(@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.)
Dreadwood walks back to ... and attacks. ... bends over to pick up a loose crossbow bolt just in time for the spectral hammer to swing just over his head, but stands up right into Dreadwood's yklwa.
(Vertenya is up. Still need a DC9 con save, on a fail will have disadvantage on attacks)
(Vertenya shrugs off the pain of burning armor, but is still unable to get a good shot off at ... and the arrow skitters off along the tunnel floor.
Spirit (Round 6):
(... and Olly are up. ... concentration save from the 1 hit)
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 hops over just enough to break out the pan flute and play a sweet lullaby for Vertenya. Then whether she falls asleep or not, Queen Olly of the dance prances her into position to try and keep Dreadwood from easily getting to her.
"Aight, so, ya ready to throw in the towel, big guy, or muscles there's gonna have to set your armor on fire again. Because you've already last this tin man."
Movement: Cha-Cha over to D-2.
Action: Cast Dream On at 1st level at J-6 so that it only affects Vertenya. HP pool affected: (22).
Movement: Hoppity hip over to I-3.
Persuasion: 17 vs Dreadwood's Insight or Persuasion.
"That is-..."He peers at his Yklwa, then looks to the mime then looks to the goat. "Certainly a high possibility, I will admit." Dreadwood said, still looking down and pondering the odds.
(You took 9 damage from ...'s Heat Metal round before last, plus 4 more from Olly's Dissonant Whispers. Then another 16 damage from ...'s heat metal last round. So 29 damage out of 40 hp, I have you at 11 hp left.)
(@Vander: WIth that in mind and I hate to ask it, but can you surrender outside your turn?)
(If you’re gonna surrender i don’t see why not. You’re just waiting for ... right now anyway. Either he knocks you out and the point is moot, or he doesn’t and you can surrender anyway, so...)
... lights another invisible match to toss at Dreadwood, but then blows it out. A trail of smoke rises from his finger tips. Instead he shakes Dreadwood's hand vigorously.
(Whoops. Apparently I didn't refresh :P)
... bends over to pick up that loose bolt for Dreadwood at just the moment of the attack (Double lucky: 12, 15)...
But it turns to salt...
Extended Signature
Dreadwood walks back to ... and attacks. ... bends over to pick up a loose crossbow bolt just in time for the spectral hammer to swing just over his head, but stands up right into Dreadwood's yklwa.
(Vertenya is up. Still need a DC9 con save, on a fail will have disadvantage on attacks)
14
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
I attack blank after moving to H4
8 7 2 if below full HP + 8 damage
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(Vertenya shrugs off the pain of burning armor, but is still unable to get a good shot off at ... and the arrow skitters off along the tunnel floor.
Spirit (Round 6):
(... and Olly are up. ... concentration save from the 1 hit)
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
... (31/35, Longstrider, Protection From Poison, concentrating on Heat Metal): https://www.dndbeyond.com/characters/4630546/ra8jhr
Olly hops over just enough to break out the pan flute and play a sweet lullaby for Vertenya. Then whether she falls asleep or not, Queen Olly of the dance prances her into position to try and keep Dreadwood from easily getting to her.
"Aight, so, ya ready to throw in the towel, big guy, or muscles there's gonna have to set your armor on fire again. Because you've already last this tin man."
Movement: Cha-Cha over to D-2.
Action: Cast Dream On at 1st level at J-6 so that it only affects Vertenya. HP pool affected: (22).
Movement: Hoppity hip over to I-3.
Persuasion: 17 vs Dreadwood's Insight or Persuasion.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
Olly sings sweetly to Vertenya, who slumps over, fast asleep. Then Olly hops over stand next to her slumbering foe as she taunts Dreadwood.
(Dreadwood Insight or persuasion check. Effect: 4. Winner gets advantage on their next attack against the loser))
Believe it?: 6.
"That is-..." He peers at his Yklwa, then looks to the mime then looks to the goat. "Certainly a high possibility, I will admit." Dreadwood said, still looking down and pondering the odds.
When you realize you're doing too much: Signature.
I have more than 22 hp I stay up.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(You took 9 damage from ...'s Heat Metal round before last, plus 4 more from Olly's Dissonant Whispers. Then another 16 damage from ...'s heat metal last round. So 29 damage out of 40 hp, I have you at 11 hp left.)
(@Vander: WIth that in mind and I hate to ask it, but can you surrender outside your turn?)
When you realize you're doing too much: Signature.
(If you’re gonna surrender i don’t see why not. You’re just waiting for ... right now anyway. Either he knocks you out and the point is moot, or he doesn’t and you can surrender anyway, so...)
After another moment's thought and look to the objective yet unlit, Dreadwood kneels and sets his weapon on the ground. "This unit.... Yields."
When you realize you're doing too much: Signature.
... lights another invisible match to toss at Dreadwood, but then blows it out. A trail of smoke rises from his finger tips. Instead he shakes Dreadwood's hand vigorously.
Extended Signature
(... was out of Heat Metal spellslots anyway :p)
(Still had the spell slot, but it's not important.)
Extended Signature
(Like you said, doesn’t much matter at this point, but didn’t you heat metal twice plus cloud of daggers?
will post prizes when I have the chance to get on my computer)
(I actually heat metal him one of those times. lol.)
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
(Ahh. I might be misremembering from that :p. Poor dreadwood.)