Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(A noble npc. The monsters that enter the arena will always attack whoever is closest, or will roll to determine which enemy to attack if multiple are equally close)
Og will move to E13, or F13 if he can’t make it. He’ll fire off a magic missile at Keygella, and use his bonus action to regain his spell slot for 2 sworcery points.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This post has potentially manipulated dice roll results.
Battleground Round 5:
Og runs to F13, raising a hand to the sky and launching a volley of magic missiles at Keygella. He then channels his sorcerous powers to regain magical energy.
As Og runs, the guard will get an AoO. Attack: 5 Damage: 3
(Bill is up, Epee and Cultic, death saves, Terrelion and Mazara are unconscious)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(Did you just say that you would've dodged magic missile? Good thing Keygella isn't a planetar because first you'd be really screwed and second she would know that''s a lie)
(Keygella contest with intimidation/insight 2 loser gets disadvantage on their next attack)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This post has potentially manipulated dice roll results.
Battleground Round 5.5:
Bill fires a blast of magic energy at Kogu, who nimbly steps out of the way.
Suddenly, a topi jumps into the arena at P8 and then immediately rushes Bill. Attack: 7 Damage: 1 slashing, 3 poison, and DC 11 con save or you are poisoned.
(Keygella, Kogu, and Blue are up, Mason, John are unconscious)
Cultic's death save: 7
Epee's death save: 4
Epee comes back to life!
(Epee is up, his move goes before anyone on Keygella's team)
Mazara awakens with a gasp. "Thanks my friend. Hopefully that wizard isn't... awake." He gets up and if he can get just close enough to either Terrilion or Cultic Chanting (Priority on Cultic), then he uses his own Healing Hands(Aasimar Version) on the one, healing 2 HP!
Though if he obviously can't, he'll don his shield and move as close to 14-D as possible without leaving the noble's reach.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Battleground Round 5:
Mazara clambers to his feet and gives Cultic the magic touch (you move to D14 to heal Cultic).
The noble's eyes widen as he sees all his enemies rise. After Cultic's turn (or Terrelion's if he gets rezzed), the noble will attack (1 Epee, 2 Keygella, 3 Cultic, 4 Mazara) Attack: 15 Damage: 2
The guard will follow Og and try to take down his prey. Attack: 22 Damage: 5
(Blue, since you were brought up by Kogu, you get to take your turn, but you can only attack Og or Bill since at the time you were brought back every other enemy has full cover from you. This has been a sloppy round on my part, I apologize)
(Og can't reach Keygella without dashing, the river is 10 ft wide and costs 20 ft of movement unless you have a swim speed)
Battleground Round 5:
The blood flowing from Terrelion and Mazara's wounds starts to flow a little slower... because they're running out.
(Who is N?)
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(A noble npc. The monsters that enter the arena will always attack whoever is closest, or will roll to determine which enemy to attack if multiple are equally close)
Og will move to E13, or F13 if he can’t make it. He’ll fire off a magic missile at Keygella, and use his bonus action to regain his spell slot for 2 sworcery points.
Damage: 11
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Battleground Round 5:
Og runs to F13, raising a hand to the sky and launching a volley of magic missiles at Keygella. He then channels his sorcerous powers to regain magical energy.
As Og runs, the guard will get an AoO. Attack: 5 Damage: 3
(Bill is up, Epee and Cultic, death saves, Terrelion and Mazara are unconscious)
(Tacking on an Intimidation for Keygella, if I can.)
”Weakling. I never would have gotten hit by that.”
17
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(Did you just say that you would've dodged magic missile? Good thing Keygella isn't a planetar because first you'd be really screwed and second she would know that''s a lie)
(Keygella contest with intimidation/insight 2 loser gets disadvantage on their next attack)
(Shield)
(Still not saying it was a good insult . . .)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(You're still hit, you just take no damage - Persuasion, Rules Lawyer mode)
Bill, from his cover at 13P, attempts to snipe Kogu with an eldritch blast.
Attack: 13 Damage: 4 and be pushed 10ft away.
Battleground Round 5.5:
Bill fires a blast of magic energy at Kogu, who nimbly steps out of the way.
Suddenly, a topi jumps into the arena at P8 and then immediately rushes Bill. Attack: 7 Damage: 1 slashing, 3 poison, and DC 11 con save or you are poisoned.
(Keygella, Kogu, and Blue are up, Mason, John are unconscious)
Cultic's death save: 7
Epee's death save: 4
Epee comes back to life!
(Epee is up, his move goes before anyone on Keygella's team)
Epee rises up and heals mazara for 2hp. Here’s healing hands.... he says a prayer for shielding (shield of faith)
Battleground Round 5.5:
Epee uses his healing hands, bringing Mazara back to life and shimmering arcane energy surrounds (Epee or Mazara?).
(Mazara is up, his move happens before Keygella's team can go)
(Barely hit my AC...)
Con Save:21
(Crit!
(Heal mazara, shield me)
Mazara awakens with a gasp. "Thanks my friend. Hopefully that wizard isn't... awake." He gets up and if he can get just close enough to either Terrilion or Cultic Chanting (Priority on Cultic), then he uses his own Healing Hands(Aasimar Version) on the one, healing 2 HP!
Though if he obviously can't, he'll don his shield and move as close to 14-D as possible without leaving the noble's reach.
When you realize you're doing too much: Signature.
Battleground Round 5:
Mazara clambers to his feet and gives Cultic the magic touch (you move to D14 to heal Cultic).
The noble's eyes widen as he sees all his enemies rise. After Cultic's turn (or Terrelion's if he gets rezzed), the noble will attack (1 Epee, 2 Keygella, 3 Cultic, 4 Mazara) Attack: 15 Damage: 2
The guard will follow Og and try to take down his prey. Attack: 22 Damage: 5
(Blue, since you were brought up by Kogu, you get to take your turn, but you can only attack Og or Bill since at the time you were brought back every other enemy has full cover from you. This has been a sloppy round on my part, I apologize)
(The noble attacks... 3)
(Cultic is up, you go before Keygella's team)
What was my situational?)
(Advantage if you attack Keygella)
Ok)
Cultuc Chanting gets up and attacks Keygella, while shouting tribal chants (intimidation:10)
Attack: 22 Damage: 9