The Arena (PVP Thread)

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Apr 15, 2018 6:34 pm
Haha, thank you, deadpool. We didn't even get to the good part; Tasha's Hideous Laughter (Disadvantage on the save, portent 1 on success making it an auto-failure to get a nice big breath full of water), followed up by a pair of Dimensional Shackles to slowly sink to the bottom laughing at your own demise. I'll be honest though, going into this, I was for sure positive there'd be no way I'd be able to take down Kuz; I don't have the damage output or hit odds to deal with his 180 hp and 21 AC. You gave me a HUGE advantage that played little in your favor and tremendously in mine; hell, even Kuz winning initiative could of changed things the other way. I guarantee in any other setting, you'd wipe the floor with me.

Guess Tinwe v. Ryestro is up next?
[ +- ] Stats
Last edited April 15, 2018 6:37 pm

Rolls

New portent - (2d20)

(713) = 20

Initiative Advantage - (1d20+1, 1d20+1)

1d20+1 : (18) + 1 = 19

1d20+1 : (14) + 1 = 15

Apr 15, 2018 6:56 pm
I think I've got Ryestro figured out, but I've spent the last couple of hours trying to decide the best way to get around Tasha. Tricky! I knew I should have taken Counterspell for one of my Magical Secrets. But I'll give it a shot!

Rolls

Initiative - (1d20+7, 1d20+7)

1d20+7 : (18) + 7 = 25

1d20+7 : (6) + 7 = 13

Apr 15, 2018 6:57 pm
But no picking the terrain for you, HypCo! Haha, I vote the DM randomizes it.
Apr 15, 2018 7:12 pm
:)

I'm fine with DM randomization.
Apr 15, 2018 8:20 pm
I'll be back for the winner lol
Apr 15, 2018 11:15 pm
OOC:
And the arena has a new champion albeit a technical victory lol. Ok so random arena works like this. I roll a D20

1-5 normal arena. No battlefield quirks or cover.
6-10: special terrain: Minor modifications. Plenty of cover, opportunities to hide.
11-15: Special Terrain: medium modifications. Modifications also include traps and treasure.
16-20 Special Terrain: Major Modifications (Very limiting battle conditions such as difficult terrain, zone of darkness etc.)

Ooh traps and treasure. Lets roll to see what kind.

Rolls

Random Arena - (1D20)

(13) = 13

Random starting distance d20 × 10 feet. - (1D20)

(13) = 13

Traps? Treasure? - (1D4)

(1) = 1

Apr 15, 2018 11:28 pm
Lol, Hulk will be back for his title...in a more traditionnal arena this time lol
Apr 15, 2018 11:32 pm
What are the specs for a regular arena?
Apr 15, 2018 11:36 pm
You enter the arena and instantly duck as a spinning blade almost decapitates you, ending your arena run then and there.
OOC:
This arena is divided into 4 segments the North, South, East and West segment. Each segment is 50 square feet. One of you enters from the East and the other enters from the West. (You can decide which)

Every round, at the top of the initiative order roll a d4.
On a 1 the north blade activates
2 east blade activates
3 south blade activates
4 west blade activates

If you are in the zone when a blade activates you must make a dexterity saving throw. For level 15 characters lets set the DC to 17. On a fail you take 8 d4 slashing damage (1d4 per 2 levels). The blades pop out of the ground and extend to the roof of the arena, so no flying above them :) but they do not extend below the arena. That would just be silly :)
Apr 15, 2018 11:49 pm
Hokey doke. How high is the ceiling? And no walls? I'll take the East side.

My understanding is that it's like a big 100 ft cube. We rolled being 130 ft apart, but if the east and west walls are 100 ft from each other, are we actually at 100 ft? Just making sure before we get started.
Last edited April 16, 2018 12:59 am
Apr 16, 2018 1:05 am
OOC:
There are walls. The arena is a a square 100 feet by 100 feet. The ceiling is 100 feet above but it's a magical barrier rather than a traditional ceiling.

As to the starting distance. You are correct. You are 100 feet away from one another. That is the maximum starting distance.

I roll a D20 so that you have a slightly greater than 50% chance starting at maximum distance.
Apr 16, 2018 1:50 am
Tinwë enters the arena with an easy stride, light on her toes and with longbow in hand. She bends over backwards in a graceful arc as the blade trap sweeps just past her face. Blades... Looks like it's going to be a dance.

Darting forward towards Ryestro, she hums a quick, lively tune to keep her free and loose.

Stopping well short of her opponent, Tinwë sings out a short spell of flame, enchanting Ryestro's fine chain shirt with terrible magical heat.

Quick as a leaf on the wind, she pivots and darts back in the direction she came from, then skids to a stop at the wall of the arena.
OOC:
Action: 4th level Freedom of Movement on self.

Action Surge: 5th level Heat Metal on Chain Shirt, disadvantage on attack rolls and ability checks, DC 17 Con save or 5d8 fire damage, save for half.

Bonus Action: 1 Ki point, Step of the Wind dash - forward 40 ft, then back 40 ft, should end 100 ft away from Ryestro.
[ +- ] Stats
OOC:
Pardon the radiant damage, that should only be 15 fire damage, save for half.
Last edited April 16, 2018 2:05 am

Rolls

Trap zone - (1d4)

(2) = 2

Dex save DC 17 - (1d20+10)

(17) + 10 = 27

Fire and radiant damage (DC 17 Con save for half) - (5d8+15)

(14226) + 15 = 30

Initiative - (1d20+7, 1d20+7)

1d20+7 : (9) + 7 = 16

1d20+7 : (7) + 7 = 14

Apr 16, 2018 2:01 am
Just add an initiative roll. Not that it really matters now but it could be important later.
Apr 16, 2018 2:07 am
We rolled initiative earlier... does it change every round?
Apr 16, 2018 2:11 am
Sorry my mistake. No it doesnt.
Apr 16, 2018 3:09 am
A black aura of darkness encompasses Ryestro and moves forward 60 ft.
OOC:
Action: Cast Darkness (centered on myself)
BA: Dash (+full movement)
[ +- ] Stats
Last edited April 16, 2018 3:12 am

Rolls

Con save - (1d20+1, 1d20+1)

1d20+1 : (20) + 1 = 21

1d20+1 : (7) + 1 = 8

Apr 16, 2018 3:57 am
Tinwë stamps her foot along to her song of fire, causing Ryestro's chain shirt to flare up again, the links glowing red with heat.

Then she turns and runs up the wall of the arena. When it looks as though she might run out of momentum and succumb to gravity, her winged boots come to life and propel her up even farther.
OOC:
Action: Dash straight up, winged boots allowing 40 ft fly speed, putting her 80 ft up the east wall.

Bonus action: rekindle Heat Metal - disadvantage on attack rolls and ability checks, DC 17 Con save for half damage.
[ +- ] Stats
Last edited April 16, 2018 4:02 am

Rolls

Blade trap - (1d4)

(1) = 1

Fire damage - DC 17 Con save for half - (5d8)

(73336) = 22

Apr 16, 2018 5:22 am
The black orb begins to rise, quickly.

The black orb blinks out of existence. Ryestro draws a broom from his bag and shoots up towards Tinwe.
OOC:
Action: Draw broom of flying
BA: Dash (+full movement) = 100 ft.
Using Portent roll: 13 to succeed concentration. Cancel that, sorry. New to wizards, have to declare portent before the roll.
[ +- ] Stats
Last edited April 16, 2018 5:45 am

Rolls

Con save - (1d20+1, 1d20+1)

1d20+1 : (16) + 1 = 17

1d20+1 : (1) + 1 = 2

Concentration check - (1d20+1)

(3) + 1 = 4

Apr 16, 2018 9:30 am
As Ryestro takes to the air, Tinwë causes the heat to flare up one last time, then changes her song. She fades from view, and flies southwards along the east wall.
OOC:
Bonus Action: rekindle Heat Metal - DC 17 Con save for half damage.
[ +- ] Stats
Action: Cast Lvl 2 Invisibility on self, Heat Metal ends.
Last edited April 16, 2018 9:33 am

Rolls

Blade trap - (1d4)

(3) = 3

Fire damage - DC 17 Con save for half - (5d8)

(47844) = 27

Apr 16, 2018 10:51 am
OOC:
Btw, I did see somewhere that you can't move more than 50 ft on a broom of flying, on account of the broom having 50 ft fly speed, but it doesn't give the rider a fly speed. The broom doesn't have actions, so it's not like a mount where it can dash on its own. So the rider can take the Dash action, but that doesn't affect how far the broom can move at all. Truth or false doctrine?
Last edited April 16, 2018 10:54 am
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