(If you're wanting to join the Coliseum, head over to the Glory and make a character. Rules for character creation are in the first post of that thread, but basics are level 3, 1 uncommon magic item with a few exclusions, no Unearthed Arcana. Post link and introduction to the character there, then you can join the next level 3 match)
Blank moves into the arena, trying to move silently but tripping over the debris scattered around the tunnels.
Olly also moves out and heats up Dreadwood's armor to rather uncomfortable levels.
(Dreadwood and Vertenya are up)
Arena 12: Tunnels
Map Key
Blue/purple circle: Flag Black Lines: Walls Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing the flag
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
As soon as Dreadwood feels his armor heat up yet again, his body sags forward a bit as he mutters, "Just one match... is all I ask... just one..."After which, he trudges his way down as fast as he can and conjures a floating Blacksmith's hammer right by the nuisance of a bard!
(@I_Love: Did you recharge that at the beginning of the match? Because magic items with a recharge do not automatically do so fully between match. And secondly, you cannot see Olly from where you are, nor would you be able to without I believe spending your action to dashing this first turn.)
(@DM/Vander: Do be correcting me of course if I'm off on that one!)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@I_Love_Tarrasques: As @Orileo said, I don't see a space you can reach with 25 feet of movement that will give you line of sight on Olly to use the wand. And you need to roll 1d6+1 to determine how many charges you get back on the wand since the last match, you might not get all 7)
(Normally it is indeed possible to climb the walls, but in this case it's tunnels so the walls go all the way to the ceiling, so can't get on top of them. That being said though, looking at the map again, it looks like you actually are able to just get Line of Sight from B14 - I'd been thinking you'd need to be at C13 to get LoS - so you can move there with 25 foot move speed and use the wand.)
Spirit (Round 2):
Dreadwood races through the tunnels towards Olly, summoning a spiritual hammer to attack his foe, but the hammer swings wildly to no effect.
Vertenya moves down to where he can just barely see Olly through the tunnels and launches a swarm of magical missiles at the bard, to devastating effect.
(... and Olly are up. Olly needs a DC13 concentration save to keep up Heat Metal)
Arena 12: Tunnels
Map Key
Blue/purple circle: Flag Black Lines: Walls Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing the flag
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
(What to do, what to do. Kind of was banking on that missile thing not being a thing for at least another turn. lol)
Olly eats every last shot. She puts on a show of ignoring the bruises and makes a rude gesture at Vertenya before looking to Dreadwood.
"Didn't. Feel. A thing! Unlike you, tin can. You'd be better off just sitting this one out."
Every word she laces with magic to cripple the Dreadwood's will. Then its back to Vertenya and calling out again, hoping to unnerve her just as well with her bravado.
"Didn't feel a thing! You hear me! B-dog! Cut this tincan open, ya? I'm taking a load off!"
She springs away to her own corner to at least avoid any more attention.
Bonus Action: Unsettling Words, spending a bardic die to take off 5 from Dreadwood's next saving throw.
Action: Cast Hold Person(Wis 14) at 2nd level on Dreadwood.
Deception: 16 vs Vertenya's Insight or Investigation.
(@I_Love: It's still ...(aka Olly's teammates) turn. And DM can correct me on this again, but I'm not sure with 25ft of movement you can get into a position to get even remote line of sight for a shot.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(If you're wanting to join the Coliseum, head over to the Glory and make a character. Rules for character creation are in the first post of that thread, but basics are level 3, 1 uncommon magic item with a few exclusions, no Unearthed Arcana. Post link and introduction to the character there, then you can join the next level 3 match)
Spirit (Round 1):
Blank moves into the arena, trying to move silently but tripping over the debris scattered around the tunnels.
Olly also moves out and heats up Dreadwood's armor to rather uncomfortable levels.
(Dreadwood and Vertenya are up)
Arena 12: Tunnels
Map Key
Blue/purple circle: Flag
Black Lines: Walls
Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing the flag
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
Characters
Dreadwood (37/37, Shield of Faith): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (40/40): https://www.dndbeyond.com/characters/32574699
vs
Olly (31/31, Hidden - Stealth 16.): https://www.dndbeyond.com/characters/32585325/RtTegB
... (35/35, Longstrider, Protection From Poison, Fly): https://www.dndbeyond.com/characters/4630546/ra8jhr
Conc. Save for SoF(DC 10): 17.
As soon as Dreadwood feels his armor heat up yet again, his body sags forward a bit as he mutters, "Just one match... is all I ask... just one..." After which, he trudges his way down as fast as he can and conjures a floating Blacksmith's hammer right by the nuisance of a bard!
Movement: To 9E.
Action: Dash to 4G.
Bonus Action: Cast (2nd level) Celestial Armament at 3i and attack Olly!
Attack: 8 Damage: 5 Force.
(Forgot disadvantage, but didn't matter! At this point I can only expect to fail upwards. T.T)
When you realize you're doing too much: Signature.
I use wand of magic missiles to strike down olly (7th level) 31
19 the wand is not destroyed.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(@Bdaddly: Ah, so its my turn to betray I see...)
(@I_Love: Did you recharge that at the beginning of the match? Because magic items with a recharge do not automatically do so fully between match. And secondly, you cannot see Olly from where you are, nor would you be able to without I believe spending your action to dashing this first turn.)
(@DM/Vander: Do be correcting me of course if I'm off on that one!)
When you realize you're doing too much: Signature.
(Also worth noting, a level-7 Magic Missile does 9d4+9 not 10d4+10. Or even more accurately it does 9*1d4+9.)
Extended Signature
(@I_Love_Tarrasques: As @Orileo said, I don't see a space you can reach with 25 feet of movement that will give you line of sight on Olly to use the wand. And you need to roll 1d6+1 to determine how many charges you get back on the wand since the last match, you might not get all 7)
(As you said, doesn't matter thist ime anyway, but you also can roll the Con save to potentially avoid the disadvantage)
5
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
fine: I climb up one of the barriers (standing on top of it) Magic missile @ 5th level if possible 27 damage directed @ olly
2 wand is not destroyed.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
if not possible to climb the walls, I make a stealth check 12 and move next to my teammate
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(Normally it is indeed possible to climb the walls, but in this case it's tunnels so the walls go all the way to the ceiling, so can't get on top of them. That being said though, looking at the map again, it looks like you actually are able to just get Line of Sight from B14 - I'd been thinking you'd need to be at C13 to get LoS - so you can move there with 25 foot move speed and use the wand.)
Spirit (Round 2):
Dreadwood races through the tunnels towards Olly, summoning a spiritual hammer to attack his foe, but the hammer swings wildly to no effect.
Vertenya moves down to where he can just barely see Olly through the tunnels and launches a swarm of magical missiles at the bard, to devastating effect.
(... and Olly are up. Olly needs a DC13 concentration save to keep up Heat Metal)
Arena 12: Tunnels
Map Key
Blue/purple circle: Flag
Black Lines: Walls
Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing the flag
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
Characters
Dreadwood (37/37, Shield of Faith, Affected by Heat Metal): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (40/40): https://www.dndbeyond.com/characters/32574699
vs
Olly (4/31, concentrating on Heat Metal): https://www.dndbeyond.com/characters/32585325/RtTegB
... (35/35, Longstrider, Protection From Poison, Fly): https://www.dndbeyond.com/characters/4630546/ra8jhr
Concentration Save: 3.
(What to do, what to do. Kind of was banking on that missile thing not being a thing for at least another turn. lol)
Olly eats every last shot. She puts on a show of ignoring the bruises and makes a rude gesture at Vertenya before looking to Dreadwood.
"Didn't. Feel. A thing! Unlike you, tin can. You'd be better off just sitting this one out."
Every word she laces with magic to cripple the Dreadwood's will. Then its back to Vertenya and calling out again, hoping to unnerve her just as well with her bravado.
"Didn't feel a thing! You hear me! B-dog! Cut this tincan open, ya? I'm taking a load off!"
She springs away to her own corner to at least avoid any more attention.
Bonus Action: Unsettling Words, spending a bardic die to take off 5 from Dreadwood's next saving throw.
Action: Cast Hold Person(Wis 14) at 2nd level on Dreadwood.
Deception: 16 vs Vertenya's Insight or Investigation.
Movement: Hippity hop over to P-1.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
(Dreadwood roll a DC14 wisdom save at a -5 penalty from unsettling words)
(Vertenya, Roll an Insight or investigation check - your choice. 1 The Winner gains Advantage on one attack roll before the end of their next turn.)
(...'s Turn)
Wis Save(DC 14): 12. (-2, after double checking my natural bonus. But still... not quite enough.)
(@all: Well, at least it something new...)
(Ah... so that is what this feels like!)
Dreadwood joints spark and fizzle as he locks in place, stuttering the words, "Error, ERroR, erroR" over and over again.
When you realize you're doing too much: Signature.
(Poor dreadwood. One day he'll get through a match without his 'skin' burning him repeatedly.)
Insight 17
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
I loose an arrow with my hand crossbow after i use a bonus action for hunter's mark 17 at olly. Damage 7 2 3 if a hit it is 18 dmg (should be a KO)
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(@I_Love: It's still ...(aka Olly's teammates) turn. And DM can correct me on this again, but I'm not sure with 25ft of movement you can get into a position to get even remote line of sight for a shot.)
When you realize you're doing too much: Signature.
Q: How many feet is each square?
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine