Vertenya continues to move closer to the fighting and tries to hide, but can't get her armor to stop clanking.
Spirit (Round 4):
(... and Olly 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.
This post has potentially manipulated dice roll results.
... moves swiftly south and over to E-1. Along his way he lights an invisible match and tosses it at Vertenya who hasn't yet experienced to the Heat. Her armor glows hot dealing 11 fire damage (DC 9 Con save or suffer disadv. on attacks)
This post has potentially manipulated dice roll results.
Olly puts away her crossbow and hops on over until she sights Vertenya. Grinning, she calls out something mean but poetic to the halfling, and the whispers something only Vertenya can hear before prancing her way on closer to blank while waving happily to the Mime.
Movement: Hop on over to K-1.
Bonus Action: Unsettling Words, spending a bardic die to take off 2 from Vertenya's next saving throw.
Action: Cast Negging(Wis 14) at 1st level on Vertenya. 12 Psychic damage, or half as much on a successful plus keep reaction.
Movement: Hoppity hip over to I-1.
Rollback Post to RevisionRollBack
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Daggers clatter to the ground as ... drops the spell he's holding in order to cast a new one on Vertenya, causing her armor to begin to burn her flesh.
Olly hops back to where he can see Vertenya long enough to taunt her before moving back behind a wall again.
(Vertenya and Dreadwood are up. Vertenya needs a DC 9 con save to avoid disadvantage on attack rolls and a DC14 wisdom save - with a -1 penalty to the roll - for Dissonant Whispers. Half damage on successul save. On failed save, have to use reaction to move as far away from Olly as possible)
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.
At the sight of Vertenya get the business, Dreadwood marches his way to his foe, clanking and clattering the whole way. "Verty! Hold the flag! This one will delay them!" He called back in warning along the way. The moment he spies the duo back at their staging ground he sends the hammer after Olly and points to ... with malicious intent. "Heed the call of death, or-..."As the magic tries to take affect, Dreadwood strikes a pose and starts to flexing. And somehow manages to cause the underlying wood fibers to bulge like proper muscles. "Or face me like a man!"
He then draws his yklwa at last and snapped into a somewhat defensive posture.
Movement: To 1J.
Bonus Action: Move SW to 1H and strike Olly. Attack: 19 Damage: 7 force!
Action: Cast (Cantrip)Toll the Dead on Mr. Blank. Wis Save(DC 12) or take 4 Necrotic damage.
(@I_Love: I hate to say it, but again the map hasn't been quite updated yet. Dreadwood is at 1J, and you have to make a wisdom save vs Dissonant Whispers(DC 14) .)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Vertenya tries again to move quietly through the tunnels, but continues to be betrayed by his noisy armor.
(@I_Love_Tarrasques, Vertenya also needs to make a DC9 con save for heat metal to avoid having disadvantage on attack rolls)
Spirit (Round 5):
(... and Olly 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.
This post has potentially manipulated dice roll results.
Olly breaks out her rapier as she yet assailed Dreadwood with more disparaging remarks and disturbing whispers empowered by the craftiest of satyr magic. Then when he runs away she is quick to poke him in the butt before retreating herself to relative safety.
Unless of course he's of more sound mind than expected. In which case, she grudgingly stands her ground and keep her rapier handy.
Bonus Action: Unsettling Words, spending a bardic die to take off 1 from Dreadwoods next saving throw.
Action: Cast Negging(Wis 14) at 1st level on Dreadwood. 5 Psychic damage, or half as much on a successful plus keep reaction.
This post has potentially manipulated dice roll results.
... rushes over (to J1) to take a poke at Dreadwood only to find his target has fled. So, his sword remain sheathed as he fires his crossbow instead, hitting AC 6 for 7 piercing damage.
However his concentration is elsewhere... dealing 11 fire damage.
Blank tries to go double or nothing on a the flex-off with Dreadwood, flexing for 14. (Effect: 9)
Something gets pulled, a bolt flies off, and Dreadwood looks somewhat deflated. "... Crap Baskets." He states flatly as he looked over his form. Determined yet to at least get in one freaking hit this match however, Dreadwood draws the hammer warily closer behind the Mime to slam into the back of his head.
Hit or miss, he races forward with Yklwa yet in hand and gambles it all on striking again for good measure!
Movement: To 1K.
Bonus Action: Move SW to 1i and strike Mr. Lucky. Attack: 7 Damage: 7 force!
Action: (melee)Yklwa the mess out of Mr. Lucky! Attack: 18 Damage: 6 non-magical piercing.
(Le gasp! I actually hit something! Unless ... decides to Lucky it. Because more salt needs to be added to that wound. XD)
(@I_Love_Tarrasques, Vertenya needs to make a DC9 con save for heat metal to avoid having disadvantage on attack rolls)
Spirit (Round 5):
Olly says mean things to Dreadwood, who runs away in fear. Olly tries to stab the warforged in the rear as he goes, but can't get her rapier to go where she wants it to.
... tries to shoot Dreadwood with his crossbow, but still can't pierce his foe's armor. Then he concentrates on his spell once more and causes the heat to flare up on Vertenya's armor to very painful effect. He finishes off by flexing his muscles at dreadwood once again.
(Dreadwood: Athletics or Acrobatics to contest, loser has disadvantage on their next attack before the end of ...'s next turn)
(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.
(@Vander: Post done here. Now to see if Bdaddly Lucky's both attacks that SOMEHOW at DISADVANTAGE following EVERYTHING else I did doing nothing for 4 to 5 rounds.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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Spirit (Round 3):
Vertenya continues to move closer to the fighting and tries to hide, but can't get her armor to stop clanking.
Spirit (Round 4):
(... and Olly 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 (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
... moves swiftly south and over to E-1. Along his way he lights an invisible match and tosses it at Vertenya who hasn't yet experienced to the Heat. Her armor glows hot dealing 11 fire damage (DC 9 Con save or suffer disadv. on attacks)
Extended Signature
(Would I be able to see Vertenya from K-1 or Dreadwood from I-2?)
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
(You'd have LoS on Vertenya from K1, Vertenya would have 3/4 cover. You'd have LoS on Dreadwood from I2, with Dreadwood having Half cover)
Olly puts away her crossbow and hops on over until she sights Vertenya. Grinning, she calls out something mean but poetic to the halfling, and the whispers something only Vertenya can hear before prancing her way on closer to blank while waving happily to the Mime.
Movement: Hop on over to K-1.
Bonus Action: Unsettling Words, spending a bardic die to take off 2 from Vertenya's next saving throw.
Action: Cast Negging(Wis 14) at 1st level on Vertenya. 12 Psychic damage, or half as much on a successful plus keep reaction.
Movement: Hoppity hip over to I-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
Spirit (Round 4):
Daggers clatter to the ground as ... drops the spell he's holding in order to cast a new one on Vertenya, causing her armor to begin to burn her flesh.
Olly hops back to where he can see Vertenya long enough to taunt her before moving back behind a wall again.
(Vertenya and Dreadwood are up. Vertenya needs a DC 9 con save to avoid disadvantage on attack rolls and a DC14 wisdom save - with a -1 penalty to the roll - for Dissonant Whispers. Half damage on successul save. On failed save, have to use reaction to move as far away from Olly as possible)
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 (31/40): 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
At the sight of Vertenya get the business, Dreadwood marches his way to his foe, clanking and clattering the whole way. "Verty! Hold the flag! This one will delay them!" He called back in warning along the way. The moment he spies the duo back at their staging ground he sends the hammer after Olly and points to ... with malicious intent. "Heed the call of death, or-..." As the magic tries to take affect, Dreadwood strikes a pose and starts to flexing. And somehow manages to cause the underlying wood fibers to bulge like proper muscles. "Or face me like a man!"
He then draws his yklwa at last and snapped into a somewhat defensive posture.
Movement: To 1J.
Bonus Action: Move SW to 1H and strike Olly.
Attack: 19 Damage: 7 force!
Action: Cast (Cantrip)Toll the Dead on Mr. Blank. Wis Save(DC 12) or take 4 Necrotic damage.
Flex Off: 11 at Blank!
When you realize you're doing too much: Signature.
(DC 12 Wis: 16)
... looks impressed by the muscles then he flexes himself, bursting his stripey tunic: (Athletics: 14, effect: 3)
With Dreadwood's renewed confidence, so comes a gain in speed.
Extended Signature
(Dreadwood wins the contest, gets +10 move speed next turn)
(Vertenya's up)
I move over to I6 and cast cure wounds on dreadwood 4 health restored.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(@I_Love: I hate to say it, but again the map hasn't been quite updated yet. Dreadwood is at 1J, and you have to make a wisdom save vs Dissonant Whispers(DC 14) .)
When you realize you're doing too much: Signature.
Wis Save 16
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
I just make a stealth check then 9 same movement.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Vertenya tries again to move quietly through the tunnels, but continues to be betrayed by his noisy armor.
(@I_Love_Tarrasques, Vertenya also needs to make a DC9 con save for heat metal to avoid having disadvantage on attack rolls)
Spirit (Round 5):
(... and Olly 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 (18/37): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (27/40): 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 Heat Metal): https://www.dndbeyond.com/characters/4630546/ra8jhr
Olly breaks out her rapier as she yet assailed Dreadwood with more disparaging remarks and disturbing whispers empowered by the craftiest of satyr magic. Then when he runs away she is quick to poke him in the butt before retreating herself to relative safety.
Unless of course he's of more sound mind than expected. In which case, she grudgingly stands her ground and keep her rapier handy.
Bonus Action: Unsettling Words, spending a bardic die to take off 1 from Dreadwoods next saving throw.
Action: Cast Negging(Wis 14) at 1st level on Dreadwood. 5 Psychic damage, or half as much on a successful plus keep reaction.
Reaction: If affected by DW, taking an Opportunity Attack w/ Rapier on Dreadwood.
Attack: 8 Damage: 11.
Movement: If affected by DW, Waltz over to C-3.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
I-Ain't-Scared-of-Nothing Save(DC 14): 8.
(Except a tiny goat lady saying mean things apparently!)
Reaction: Move to 1P.
When you realize you're doing too much: Signature.
... rushes over (to J1) to take a poke at Dreadwood only to find his target has fled. So, his sword remain sheathed as he fires his crossbow instead, hitting AC 6 for 7 piercing damage.
However his concentration is elsewhere... dealing 11 fire damage.
Blank tries to go double or nothing on a the flex-off with Dreadwood, flexing for 14. (Effect: 9)
Extended Signature
The shot does nothing, but the flexing... the flexing Dreadwood tried his best to answer in kind!
Does this Bro Even LIFT!?: 8.
Something gets pulled, a bolt flies off, and Dreadwood looks somewhat deflated. "... Crap Baskets." He states flatly as he looked over his form. Determined yet to at least get in one freaking hit this match however, Dreadwood draws the hammer warily closer behind the Mime to slam into the back of his head.
Hit or miss, he races forward with Yklwa yet in hand and gambles it all on striking again for good measure!
Movement: To 1K.
Bonus Action: Move SW to 1i and strike Mr. Lucky.
Attack: 7 Damage: 7 force!
Action: (melee)Yklwa the mess out of Mr. Lucky!
Attack: 18 Damage: 6 non-magical piercing.
(Le gasp! I actually hit something! Unless ... decides to Lucky it. Because more salt needs to be added to that wound. XD)
When you realize you're doing too much: Signature.
(@I_Love_Tarrasques, Vertenya needs to make a DC9 con save for heat metal to avoid having disadvantage on attack rolls)
Spirit (Round 5):
Olly says mean things to Dreadwood, who runs away in fear. Olly tries to stab the warforged in the rear as he goes, but can't get her rapier to go where she wants it to.
... tries to shoot Dreadwood with his crossbow, but still can't pierce his foe's armor. Then he concentrates on his spell once more and causes the heat to flare up on Vertenya's armor to very painful effect. He finishes off by flexing his muscles at dreadwood once again.
(Dreadwood: Athletics or Acrobatics to contest, loser has disadvantage on their next attack before the end of ...'s next turn)
(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 (9/37): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (11/40): 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 Heat Metal): https://www.dndbeyond.com/characters/4630546/ra8jhr
(@Vander: Post done here. Now to see if Bdaddly Lucky's both attacks that SOMEHOW at DISADVANTAGE following EVERYTHING else I did doing nothing for 4 to 5 rounds.)
When you realize you're doing too much: Signature.