvantage. Action Surge: 2nd Instance: 8 cold damage.
Sumeiz ... (12)... gives up the ghost, and is soon dropped out of the arena to be eventually tended to by awaiting medics.
(@Grianne: Make 2 Dex Save(DC 13) for Dragon's Breath. First one at disadvantage due to Heightened Metamagic to take half of (13) cold damage, and second one is a flat roll for half of (10) cold damage.)
Now Dorkas truly stood alone on the battlefield...
Team(1) is up!
Arena 11: Nexus (Round 7)
A B C D E F G H I J K L M N O P 16 . . . . . . . . . . . . . . . =..%==%..===============================..%==%.. 15 = . . ÷ _ _ _ = _ _ _ ÷ . . = =..=........____________=____________........=.. 14 . . . . _ _ _ = _ _ _ . . . . =÷÷_...........___=.....€.....=___..........._÷÷ 13 _ . . . . = . D. . = . . . . _ =______...........=.....=.....=...........______ 12 _ _ . . . G. G. G= . . . . . _ _ =_________.....=======..=..=======....._________ 11 _ _ _ . = G, G, G= , , = . _ _ _ =________====..=,,,,,,,,=,,,,,,,,=..====________ 10 _ _ . . = G, G, G, , , = . . _ _ =________......=,,,,,,,,=,,,,,,,,=......________ 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
Team(2): Dorkas(D): HP (31/65)+THP(/) - Affected by Mirror Image(3/3 remaining)-(8 Rds), B. Maneuvers (4/4 remaining), SP(3/3 remaining), Constricted by Grianne.
This post has potentially manipulated dice roll results.
Griannaconda will continue to crush her victim in her coils, squeezing the life out of them as if they were a rat or bunny, crushing the will to fight.
Constrict attack Attack: 27 Damage: 10
While she does this, a shimmer flashes over her scales and reveres some of the accumulated damage
22
Rollback Post to RevisionRollBack
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Despite of the heated metal nearly doing her in as much as it harmed Dorkas, Grianneconda puts the final squeeze on spellsword, rendering him unconcious. With that, a horn blares and signal fire bolts go out from along the edges of the arena, signaling an end to the match! Constructs and medical staff enter the arena both to stabilize conditions and escorts the defeated to the trauma ward with a backdrop of cheers and applause for having fought valiant against the odds. For their participation and experience garnered in the coliseum, Dorkas receive 7000 xp and 1680 gp.
The Victors are meanwhile taken below to be patched up and receive their prize on the receding sounds of a crowd's cheers and well wishes!Grianne and Swigg earns 14000 xp and 4200 gp, and are ready to proceed to the next round as well.
Tier 3:
"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."
This post has potentially manipulated dice roll results.
The next match will feature any interested level-5 competitors. The match will begin in 48 hours. Or sooner, if all level contestants gather before then.
It's a new day in Sel'eman, Arena Shapers and Constructs are whipped into a frenzy to ensure everything is right and in order before even the break of dawn! Soon enough, the once rocky stony field is filled with water, mud, bushes, and bridges galore in anticipation of the next exciting match!
To win: 1... King of the Hill-A flag (¥) in the center of the arena will be available to capture in the third round. Hold the area within 10 feet while keeping your opponents at bay to win the match.
The conditions: 1...Dawn- In the dim early morning light checks relying on sight will suffer disadvantage without the use of Darkvision.
The Map:8....The Bog-An overgrown bog with a slow stale river cutting through the center. Wooden bridges cross hear and there. Untamed shrubs on the islands block sight of many areas. The river is deep, if not at a bridge, one could still swim across.
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the shrubs, but this will grant the target a bonus of 2 to AC.)
This post has potentially manipulated dice roll results.
Before the fight, Fenkas created a spectral glowing set of armor around him and after a short nap, replenished the small amount of spell power that it took to create his armor. Prepared for the fight, Fenkas steps in around B1. Learning his lesson from last time, Syldorn will start flying 30 feet in the air to get a visual of the arena, and the opponents on the other side of the battlefield, but Fenkas will direct the owl to drop back down behind him as soon as the fight begins so that he is not targeted.
(Fenkas' preparation will depend on teammates and competitors.)
Initiative: 7
(Fenkas)
Before the Fight: Casted Mage Armor and Used Arcane Recovery to regain the spell slot.
Starting Location: B1
(Syldorn)
Starting Location: B1 (30 Feet Elevated)
Action: Ready - Dash (Trigger: As soon as the fight starts) (Move to B1 behind Fenkas)
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.
Forge Joins the battle:
Initiative 16
Before Fight: Cast Mage Armor on Hawky using seals and wards. If I'm allowed to do the rest trick, I'll cast armor of agathys at the end of the short rest so I don't lose the spell slot. If not I'll use my action to cast it.
1 action prep: Casting Armor of Agathys using a second level slot that will also give me an 8 point arcane ward.
Starting Location C1 with my hawk on the ground next to me, Hawky will dodge.
This post has potentially manipulated dice roll results.
As the contestants enter the arena (and a certain Overlord remembers their job..), Marmaduke once again flies out to an already excited crowd to announce with abooming voice. "Good Morning, Ladies, Gentlemen, and All things inbetween or beyond! Welcome to the Coliseum!"The crowd roar and cheers for a moment."For this one, there won't be any unexpected surprises from yours truly. So, without further adieu, allow me to introduce your competitors!"
With the power of a god and blessings of the air on his side, say hello to our avian avatar of war, Apium the Almighty!!" A black-feathered Aarakocra swoops in and alights on the ground, ready to weave a spell in preparation of the fight to come.
"Next we have my fellow dwarf, and perhaps the one most eager to truly show off a unique blending of arcane and divine! So please a round of applause for Forge the Fearsome!" A heavily armored dwarf with a hawk hovering overhead stands adroit at the announcement. With a thick tome of spells, thicker armor, and vestments covered in frost, he appears ready for anything!
"Carrying on the growing tradition of combine blade and elven song in the arena. Or in this case, a WHIP! Is none other than Fenkas the, uh.. Fantastic!" A half-wood elf man with a whip at his hip and an owl watch on high, finalizes some last minute prep as well for the fight to come.
"And finally to help round out this cast of colorful competitors, say hello... (11) Flynn Freeman, the.. ah, fudge it! He's here too... somewhere! " A caramel skinned elder gentlemen dressed in finery and opulent orange robe takes his place in the staging area(??). Not that anyone can see him at the moment or his sprite-ly compatriot, as both are invisible it seems!
"With that! Let the final match of the day...BEGIN!!!
(@Apium: Ye forgot to roll your initiative. So, doing so now to keep things going: 4.)
(Forgot to roll Flynn's Stealth roll, but here it is: 11.) (Eddy's Stealth roll: 27.)
Team(1): Apiumwill fight with... (2)...Fenkas!
Team(2): Forge will meanwhile fight with... Flynn!
From some higher plane, gigantic hands arrange figures upon a game board of some kind...
(A, F Vs O, Y)
Team(1)(Apium & Fenkas) is up first!
NPC Prep (For Record Keeping):
Prior to Match: Cast (3rd level)Armor of Agathys, gaining 15 Temp HP. Use Rod of the Pact Keeper +1 to regain warlock spell slot. Cast (2nd level)Invisibility using Shadow Touched Feat for free. (See sheet link below for details)
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the shrubs, but this will grant the target a bonus of 2 to AC.)
This post has potentially manipulated dice roll results.
(During the prep round)
Fenkas has a new trick up his sleeve now and so he shakes himself out to loosen up before he gently places his hands on his chest. He begins to vibrate as he has done during his previous fights, but this time the vibrations are so severe they almost make his form begin to blur. A soft humming comes from inside the blur as one person manages to create harmony alone. Now vibrating and humming, Fenkas prepares himself to sprint to the other side to launch an instant assault on the enemy's backline before they can even react. As he readies himself he calls out a, "Thanks!" to Apium for the extra protection.
Already on the enemy's backline, Fenkas pauses his song for a second (flavor) and calls out, "Peek-A-Boo!" A small bead of flames pops out of his finger and lazily drifts towards Forge and Hawky as well as (hopefully) the other invisible opponents. About 20 feet away from the dwarf, the bead explodes with a resounding boom and detonates into a fireball. After launching the attack, Fenkas quickly retreats across the bridge to the other side of the wall before attempting to quiet his speed as much as possible and slip into the shadows behind the wall. Unfortunately, being quiet is not his strength, and it is pretty obvious that he is making his way towards the bushes on the right of the arena. Syldorn meanwhile, begins making his own way towards the fight at his own pace.
(Fenkas)
Action: Cast Fireball centered on J16 (Hits everything between F16 to N16) Fire Damage: 27 (DC 15 Dex Save for half damage)
EDIT: Alright... here are the changes without readied haste actions.
1) Haste Action movement from prep round becomes movement from round 1 (B2 --> A16) 2) Haste Action for round 1 is used to Dash and fulfill the movement from round 1 (A16 --> O10)
End Result: Movement and Actions are the same, but Hide would not have been attempted
This post has potentially manipulated dice roll results.
Apium rises into the air 25 feet up, and takes out his wand, shooting a Magic Missile at Forge(If he can see him from there) then descends back down, to hide behind the wall.
Fenkas wastes little time in cutting across the field. Though in the process he bumps into an invisible figure, he still gets into position to try and launch a fireball. Except... the mote fizzles at a sharp word from Flynn, now visible and grinning shakily. Undeterred, Fenkas races to a new position while bidding Syldorn to advance.
(Reaction(Flynn): Counterspell vs Fireball, canceling out the spell.)
Apiumtakes flight long enough to /just/ catch a glimpse of Forge, and loose a diluge of magical darts the Dwarf's way before diving back down for cover.
This post has potentially manipulated dice roll results.
Flynn & Eddy both act, though only one visibly so. The warlock himself finds his way across the bridge(14F). From there he forms a finger gun and gets to blasting some eldritch blasts; destroying the familiar but missing Fenkas by a country mile.
#1 Blast - Attack: 16 Damage: 10 force at Syldorn. #2 Blast - Attack: 24 Damage: 6 force at Fenkas(w/ +2 AC from hedge cover).
Forgeadvances as well, just barely getting in view of Fenkas before making it ring bells of doom upon the wizard, rocking him to his core(See results here).
This post has potentially manipulated dice roll results.
Fenkas winces painfully as the tolling bells surround him, but he manages to keep up his speed. He glances around the bush that he was hiding around just in time to see his familiar get blasted into a another pile of powder by Flynn and growls frustratedly. "Two fights in a row he mumbles to himself." He really needs to learn how to keep Syldorn safe. But two could play that game. Summoning three orbs of force, he sends them flying after Forge. Fully aware of the dangers in striking Forge's armor Fenkas instead uses his speed to put some extra distance between the himself and the dwarf placing himself on the opposite side of the map and safely behind some cover. He also attempts to quiet his humming and slip into the bushes as he runs.
(OOC: Syldorn died in round one for two fights in a row... I am going to have to start rethinking my strategy...)
Updating...
Dorkas squeezed, bereft of his Dragon's breath, and now wearing a useless necklace on his neck, Dorkas but remaining option is to go down fighting. And so he did, drawing forth the power of Dragon's Breath from Ring of Spell Storing, before releasing it twice over Grianneconda.
Bonus Action: Cast Dragon's Breath(Cold) from Ring of Spell Storing.
1st Instance: 14 cold damage. Expending 3 Sorcery Points for Heightened Spell, forcing affected creatures to make save at Disadvantage.
Action Surge:
2nd Instance: 8 cold damage.
Sumeiz ... (12)... gives up the ghost, and is soon dropped out of the arena to be eventually tended to by awaiting medics.
(@Grianne: Make 2 Dex Save(DC 13) for Dragon's Breath. First one at disadvantage due to Heightened Metamagic to take half of (13) cold damage, and second one is a flat roll for half of (10) cold damage.)
Now Dorkas truly stood alone on the battlefield...
Team(1) is up!
Arena 11: Nexus (Round 7)
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
=..%==%..===============================..%==%..
15 = . . ÷ _ _ _ = _ _ _ ÷ . . =
=..=........____________=____________........=..
14 . . . . _ _ _ = _ _ _ . . . .
=÷÷_...........___=.....€.....=___..........._÷÷
13 _ . . . . = . D. . = . . . . _
=______...........=.....=.....=...........______
12 _ _ . . . G. G. G= . . . . . _ _
=_________.....=======..=..=======....._________
11 _ _ _ . = G, G, G= , , = . _ _ _
=________====..=,,,,,,,,=,,,,,,,,=..====________
10 _ _ . . = G, G, G, , , = . . _ _
=________......=,,,,,,,,=,,,,,,,,=......________
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.), '_' Pit (20ft.), '÷' Ladder, '€' Tree, '.' Stone, ',' Grass, '%' Door, 'A-Z' Contestants, '?' Boulder, '€' Flag, 'u' Sumeiz Spiritual Weapon
(A space with pits or walls on three sides is in the pit.)
King of the Hill Status:
Team (1):
Team (2): 1 Round Lead
Contestants:
Swigg(S): HP (54/59)+THP(/) - Affected by Longstrider, Boots of Haste(Active), Minor Illusion(Active)(4 Rds)
Grianne(G): HP(30/59)+WSHP(40/60)+THP(/) - Wild Shapes (0/2 remaining), Wildshaped into Giant Constrictor Snake, Constricting Dorkas.
Vs
Team(2):
Dorkas(D): HP (31/65)+THP(/) - Affected by Mirror Image(3/3 remaining)-(8 Rds), B. Maneuvers (4/4 remaining), SP(3/3 remaining), Constricted by Grianne.
Sumeiz(U): HP(0/75)+THP(0/0) - Spiritual Weapon(Active-8 Rds)
When you realize you're doing too much: Signature.
DeX save 1 w/ disadvantage 5
DeX save 2 6
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Swigg casts Heat Metal 19 on Dorkus' chainmail.
Then he will disengage and move to I8
I got alot a doods
Griannaconda will continue to crush her victim in her coils, squeezing the life out of them as if they were a rat or bunny, crushing the will to fight.
Constrict attack Attack: 27 Damage: 10
While she does this, a shimmer flashes over her scales and reveres some of the accumulated damage
22
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Despite of the heated metal nearly doing her in as much as it harmed Dorkas, Grianneconda puts the final squeeze on spellsword, rendering him unconcious. With that, a horn blares and signal fire bolts go out from along the edges of the arena, signaling an end to the match! Constructs and medical staff enter the arena both to stabilize conditions and escorts the defeated to the trauma ward with a backdrop of cheers and applause for having fought valiant against the odds. For their participation and experience garnered in the coliseum, Dorkas receive 7000 xp and 1680 gp.
The Victors are meanwhile taken below to be patched up and receive their prize on the receding sounds of a crowd's cheers and well wishes! Grianne and Swigg earns 14000 xp and 4200 gp, and are ready to proceed to the next round as well.
Tier 3:
"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."
Grianne:
Scroll of Protection(Plant), +1 Armor(Padded), +2 Weapon(Blowgun), Potion of Clairvoyance, Oil of Etherealness, Rod of Rulership, +1 Armor(Breastplate), Cloak of the Bat, Mace of Disruption, Bag of Beans(4 beans)
Swigg:
Potion of Fire Giant Strength, Sword of Wounding(Longsword), Boots of Speed, Potion of Stone Giant Strength, Wand of Enemy Detection, Spell Scroll (Planar Binding), Oil of Etherealness, Armor of Resistance (leather, psychic), +2 Ammunition (20 Crossbow bolts), Cloak of the Bat
When you realize you're doing too much: Signature.
Swigg bows then takes the +2 ammunition. On his way home he buys a hand crossbow.
I got alot a doods
The next match will feature any interested level-5 competitors. The match will begin in 48 hours. Or sooner, if all level contestants gather before then.
It's a new day in Sel'eman, Arena Shapers and Constructs are whipped into a frenzy to ensure everything is right and in order before even the break of dawn! Soon enough, the once rocky stony field is filled with water, mud, bushes, and bridges galore in anticipation of the next exciting match!
To win: 1... King of the Hill-A flag (¥) in the center of the arena will be available to capture in the third round. Hold the area within 10 feet while keeping your opponents at bay to win the match.
The conditions: 1...Dawn- In the dim early morning light checks relying on sight will suffer disadvantage without the use of Darkvision.
The Map:
8....The Bog-An overgrown bog with a slow stale river cutting through the center. Wooden bridges cross hear and there. Untamed shrubs on the islands block sight of many areas. The river is deep, if not at a bridge, one could still swim across.Imagery:
Arena 8: Bog
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
===%.....%================================%..===
15 : : ~ ~ ~ ~ , , , , , , # , ,
=,,#:::::----------:::::::::::,,,,,,#,,#,,,,,€,,
14 # : - - - - : : : : , # , , #
=,,€,,,::----------::#,,,,,:::::::,,####,,#,,#,,
13 , , ~ ~ ~ ~ # , , : : # , # ,
=,,,,,~~~~~~~~~~~~,,,€###,,:::::::,,,,,####,,,,,
12 , ~ ~ ~ ~ , , : : : , , , # ,
=##€,,~~~~~~~~~~,,,,,:::::::#########,,,,,€,,,,,
11 , ~ ~ ~ ~ , : : : , , , , # ,
=,,###~~~~~~~~~~~~~~~-------,,####,,,,,,,,######
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.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the shrubs, but this will grant the target a bonus of 2 to AC.)
Reference Map:
Contestants:
Team(1):
Team(2):
Apium(A): HP (33/33)+THP(/) - Prep pending.
Forge(O): HP (39/39)+THP(10/10)+AW(11/11) - Affected by AoA,
Hawky: HP (1/1) - Affected by Mage Armor.
Fenkas(F): HP (37/37)+THP(/) - Affected by Mage Armor, Prep Pending
Syldorn: HP(1/1) - Ready to move.
???(?): HP (??/??)+THP(/) -
When you realize you're doing too much: Signature.
(Is the changing subclasses rule aloud? I would like to change Apium's subclass. If not, totally fine.)
A Skeleton cheers from the stands, holding up a sign that reads. "Go Apium!"
Apium swoops in to H1. He waits to see who his teammates are before casting a spell. "Thanks, dad!"
When players get creative.
Before the fight, Fenkas created a spectral glowing set of armor around him and after a short nap, replenished the small amount of spell power that it took to create his armor. Prepared for the fight, Fenkas steps in around B1. Learning his lesson from last time, Syldorn will start flying 30 feet in the air to get a visual of the arena, and the opponents on the other side of the battlefield, but Fenkas will direct the owl to drop back down behind him as soon as the fight begins so that he is not targeted.
(Fenkas' preparation will depend on teammates and competitors.)
Initiative: 7
(Fenkas)
Before the Fight: Casted Mage Armor and Used Arcane Recovery to regain the spell slot.
Starting Location: B1
(Syldorn)
Starting Location: B1 (30 Feet Elevated)
Action: Ready - Dash (Trigger: As soon as the fight starts) (Move to B1 behind Fenkas)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Forge Joins the battle:
Initiative 16
Before Fight: Cast Mage Armor on Hawky using seals and wards. If I'm allowed to do the rest trick, I'll cast armor of agathys at the end of the short rest so I don't lose the spell slot. If not I'll use my action to cast it.
1 action prep: Casting Armor of Agathys using a second level slot that will also give me an 8 point arcane ward.
Starting Location C1 with my hawk on the ground next to me, Hawky will dodge.
Forge - Arena Wizard Tank
As the contestants enter the arena (and a certain Overlord remembers their job..), Marmaduke once again flies out to an already excited crowd to announce with a booming voice. "Good Morning, Ladies, Gentlemen, and All things inbetween or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "For this one, there won't be any unexpected surprises from yours truly. So, without further adieu, allow me to introduce your competitors!"
With the power of a god and blessings of the air on his side, say hello to our avian avatar of war, Apium the Almighty!!" A black-feathered Aarakocra swoops in and alights on the ground, ready to weave a spell in preparation of the fight to come.
"Next we have my fellow dwarf, and perhaps the one most eager to truly show off a unique blending of arcane and divine! So please a round of applause for Forge the Fearsome!" A heavily armored dwarf with a hawk hovering overhead stands adroit at the announcement. With a thick tome of spells, thicker armor, and vestments covered in frost, he appears ready for anything!
"Carrying on the growing tradition of combine blade and elven song in the arena. Or in this case, a WHIP! Is none other than Fenkas the, uh.. Fantastic!" A half-wood elf man with a whip at his hip and an owl watch on high, finalizes some last minute prep as well for the fight to come.
"And finally to help round out this cast of colorful competitors, say hello... (11) Flynn Freeman, the.. ah, fudge it! He's here too... somewhere! " A caramel skinned elder gentlemen dressed in finery and opulent orange robe takes his place in the staging area(??). Not that anyone can see him at the moment or his sprite-ly compatriot, as both are invisible it seems!
"With that! Let the final match of the day...BEGIN!!!
(@Apium: Ye forgot to roll your initiative. So, doing so now to keep things going: 4.)
(Forgot to roll Flynn's Stealth roll, but here it is: 11.)
(Eddy's Stealth roll: 27.)
Team(1): Apium will fight with... (2)...Fenkas!
Team(2): Forge will meanwhile fight with... Flynn!
From some higher plane, gigantic hands arrange figures upon a game board of some kind...
(A, F Vs O, Y)
Team(1)(Apium & Fenkas) is up first!
NPC Prep (For Record Keeping):
Prior to Match:
Cast (3rd level)Armor of Agathys, gaining 15 Temp HP.
Use Rod of the Pact Keeper +1 to regain warlock spell slot.
Cast (2nd level)Invisibility using Shadow Touched Feat for free. (See sheet link below for details)
Eddy turns Invisible.
Prep Turn:
Both Familiar & Flynn will take the Hide Action.
Imagery:
Arena 8: Bog
A B C D E F G H I J K L M N O P
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01 . . . . . . . A. . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the shrubs, but this will grant the target a bonus of 2 to AC.)
Reference Map:
Contestants:
Team(1):
Apium(A): HP (33/33)+THP(/) - Conc. on Shield of Faith.
Fenkas(F): HP (37/37)+THP(/) - Affected by Mage Armor, Affected by Shield of Faith.
Syldorn: HP(1/1) - Ready to move.
Team(2):
Forge(O): HP (39/39)+THP(10/10)+AW(11/11) - Affected by AoA,
Hawky: HP (1/1) - Affected by Mage Armor, Dodging.
Flynn(Y): HP (43/43)+THP(15/15) - Affected by AoA and Invisibility, Hiding(14).
Eddy: HP (2/2) - Invisible, HIdden(24).
When you realize you're doing too much: Signature.
Prep: Shield of Faith on Fenkas.
When players get creative.
(During the prep round)
Fenkas has a new trick up his sleeve now and so he shakes himself out to loosen up before he gently places his hands on his chest. He begins to vibrate as he has done during his previous fights, but this time the vibrations are so severe they almost make his form begin to blur. A soft humming comes from inside the blur as one person manages to create harmony alone. Now vibrating and humming, Fenkas prepares himself to sprint to the other side to launch an instant assault on the enemy's backline before they can even react. As he readies himself he calls out a, "Thanks!" to Apium for the extra protection.
Action: Cast Haste on self
Bonus Action: Activate Bladesong
Haste Action: Ready - ([action]Dash[action] - B1 --> B2 --> B3 --> B4 --> B5 --> B6 --> --> B7 --> A8 --> --> B9 --> B10 --> A11 --> --> B12 --> B13 --> B14 --> B15 --> A16 (18 Squares: 90 Feet Used Total)
End Position: A16
(First round of combat)
Already on the enemy's backline, Fenkas pauses his song for a second (flavor) and calls out, "Peek-A-Boo!" A small bead of flames pops out of his finger and lazily drifts towards Forge and Hawky as well as (hopefully) the other invisible opponents. About 20 feet away from the dwarf, the bead explodes with a resounding boom and detonates into a fireball. After launching the attack, Fenkas quickly retreats across the bridge to the other side of the wall before attempting to quiet his speed as much as possible and slip into the shadows behind the wall. Unfortunately, being quiet is not his strength, and it is pretty obvious that he is making his way towards the bushes on the right of the arena. Syldorn meanwhile, begins making his own way towards the fight at his own pace.
(Fenkas)
Action: Cast Fireball centered on J16 (Hits everything between F16 to N16)
Fire Damage: 27 (DC 15 Dex Save for half damage)
Move: A16 --> B15 --> B14 --> C14 --> D14 --> E14 --> F14 --> G14 --> --> H15 (9 Squares: 45 Feet Used Total)
Haste Action: Hide (Stealth: 15)
(Rest of Movement will be sent to DM)(Stealth failed so movement is below)Move: H15 --> I14 --> --> J13 --> K12 --> L12 --> M12 --> --> N11 --> O10 (9 Squares: 90 Feet Used Total)
Bonus Action: None
(Syldorn)
Action: Dash
Move: B1 --> B2 (Vertical 5 Feet) --> --> B3 (Vertical 5 Feet) --> B4 (Vertical 5 Feet) --> --> B5 (Vertical 5 Feet) --> B6 (Vertical 5 Feet) --> --> B7 (Vertical 5 Feet) --> B8 --> B9 --> B10 --> B11 --> B12 --> A13 --> A14 --> A15 --> A15 (Descend 5 Feet) --> A15 (Descend 5 Feet) --> A15 (Descend 5 Feet) --> A15 (Descend 5 Feet) --> A15 (Descend 5 Feet) --> A15 (Descend 5 Feet) (23 Squares: 115 Feet Used Total)
End Position: A15 (Elevation: 0 Feet)
EDIT: Alright... here are the changes without readied haste actions.
1) Haste Action movement from prep round becomes movement from round 1 (B2 --> A16)
2) Haste Action for round 1 is used to Dash and fulfill the movement from round 1 (A16 --> O10)
End Result: Movement and Actions are the same, but Hide would not have been attempted
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Apium rises into the air 25 feet up, and takes out his wand, shooting a Magic Missile at Forge(If he can see him from there) then descends back down, to hide behind the wall.
Action: Magic Missile] 2 times 3 + 3.
When players get creative.
Fenkas wastes little time in cutting across the field. Though in the process he bumps into an invisible figure, he still gets into position to try and launch a fireball. Except... the mote fizzles at a sharp word from Flynn, now visible and grinning shakily. Undeterred, Fenkas races to a new position while bidding Syldorn to advance.
(Reaction(Flynn): Counterspell vs Fireball, canceling out the spell.)
Apium takes flight long enough to /just/ catch a glimpse of Forge, and loose a diluge of magical darts the Dwarf's way before diving back down for cover.
It is now Team(2)'s Turn. Map Updated Here.
Arena 8: Bog (Round 1-Cont)
Contestants:
Team(1):
Apium(A): HP (33/33)+THP(/) - Conc. on Shield of Faith.
Fenkas(F): HP (37/37)+THP(/) - Affected by Mage Armor, Affected by Shield of Faith, Bladesong(2/3 remaining)-Active(9 Rds), Affected by Haste (9 Rds)
Syldorn: HP(1/1) -
Team(2):
Forge(O): HP (39/39)+THP(10/10)+AW(2/11) - Affected by AoA,
Hawky: HP (1/1) - Affected by Mage Armor, Dodging.
Flynn(Y): HP (43/43)+THP(15/15) - Affected by AoA.
Eddy: HP (2/2) - Invisible, HIdden(24).
When you realize you're doing too much: Signature.
Forge waits for Flynn to go. After Flynn's turn, Forge Walks forward to L12. He casts toll the dead on Fenkas.
D8: 4
OR
D12: 4
Edit it should be 2 of each die:
2nd d8 3
2nd d12 10
Forge - Arena Wizard Tank
Wisdom Save: 9
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Flynn & Eddy both act, though only one visibly so. The warlock himself finds his way across the bridge(14F). From there he forms a finger gun and gets to blasting some eldritch blasts; destroying the familiar but missing Fenkas by a country mile.
#1 Blast - Attack: 16 Damage: 10 force at Syldorn.
#2 Blast - Attack: 24 Damage: 6 force at Fenkas(w/ +2 AC from hedge cover).
Forge advances as well, just barely getting in view of Fenkas before making it ring bells of doom upon the wizard, rocking him to his core(See results here).
Eddy's Stealth Maintenance: 17.
(@Fenkas: Don't forget to make a Conc. Save(DC 10) for Haste.)
It is now Team(1)'s Turn. Map Updated Here.
Arena 8: Bog (Round 2)
Contestants:
Team(1):
Apium(A): HP (33/33)+THP(/) - Conc. on Shield of Faith.
Fenkas(F): HP (30/37)+THP(/) - Affected by Mage Armor, Affected by Shield of Faith, Bladesong(2/3 remaining)-Active(9 Rds), Affected by Haste (9 Rds)
Syldorn: HP(1/1) -
Team(2):
Forge(O): HP (39/39)+THP(10/10)+AW(2/11) - Affected by AoA,
Hawky: HP (1/1) - Affected by Mage Armor, Dodging.
Flynn(Y): HP (43/43)+THP(15/15) - Affected by AoA.
Eddy: HP (2/2) - Invisible, HIdden(?).
When you realize you're doing too much: Signature.
Concentration Save: 26
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Fenkas winces painfully as the tolling bells surround him, but he manages to keep up his speed. He glances around the bush that he was hiding around just in time to see his familiar get blasted into a another pile of powder by Flynn and growls frustratedly. "Two fights in a row he mumbles to himself." He really needs to learn how to keep Syldorn safe. But two could play that game. Summoning three orbs of force, he sends them flying after Forge. Fully aware of the dangers in striking Forge's armor Fenkas instead uses his speed to put some extra distance between the himself and the dwarf placing himself on the opposite side of the map and safely behind some cover. He also attempts to quiet his humming and slip into the bushes as he runs.
(OOC: Syldorn died in round one for two fights in a row... I am going to have to start rethinking my strategy...)
Action: Cast Magic Missile (Level 1) (Against Forge)
Damage: 9
Bonus Action: None
Move: O10 --> --> O9 --> O8 --> O7 --> --> O6 --> O5 --> O4 --> N3 --> M3 --> L3 --> K3 --> J3 --> --> I4 (15 Squares: 75 Squares Used Total)
Haste Action: Hide (Stealth: 20)
(Rest of Movement will be sent to DM)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”