(Stepping over the short walls is difficult and will cost 5 extra feet of movement without a DC 10 Athletics or Acrobatics check. Attempting this check and failing will cause the character to fall prone.)
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)
Eldinchanges tacts to get in close enough, and the briefest window Nock needs to keep eye on his left, strikes from the right hard and fast. Whether he pays for this swiftly, or is to be determined...
(@Eldin: No stealth check needed, as you're are neither hiding or ending your turn Hidden as per maintenance costs. And yes, you did have advantage.)
(@Nock: Make a Conc. Save(DC 19) or lose conc. on your spell. If successful, you may release it as intended following the attack.)
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 takes the pain in stride and releases his spell. Unfortunately, and if only by the narrowest margins, Eldin is able to avoid the conjured hand of death. Annoyed at best perhaps, the paladin uses some of his divine power to mend his injuries, almost restoring himself completely.
Eldin uses the opening of Nock healing himself to study the paladin's armor, finding weak spots and gaps. Then just as Nock finishes healing himself, he launches a quick rapier thrust aiming at said gaps.
Eldintakes a moment to try and read Nock's moves before lunging again with the rapier. But, the paladin snaps his greatsword around, forcing the tiefling to stop short or risk losing his blade. Changing tact, he sheathes the rapier after.
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)
As the light burns him, Hellfire erupts around Nock.
Reaction: Hellish Rebuke. Nock takes 14 Fire. DEX10 for half. Also roll Concentration on Moonbeam due to Hellish rebuke damage. Rest of turn depends on whether Moon Beam is still up or 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)
This post has potentially manipulated dice roll results.
Seeing the moon beam still up Eldin changes tactics a bit. He moves away from Nock before hurling a javelin into the rock behind the paladin. The javelin trails a line of crackling electricity.
BA: Disengage. Move to: K4. Action: Javelin of Lightning: Nock takes 11 Lightning. DEX 13 for half.
Eldin falls back using the shroud of flames a distraction to get just enough distance to launch his javelin of lightning! But not at Nock, but rather the boulder just behind, catching him the trail of lightning before beating a hasty retreat for the flag.
(@Nock: Make Dex Save(DC 13) for Javelin of Lightning, and Conc Save(DC 10) for Moonbeam.)
Eldin tries to remain hidden.
Stealth: 25
Action: Dodge
BA: Dash
Move to 11F
Eldin's continues to act in secret...
It is now Nock's Turn.
Arena 1: Stony Field(Round 2)
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
=======..%=========..%==========================
15 . . . . . . . . . . . . . - .
=........==================----...........=.....
14 . . - . . . . . . . . . . = .
=........-..........................-------.....
13 . . - . . . . . . . . . . . .
=........-......................................
12 . . . . . . . . . . . . . . .
=..................ΩΩ...........................
11 . . . . € .ΩΩ. . . . . . . . .
=..............ΩΩΩΩΩ............................
10 . . . . .ΩΩΩ . . . . .ΩΩ. . . .
=======...........-...............ΩΩ....--------
09 . . . . . - . . . . . . . . .
=.................------¥------.................
08 . . . . . . . . E. - . . . . .
=--------....ΩΩ...............-...........======
07 . . . .ΩΩ. . . . . ΩΩΩ. . . . .
=............................ΩΩΩΩΩ..............
06 . . . . . . . . .ΩΩ. N€ . . . .
=...........................ΩΩ..................
05 . . . . . . . . . *. *. . . . .
=......................................-........
04 . . . . . . . . . *. *. . - . .
=.....-------..........................-........
03 . = . . . . . . . . . . - . .
=.....=...........----==================........
02 . - . . . . . . . . . . . . .
============================..%=========..%=====
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), 'Ω' Boulder (5ft.), '€' Tree, '%' Door, '.' Turf, 'A-Z' Contestants, '*' Moonbeam Hazard
(Stepping over the short walls is difficult and will cost 5 extra feet of movement without a DC 10 Athletics or Acrobatics check. Attempting this check and failing will cause the character to fall prone.)
Reference Map(Courtesy of Contuna):
Contestants:
Team(1):
Nock(N): HP (65/65)+THP(/) -
Team(2):
Eldin(E): HP (46/46)+THP(/) - Hidden(25).
When you realize you're doing too much: Signature.
Nock will pull out a carrot, munch on it, then yawn and look vaguely ready for something.
Staying put, readying frostbite for the moment Eldin becomes visible in range.
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)
Eldin does sneaky things.
Stealth: 28
Action: Dodge
BA: Dash
Move to 7C (Behind the rocks)
Nock holds his ground for now, eating a carrot and saying things in some weird tongue.
Eldin .... continues to be sneaky.
With that, the Flag rises to its full height and becomes active...
It is now Nock's Turn. Map Updated Here.
Arena 1: Stony Field(Round 3)
Contestants:
Team(1):
Nock(N): HP (65/65)+THP(/) -
Team(2):
Eldin(E): HP (46/46)+THP(/) - Hidden(28).
When you realize you're doing too much: Signature.
Nock will repeat his previous turn, this time pulling an entire tomato from god knows where.
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 sticks to his guns and remains patient are eating a tomato and speaking some arcane jibberish.
It is now Eldin's Turn. Map Updated Here.
Arena 1: Stony Field(Round 3-Cont.)
Contestants:
Team(1):
Nock(N): HP (65/65)+THP(/) -
Team(2):
Eldin(E): HP (46/46)+THP(/) - Hidden(28).
When you realize you're doing too much: Signature.
Stealthness roll (if needed): 20
BA: Dash
Move to 5K:
Attack Nock: 21 (Adv from Stealth: 27) Dmg: 9 + Sneak: 10
Crit (If Advantage): 2 + 9
Eldin changes tacts to get in close enough, and the briefest window Nock needs to keep eye on his left, strikes from the right hard and fast. Whether he pays for this swiftly, or is to be determined...
(@Eldin: No stealth check needed, as you're are neither hiding or ending your turn Hidden as per maintenance costs. And yes, you did have advantage.)
(@Nock: Make a Conc. Save(DC 19) or lose conc. on your spell. If successful, you may release it as intended following the attack.)
It is now Nock's Turn. Map Updated Here.
Arena 1: Stony Field(Round 4)
Contestants:
Team(1):
Nock(N): HP (26/65)+THP(/) -
Team(2):
Eldin(E): HP (46/46)+THP(/) -
When you realize you're doing too much: Signature.
Conc: 19
Nock grunts in pain, but manages to fire off a spectral hand.
Attack: 20 Damage: 16
Nock will then shrug the massive hit off, using LoH to heal for 30.
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 takes the pain in stride and releases his spell. Unfortunately, and if only by the narrowest margins, Eldin is able to avoid the conjured hand of death. Annoyed at best perhaps, the paladin uses some of his divine power to mend his injuries, almost restoring himself completely.
It is now Eldin's Turn. Map Updated Here.
Arena 1: Stony Field(Round 4-Cont.)
Contestants:
Team(1):
Nock(N): HP (56/65)+THP(/) -
Team(2):
Eldin(E): HP (46/46)+THP(/) -
When you realize you're doing too much: Signature.
Eldin uses the opening of Nock healing himself to study the paladin's armor, finding weak spots and gaps. Then just as Nock finishes healing himself, he launches a quick rapier thrust aiming at said gaps.
BA: Aim
Rapier: 8 (Adv: 15) Dmg: 9 + Sneak: 9
Free Action: Sheathe rapier.
Eldin takes a moment to try and read Nock's moves before lunging again with the rapier. But, the paladin snaps his greatsword around, forcing the tiefling to stop short or risk losing his blade. Changing tact, he sheathes the rapier after.
It is now Nock's Turn. Map Updated Here.
Arena 1: Stony Field(Round 5)
Contestants:
Team(1):
Nock(N): HP (56/65)+THP(/) -
Team(2):
Eldin(E): HP (46/46)+THP(/) -
When you realize you're doing too much: Signature.
Nock waves his hand lazily, and calls down a moonbeam on Eldin.
DC 14 Con save for : 8 radiant
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)
CON save: 7
Concentration: 18
Nock brings down the light of his faith upon Eldin, threatening(and successfully in the end) to burn him with its radiance.
(Eldin's start turn Con Save in above post.)
It is now Eldin 's Turn. Map Updated Here.
Arena 1: Stony Field(Round 5-Cont.)
Contestants:
Team(1):
Nock(N): HP (56/65)+THP(/) - Conc. on [Tooltip Not Found](9 Rds)
Team(2):
Eldin(E): HP (46/46)+THP(/) -
When you realize you're doing too much: Signature.
As the light burns him, Hellfire erupts around Nock.
Reaction: Hellish Rebuke. Nock takes 14 Fire. DEX10 for half. Also roll Concentration on Moonbeam due to Hellish rebuke damage. Rest of turn depends on whether Moon Beam is still up or not.
Save: 6
Conc: 18
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)
Seeing the moon beam still up Eldin changes tactics a bit. He moves away from Nock before hurling a javelin into the rock behind the paladin. The javelin trails a line of crackling electricity.
BA: Disengage.
Move to: K4.
Action: Javelin of Lightning: Nock takes 11 Lightning. DEX 13 for half.
He then runs away again.
Finish Movement: I8
Eldin falls back using the shroud of flames a distraction to get just enough distance to launch his javelin of lightning! But not at Nock, but rather the boulder just behind, catching him the trail of lightning before beating a hasty retreat for the flag.
(@Nock: Make Dex Save(DC 13) for Javelin of Lightning, and Conc Save(DC 10) for Moonbeam.)
It is now Nock's Turn. Map Updated Here.
Arena 1: Stony Field(Round 6)
Contestants:
Team(1):
Nock(N): HP (42/65)+THP(/) - Conc. on [Tooltip Not Found](9 Rds)
Team(2):
Eldin(E): HP (46/46)+THP(/) -
When you realize you're doing too much: Signature.