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)
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)
Horatio moves to M5. He swirls his hands to create a circle in the air. When he stops, the air around Klarg hums, then suddenly a beam of moonlight (DC 13 CON) shoots up from the floor below the barbarian. Horatio then continues moving to O6.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Sha'kar follows kaplony's lead, exiting the starting area to find cover behind a wall further into the arena and getting ready to Dodge any unexpected attacks.
Move: To E6, Think i can just reach with 40 ft move speed.
(OOC: Some thoughts that I realized after writing aren't actually relevant to this particular map:
Agree that origin of AoE cannot be behind total cover. However, a cylinder (like Moonbeam) can have its origin at the top OR at the bottom of the cylinder. Quote from the PHB (Chapter 10, Casting a Spell):
A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. [...] The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
That is the rule basis for how Horatio can create the Moonbeam so that its origin is not behind total cover even though its targets are. However, I didn't realize that's since we're in the tunnels, I don't think I can do this anyways. (ie. I can't see the top of the cylinder because of the tunnel roofs.
)
Horatio will keep the same movement (ending at O6), but will place Moonbeam so that it covers Klarg instead.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
"Let it be done."Dreadwood runs through the tunnels as only a machine can, slipping between corridors after corridors while hardly slowing for a moment. As he eventually comes into rough view of at least two potential foes, he holds a hand high, and then makes the motion of throwing something. Materializing midair with the motion is a spinning Armorer's hammer aimed ready to strike out at Horatio.
Hearing no grunts of pain however, he calls back to Klarg, "The Druid first, then the blue man. Go. This one shall cover you."
Bonus Action: Cast (2nd level)Celestial Armament at (6N) and attack Horatio. Attack: (2+11 Damage: 7 of Force. (If at disadvantage for whatever reason: 6+2).
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)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Klarg is seared (DC 13 Con: (4)25)... He is able to shrug off the brunt of the damage. He becomes enraged and draws his weapon as he moves into position at L-8, Ready to act:
This post has potentially manipulated dice roll results.
Sha'kar moves deeper into the tunnels to put Klarg between himself and his teammates. As he reaches his foe, he holds his hand out to grab the hilt of a blade out of the shadows, using it to strike out at his foe, shimmering energy coursing around the weapon. Oh launches himself from the elf's shoulder to dive-bomb Klarg before disappearing back into the tunnels.
Action: Booming Blade, with advantage due to the dim light + shadow blade, and being far enough away that Dreadwood's bright light doesn't reach. (If I miscalculated distance or this is incorrect for some reason, my familiar would go first with his help action to give me advantage instead of my next ally to attack)
Attack: 25 Damage: 22 (psychic) + 1 damage if he moves before my next turn
Koplony will move to L5 and cast Flaming Sphere in L6 and ram it into Klarg so that it stops at L7.
DEX save vs. DC 14 or take 4 fire damage. Successful save is half damage.
Then Koplony will move back to J5.
(end turn)
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.”
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
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)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
This post has potentially manipulated dice roll results.
Round 2:
Sha'kar charges in summoning his shadowy blade, but as he draws near to his target and strikes, The shining light of Dreadwood's shield causes the power of his blade to faulter, Oh dives past helping Sha'kar to hit, landing a painful blow.
Koplony summons a flaming sphere that rams Klarg (DC 13 Dex: (3)7)... The Bugbear hardly seems to notice.
Horatio darts for cover as he moves his magic (if his concentration holds)
Klarg siezes the opportunity and hurls his javelin at the fleeing druid (w/disadvantage in melee), hitting (3)11 for 6 piercing and 11 lightning.
(I’m playing against two wizards and heat metal? Welp . . .this is what I get for being a pally, lol.)
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)
Nock will bless all of his teammates and himself.
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)
Horatio moves to M5. He swirls his hands to create a circle in the air. When he stops, the air around Klarg hums, then suddenly a beam of moonlight (DC 13 CON) shoots up from the floor below the barbarian. Horatio then continues moving to O6.
(OOC: What is Klarg's Totem Animal?)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Round 1:
Koplony prepares to defend himself.
Horatio wants to attack. (You won't be able to target a position behind total cover)
(Horatio, Sha'kar)
Arena 12: Tunnels
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
======%.....%======..%======..%========%.....%==
15 . . . . . = . . . . . . . . .
=.................=.....=======.....=...........
14 . . . . . . . . = . . = . . .
====..=======..====..=.....=.....-..=======..===
13 . . . . . . = . . . - . . . .
=======.....=========€.....=.....=.....=======--
12 . . . . . . . . = . = .! .! . .
=.................€........=.....=..............
11 . . . . . = . . . . . .!N.! . .
==========.....====..=...........=======........
10 . . . . . . = . . D. = . . . .
=........=...........=..=======--=..............
09 . . = . . . = . . . . S. . . .
=.....====...........=..¥..=...........====.....
08 . . . . . . . . = . . B. = . .
=..............=--=======..=...........=........
07 . . . . = . . . = . . !. . . .
=........=======...........=..====.....=========
06 . . . *. . . . . . = . . . . .
=..............=.....=........€.................
05 . . . . = . = . . O. . . . !. .
=--=======.....=.....=.....€=========.....======
04 . . . . - . . . = . H. . . . .
====..=======..-.....=.....=..====..=======..===
03 . . . = . . = . . . . . . . .
=...........=.....=======.....=.................
02 . . . . . . . . . = . . . . .
===%.....%========%..======%..======%.....%=====
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' Wall, '-' rubble (2ft.), '€' Tree Roots, '%' Door, '.' Dirt, 'A-Z' Contestants
(Teams: O, H, S vs. N, D, B)
Contestants:
Koplony (O), 26/26 ((0) *(2))
https://ddb.ac/characters/28995470/Iknq9e
Horatio (H), 10/35 (*(1))
https://ddb.ac/characters/26814464/2Ftrkn
Sha'kar (S), 37/26 (*(2) 11 temp)
https://ddb.ac/characters/6391490/VHHO3Q
Nock (N), 38/38 (*(0) Bless)
https://ddb.ac/characters/16193397/wpiDr3
Dreadwood (D), 37/37 (* Bless)
https://ddb.ac/characters/31875291/GnUgdu
Klarg (B), 31/45 ((1) Bless)
-Klarg: 4 Barbarian, Totem Warrior
18(+4) 16(+3) 16(+3) 8(-1) 8(-1) 8(-1)
HP: 45
AC: 18 (10+3+3) (+2)
Saves: +6 +3 +5 -1 -1 -1
Warhammer +1: Attack: +7, Damage: 1d8+5 Javelin of Lightning: Attack: +6, Damage: 1d6+4piercing+4d6lightning
Magic: Warhammer +1, Javelin of Lightning
Features: Darkvision, Long-limbed, Rage, Reckless, Danger Sense, Totem Spirit: Bear
Extended Signature
Sha'kar follows kaplony's lead, exiting the starting area to find cover behind a wall further into the arena and getting ready to Dodge any unexpected attacks.
Move: To E6, Think i can just reach with 40 ft move speed.
Action: Dodge
(OOC: Some thoughts that I realized after writing aren't actually relevant to this particular map:
Agree that origin of AoE cannot be behind total cover. However, a cylinder (like Moonbeam) can have its origin at the top OR at the bottom of the cylinder.
Quote from the PHB (Chapter 10, Casting a Spell):
A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. [...] The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
That is the rule basis for how Horatio can create the Moonbeam so that its origin is not behind total cover even though its targets are.
However, I didn't realize that's since we're in the tunnels, I don't think I can do this anyways. (ie. I can't see the top of the cylinder because of the tunnel roofs.
)
Horatio will keep the same movement (ending at O6), but will place Moonbeam so that it covers Klarg instead.
(Post edited above.)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Round 1:
Horatio draws a beam of moon light too surround Klarg.
Sha'kar moves in and takes cover.
(Nock, Dreadwood, and Klarg are up)
(Updated map and details above.)
Extended Signature
"Let it be done." Dreadwood runs through the tunnels as only a machine can, slipping between corridors after corridors while hardly slowing for a moment. As he eventually comes into rough view of at least two potential foes, he holds a hand high, and then makes the motion of throwing something. Materializing midair with the motion is a spinning Armorer's hammer aimed ready to strike out at Horatio.
Hearing no grunts of pain however, he calls back to Klarg, "The Druid first, then the blue man. Go. This one shall cover you."
Movement: To 14H.
Action: Dash to 10J, avoiding the Moonbeam area.
Bonus Action: Cast (2nd level)Celestial Armament at (6N) and attack Horatio.
Attack: (2+11 Damage: 7 of Force.
(If at disadvantage for whatever reason: 6+2).
When you realize you're doing too much: Signature.
Nock will dash to M11, taking cover behind the wall.
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)
Klarg must make a DC 13 CON Save for half of 13 radiant damage.
(Doesn't matter too much, but Horatio is at O6 not N6, so Spiritual Weapon would have to be at N5 instead.)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
(Noted and fixed. Should be the immediate left of Horatio either way.)
When you realize you're doing too much: Signature.
Round 1:
Dreadwood sends in his weapon to do it's work.
Nock darts in and takes cover.
Klarg is seared (DC 13 Con: (4)25)... He is able to shrug off the brunt of the damage. He becomes enraged and draws his weapon as he moves into position at L-8, Ready to act:
On sight of Horatio he will attack with the Javelin of Lightning
(Round 2: Koplony, Horatio, Sha'kar)
(Updated above, including Horatio's position)
Extended Signature
Sha'kar moves deeper into the tunnels to put Klarg between himself and his teammates. As he reaches his foe, he holds his hand out to grab the hilt of a blade out of the shadows, using it to strike out at his foe, shimmering energy coursing around the weapon. Oh launches himself from the elf's shoulder to dive-bomb Klarg before disappearing back into the tunnels.
Move: To L9
Bonus Action: Shadow Blade
Action: Booming Blade, with advantage due to the dim light + shadow blade, and being far enough away that Dreadwood's bright light doesn't reach. (If I miscalculated distance or this is incorrect for some reason, my familiar would go first with his help action to give me advantage instead of my next ally to attack)
Attack: 25 Damage: 22 (psychic) + 1 damage if he moves before my next turn
Familiar:
Action: Help next ally to attack Klarg
Move: To D6
(Unless I missed something else, I should be at 10J after a dash, sidestepping the moonbeam at all possible.)
When you realize you're doing too much: Signature.
Koplony will move to L5 and cast Flaming Sphere in L6 and ram it into Klarg so that it stops at L7.
DEX save vs. DC 14 or take 4 fire damage. Successful save is half damage.
Then Koplony will move back to J5.
(end turn)
Horatio's Moonbeam moves so that Nock is lit with ghostly fires. Horatio himself moves back to K4.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
(Looks like. In which case my familiar would have had to give me my advantage instead of shadow blade)
Con save: 18(4)
Conc save: 12(2)
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)
Moonbeam damage: Half of 16 radiant
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Round 2:
Sha'kar charges in summoning his shadowy blade, but as he draws near to his target and strikes, The shining light of Dreadwood's shield causes the power of his blade to faulter, Oh dives past helping Sha'kar to hit, landing a painful blow.
Koplony summons a flaming sphere that rams Klarg (DC 13 Dex: (3)7)... The Bugbear hardly seems to notice.
Horatio darts for cover as he moves his magic (if his concentration holds)
Klarg siezes the opportunity and hurls his javelin at the fleeing druid (w/disadvantage in melee), hitting (3)11 for 6 piercing and 11 lightning.
(Horatio DC 12 Con)
(Updated above)
Extended Signature