(@I_Love: 5ft. And again, Olly had moved to 1P. Which is well outside your direct line of fire by the time our turn comes around again.)
(It's also still Blank(...)'s turn.
(Correct on both counts. The map hasn't been updated from Olly's turn yet (will update after Blank takes his turn), but he's in the far bottom right corner of the map now. Vertenya definitely cannot get anywhere with line of site on that spot in 25 feet of movement.
@ Dreadwood Stay out of sight from olly, wait for me to arrive.
The statue that is currently Dreadwood locked in a dramatic pose and currently surrounded by deadly invisible daggers thinks really, really, really hard about staying out of sight. For if he believes enough, surely Satyr have Trex vision and thus cannot see him.
Dagger Damage(assuming BDiddly don't mind me rolling for Brevity): 10 slashing to Dreadwood.
End Turn: Wisdom Save(DC 14): 6.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Olly bandies words with his foe, then casts a spell to paralyze Dreadwood before retreating out of sight.
... flies back towards his starting area and summons a Cloud of Daggers around Dreadwood, his feet settling back down to the ground as he does so.
Dreadwood, unable to move, is slashed and stabbed by the daggers, but is able to summon the will to break Olly's hold on him.
(Dreadwood concentration save for Shield of Faith)
(Vertenya is 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.
Vertenya moves further into the tunnels and marks ... before launching a bolt at his foe from his crossbow, but is unable to land the shot while firing through the narrow gaps in the tunnels.
Spirit (Round 3):
(The flag rises out of the ground in the center of the tunnels. It can now be captured)
(Olly and ... are up again)
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.
This post has potentially manipulated dice roll results.
"Dave Brubeck. Just gotta give it the 'ol Dave Brubeck. Take Five and it'll be okay."
As her confidence swelled, so too did her wounds began to magically heal. So with confidence, she cantered her way in sight of Robo-Daniel and took her SHOT! Although she only sticks around long enough to see if it hit or not before cantering her way right back to her safety corner!
Bonus Action: Cast Take Five at 2nd level on Olly for 11.
"I... can... move... I... CAN FIGHT!" Dreadwood proudly declares before being summarily put into the blender. ".... Ow."He said prior to stepping out the whirlygig of death and sending the hammer off to hunt down While it does that, he tries to patch himself back up and dips on to the north to cover the wall.
Bonus Action: Move SW to 3J and strike Mr. Lucky. Attack: 10 Damage: 3 force!
Action: (2nd level)Cure Wounds on self, regaining 11.( T T)
Movement: To 5J.
(Let see I'm conscious, which I should still be..)
Olly takes a moment to heal himself before moving to fire his crossbow at Dreadwood. His bolt goes wide and he retreats back to his corner.
... also tries to shoot Dreadwood, but his bolt deflects off of one of the daggers spinning around the warforged. He also retreats out of sight to a corner.
Dreadwood gets stabbed by more of the whirling daggers, but is able to get out of the cloud alive and sends his spiritual hammer to attack ... as he moves off to nurse his own wounds. The hammer has no more luck than the bards did.
(Vertenya is 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.
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)
if they're 5 each i should be able to move to D11 which does have a direct shot ( I think)
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(@I_Love: 5ft. And again, Olly had moved to 1P. Which is well outside your direct line of fire by the time our turn comes around again.)
(It's also still Blank(...)'s turn.
When you realize you're doing too much: Signature.
@ Dreadwood Stay out of sight from olly, wait for me to arrive.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(Correct on both counts. The map hasn't been updated from Olly's turn yet (will update after Blank takes his turn), but he's in the far bottom right corner of the map now. Vertenya definitely cannot get anywhere with line of site on that spot in 25 feet of movement.
But right now it's Blank's turn.)
Blank zips over to K-1 then hurls one of his Invisible unavoidable magic daggers at Dreadwood.
Extended Signature
The statue that is currently Dreadwood locked in a dramatic pose and currently surrounded by deadly invisible daggers thinks really, really, really hard about staying out of sight. For if he believes enough, surely Satyr have Trex vision and thus cannot see him.
Dagger Damage(assuming BDiddly don't mind me rolling for Brevity): 10 slashing to Dreadwood.
End Turn:
Wisdom Save(DC 14): 6.
When you realize you're doing too much: Signature.
Spirit (Round 2):
Olly bandies words with his foe, then casts a spell to paralyze Dreadwood before retreating out of sight.
... flies back towards his starting area and summons a Cloud of Daggers around Dreadwood, his feet settling back down to the ground as he does so.
Dreadwood, unable to move, is slashed and stabbed by the daggers, but is able to summon the will to break Olly's hold on him.
(Dreadwood concentration save for Shield of Faith)
(Vertenya is 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 (18/37, Shield of Faith): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (40/40): https://www.dndbeyond.com/characters/32574699
vs
Olly (4/31): https://www.dndbeyond.com/characters/32585325/RtTegB
... (35/35, Longstrider, Protection From Poison, concentrating on Cloud of Daggers): https://www.dndbeyond.com/characters/4630546/ra8jhr
(@Vander: Conc. ends when you become incapacitated, which hold person also hits you with.)
When you realize you're doing too much: Signature.
(Ahh right, forgot that part of being paralyzed is that you're subject to the incapacitated condition as well)
I move to D11 and attack Blank with my hand crossbow 12 Damage : 9 5 Bonus action: Hunter's mark
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Spirit (Round 2):
Vertenya moves further into the tunnels and marks ... before launching a bolt at his foe from his crossbow, but is unable to land the shot while firing through the narrow gaps in the tunnels.
Spirit (Round 3):
(The flag rises out of the ground in the center of the tunnels. It can now be captured)
(Olly and ... are up again)
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 (18/37, Shield of Faith): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (40/40): https://www.dndbeyond.com/characters/32574699
vs
Olly (4/31): https://www.dndbeyond.com/characters/32585325/RtTegB
... (35/35, Longstrider, Protection From Poison, concentrating on Cloud of Daggers): https://www.dndbeyond.com/characters/4630546/ra8jhr
"Dave Brubeck. Just gotta give it the 'ol Dave Brubeck. Take Five and it'll be okay."
As her confidence swelled, so too did her wounds began to magically heal. So with confidence, she cantered her way in sight of Robo-Daniel and took her SHOT! Although she only sticks around long enough to see if it hit or not before cantering her way right back to her safety corner!
Bonus Action: Cast Take Five at 2nd level on Olly for 11.
Movement: Hippity hop over to N-3.
Action: Attack with Light Crossbow, +1.
To Hit: 26 For: 18 magical piercing damage to Dreadwood.
Movement: Hoppity Hip back 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
... takes a step out and draws his crossbow to fire into the whirling mass of spinning blades, hitting AC 6 for 7 piercing damage
As he moves to J-4
That was unlucky...
Extended Signature
Blades of Death!: 11 damage-o.
"I... can... move... I... CAN FIGHT!" Dreadwood proudly declares before being summarily put into the blender. ".... Ow." He said prior to stepping out the whirlygig of death and sending the hammer off to hunt down While it does that, he tries to patch himself back up and dips on to the north to cover the wall.
Bonus Action: Move SW to 3J and strike Mr. Lucky.
Attack: 10 Damage: 3 force!
Action: (2nd level)Cure Wounds on self, regaining 11.( T T)
Movement: To 5J.
(Let see I'm conscious, which I should still be..)
When you realize you're doing too much: Signature.
Spirit (Round 3):
Olly takes a moment to heal himself before moving to fire his crossbow at Dreadwood. His bolt goes wide and he retreats back to his corner.
... also tries to shoot Dreadwood, but his bolt deflects off of one of the daggers spinning around the warforged. He also retreats out of sight to a corner.
Dreadwood gets stabbed by more of the whirling daggers, but is able to get out of the cloud alive and sends his spiritual hammer to attack ... as he moves off to nurse his own wounds. The hammer has no more luck than the bards did.
(Vertenya is 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 (18/37): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (40/40): https://www.dndbeyond.com/characters/32574699
vs
Olly (15/31): https://www.dndbeyond.com/characters/32585325/RtTegB
... (35/35, Longstrider, Protection From Poison, concentrating on Cloud of Daggers): https://www.dndbeyond.com/characters/4630546/ra8jhr
(I just now realized that’s a double bard team. Oh dear.)
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)
I move to f8 and launch a hand crossbow arrow: 25 Damage 4 1 for hunter's mark If below full HP add 2 to the damage
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Blank takes 10 dmg. I grin.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(There's a wall between you at F8 and blank)
right, then i make a stealth check 7
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine