This post has potentially manipulated dice roll results.
(ooc: how does fury of the small work?... is the 7 damage added to the 28 from the lightning bolt and if I save I only take 17, leaving me at 3)
(is it worded as extra damage?)
Concentration check: 19
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(ooc: that last spell will finish it even if i make the save.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Swigg focuses his discordant song on Koplony's presence.
Koplony loses concentration along with his consciousness and falls from his broom, ending the short drop to the ground with a thump.
Congratulations Swigg and Dorkas, you are victorious!
(Fury of the Small adds extra danage, implying it must be added to a damage roll. Rather than 28 damage, Swigg dealt 35. By succeeding on his save Koplony takes half of the total, 19.)
Koplony and Kulum each gain 5500 experience and 1040 gold, if either advanced to level-8 they will also earn an uncommon prize token.
Swigg and Dorkas each earn 11000 experience, 2600 gold, and a tier-3 prize.
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 they already poses 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 next match will feature any interested level-6 competitors. The match will begin in no less than 48 hours.
To win this match... 5, defend your construct.
The lighting is... 3, poor. Dancing Lights and Torches light the area, but darkness looms in every corner. Checks relying on sight will suffer disadvantage even with Darkvision.
The match will take place in... 5, An intricate labyrinth outside the school.
You stand in an impressive hedge maze. The leaves are a vibrant green, and the garden is dotted with tall trees and bright flowers. Some of the walls are constructed of stone bricks, offering more effective cover.
(Passing through the hedges 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 hedges, but this will grant the target a bonus of 2 to AC.)
Arena 5: Labyrinth
A B C D E F G H I J K L M N O P 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
(If you wish to participate, choose a starting position in row 1, roll initiative, and publicly post your character sheet. Each character will begin each match with one Potion of Healing, and will have one round to prepare before the battle begins.)
Still partially covered in vegetation oriented camouflage, Dreadwood marches into the staging grounds for the first time in what seemed like forever. Though he entered without much hope of finding success, as many a match prior taught him otherwise. His faith remain strong enough to take a moment to pray before the battle, bolstering himself alongside any allies that might yet fight alongside him.
Those affected are surrounded by a faintly glowing Red Aura that waves and flickers like embers. Another than goes out to restore his strength.
Initiative:8.
Position: 1L.
Preparation:
Action: Cast (2nd level)Bolster on Self and any allies.
Bonus Action: Use Harness Divine Feature to expend Channel Divinity to regain a 2nd level Spellslot.
(@Zulk: Similar to capture the point or king of the hill, players are given the option of defeating the construct to win the match. Think tower defense if that term makes thing clearer. The construct is virtually immobile, but can defend itself in various ways, as well as assist its team. I don't know if the DM has necessarily made adjustments to the old formula yet, but here's the 1st version as a reference point:
Ancient Construct Large construct, neutral
Armor Class 14 (Natural Armor) Hit Points 40×<party size> Speed 0 ft. Burrow 5 ft.
STR - 16 (+3) DEX - 3 (-4) CON - 18 (+4) INT - 5 (-1) WIS - 14 (+2) CHA - 3 (-4)
Siege Monster. The ancient deals double damage to objects and structures.
Actions Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Throw stone. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
(Other than that, players are free to try knock each other out as usual to still win the match.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Bdaddly: Belatedly, as you command oh giant floating head in sky!)
"Let a will of iron shield the soul worthy of his might and glory." Dreadwood intones, and with a raising of the shield, his body starts radiating a dim, grey tinged light. Then as he brings the shield back down he adds, "And may the light of the forge guide me in this darkest hour," summoning the miracle of Light upon his shield. With all that done, he marches forth through the maze, and straight on through the first set of hedges.
Bonus Action: Cast (1st level)Iron Viel on self. Wis Save(DC 14) if targeted by spell or attack.
Con save 10
dorkas will move out of the smoke
The will cast fals life 5
Swigg does additional 7 damage with fury of the small.
I got alot a doods
(ooc: how does fury of the small work?... is the 7 damage added to the 28 from the lightning bolt and if I save I only take 17, leaving me at 3)
(is it worded as extra damage?)
Concentration check: 19
(Yes it is)
(Its also a no action so I can do it at any time.)
I got alot a doods
(so I'm at 3 hp then.)
(What are you talking about? I put 7 extra after the save you are down.)
(FFS no you are not...)
I got alot a doods
Swigg will cast Dissonant Whispers 6 (wis save DC 14) targeting Koplony
I got alot a doods
(ooc: that last spell will finish it even if i make the save.)
Round 9:
Dorkas sputters out of the smoke.
Swigg focuses his discordant song on Koplony's presence.
Koplony loses concentration along with his consciousness and falls from his broom, ending the short drop to the ground with a thump.
Congratulations Swigg and Dorkas, you are victorious!
(Fury of the Small adds extra danage, implying it must be added to a damage roll. Rather than 28 damage, Swigg dealt 35. By succeeding on his save Koplony takes half of the total, 19.)
Koplony and Kulum each gain 5500 experience and 1040 gold, if either advanced to level-8 they will also earn an uncommon prize token.
Swigg and Dorkas each earn 11000 experience, 2600 gold, and a tier-3 prize.
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 they already poses 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."
Swigg's Chest:
Scroll of Protection (celestials), Wand of Binding, Potion of Heroism, Wand of Binding, Oil of Etherealness, Ammunition +2 (20 sling bullets), Potion of Frost Giant Strength, Armor of Cold Resistance, Half Plate, Potion of Diminution, Ioun Stone of Protection
Dorkas' Chest:
Ring of Spell Storing (contains Mirror Image), [Tooltip Not Found], Spell Scroll (Passwall), Ring Mail +1, Potion of Diminution, Net +2, Necklace of Fireballs, [Tooltip Not Found], Potion of Mind Reading, Tentacle Rod
Extended Signature
Swigg takes the wand of binding.
I got alot a doods
Dorkas will take necklace of fire balls
The next match will feature any interested level-6 competitors. The match will begin in no less than 48 hours.
To win this match... 5, defend your construct.
The lighting is... 3, poor. Dancing Lights and Torches light the area, but darkness looms in every corner. Checks relying on sight will suffer disadvantage even with Darkvision.
The match will take place in... 5, An intricate labyrinth outside the school.
You stand in an impressive hedge maze. The leaves are a vibrant green, and the garden is dotted with tall trees and bright flowers. Some of the walls are constructed of stone bricks, offering more effective cover.
(Passing through the hedges 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 hedges, but this will grant the target a bonus of 2 to AC.)
A B C D E F G H I J K L M N O P
14 . . . . . . . . . . . . . . .
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A B C D E F G H I J K L M N O P
Key: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
(If you wish to participate, choose a starting position in row 1, roll initiative, and publicly post your character sheet. Each character will begin each match with one Potion of Healing, and will have one round to prepare before the battle begins.)
Extended Signature
"Defend your construct? Haven't done this before." Eldin muses as he takes up position at [REDACTED]
Initiative: 15
Prep: At the end of Prep, stealthing (More Prep will be done after teammates are decided): 21
Starting at...
E1
Still partially covered in vegetation oriented camouflage, Dreadwood marches into the staging grounds for the first time in what seemed like forever. Though he entered without much hope of finding success, as many a match prior taught him otherwise. His faith remain strong enough to take a moment to pray before the battle, bolstering himself alongside any allies that might yet fight alongside him.
Those affected are surrounded by a faintly glowing Red Aura that waves and flickers like embers. Another than goes out to restore his strength.
Initiative: 8.
Position: 1L.
Preparation:
Action: Cast (2nd level)Bolster on Self and any allies.
Bonus Action: Use Harness Divine Feature to expend Channel Divinity to regain a 2nd level Spellslot.
When you realize you're doing too much: Signature.
Round 1:
Looks like it'll be one on one! Demon vs. Robot! Green vs. Brown!
You two probably don't need much direction from me. Go to town. Show us what you've got.
Eldin is up.
A B C D E F G H I J K L M N O P
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01 . . . . . . . A.A . . . . . . .
A B C D E F G H I J K L M N O P
Key: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
( E vs. D )
Update incoming
Extended Signature
(( OOC: Actually, I'm not familiar with the "Protect your Construct game type. Can I get a quick explanation?))
EDIT:( Keep forgetting to post character sheet link. Here it is: ddb.ac/characters/25716964/uMk1Wv)
Also finishing up prep:
Eldin casts Darkness on a coin and pops it in his mouth and holds on to it between his teeth. Darkness: Off
Also forgot to Recharge Wand of Magic Missile: 5
(@Zulk: Similar to capture the point or king of the hill, players are given the option of defeating the construct to win the match. Think tower defense if that term makes thing clearer. The construct is virtually immobile, but can defend itself in various ways, as well as assist its team. I don't know if the DM has necessarily made adjustments to the old formula yet, but here's the 1st version as a reference point:
Ancient Construct
Large construct, neutral
Armor Class 14 (Natural Armor)
Hit Points 40×<party size>
Speed 0 ft. Burrow 5 ft.
STR - 16 (+3)
DEX - 3 (-4)
CON - 18 (+4)
INT - 5 (-1)
WIS - 14 (+2)
CHA - 3 (-4)
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Freightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, Restrained, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages primordial
Siege Monster. The ancient deals double damage to objects and structures.
Actions
Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Throw stone. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
(Other than that, players are free to try knock each other out as usual to still win the match.)
When you realize you're doing too much: Signature.
((Ah thanks for the explanation. I now have a plan))
Eldin stealths on his turn: 21
He Dashes as an Action and moves to 8J
(@Bdaddly: Belatedly, as you command oh giant floating head in sky!)
"Let a will of iron shield the soul worthy of his might and glory." Dreadwood intones, and with a raising of the shield, his body starts radiating a dim, grey tinged light. Then as he brings the shield back down he adds, "And may the light of the forge guide me in this darkest hour," summoning the miracle of Light upon his shield. With all that done, he marches forth through the maze, and straight on through the first set of hedges.
Bonus Action: Cast (1st level)Iron Viel on self. Wis Save(DC 14) if targeted by spell or attack.
Action: Cast Light on Shield.
Movement: To 9E.
When you realize you're doing too much: Signature.