D&D 5E Arena of War - Chapter 1: In Character

sithramir

First Post
Arena - Fight 2:

Round 1:

Roll Initiative and give your first actions. We'll then sort out order specifics for round 2.

PC: Halga
PC: Valya
PC: Jade
PC: Drek

1) Confirm to me you have full hps and what HD you used.
2) I need Halga's stats posted and AC/HPs, etc

You will enter the arena which will have a 10' wall in the middle of the space. You see:

A legendary winged reptilian creature with a dragon's head, the hindquarters of a snake or lizard with two legs and a barbed tail. It has not noticed your entrance this round yet.

Arena-Round 2.PNG
 

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Phoenix8008

First Post
Jade sprints forward leaving barely a footprint on the sands as he seems to appear at the southern corner of the wall, leaning against it and preparing for another sprint.

Jade Init= 1d20+4=11.

Move Action: move 40 ft to J09.
 

industrygothica

Adventurer
Drek leaves plenty of footprints--and dust hanging in the air--as he makes a mad dash around the wall toward the creature.

OOC: Initiative: 1d20+2=17
Actions: Use Dash action to move double speed (60 ft.) to run around the north side of the wall to E13
 

Shayuri

First Post
Valya hurried up to the wall to press up against it. She'd take a moment here to collect herself, then start sniping around the corner once the beast had engaged with her doughtier compatriots.

Init [roll0]
Double move to C09.
 


sithramir

First Post
Round 2:

It appears the Wyvern is slow to react. He goes on 9 and loses to Halga who has a +1. Thus all PC's can take their turn before hand.

PC: Jade can go
PC: Drek can go
PC: Halga can go
PC: Valya can go
NPC: Wyvern

Arena-Round 2a.PNG
 

Phoenix8008

First Post
Jade sprints up to the creature from the wall and swings his staff hard, down onto the head of the creature. He follows up with blinding speed, spinning and kicking twice more at the creatures head - trying to drive it's face down into the ground.
[sblock=Details]Move action: Move 45ft to G17
Attack Action: Quarterstaff attack: 1d20+6=24, 1d6+4=7 Hits AC 24 for 7 damage!
Bonus Action: Spend 1 Ki point to use Flurry of Blows for 2 unarmed attacks:
---1st unarmed attack: 1d20+6=20, 1d4+4=6 Hits AC 20 for 6 damage and due to Way of the Open Hand, Manticore needs to make a Dex save vs DC 13 or be knocked prone. If it fails, then any melee attacks by people within 5 ft of it get advantage.
---2nd unarmed attack: 1d20+6=18, 1d4+4=6 Hits AC 18 for 6 damage and if manticore isn't already prone, it has to make another DC13 Dex save or be prone. If it was already prone, here's a second attack roll for this 2nd unarmed attack since Jade would have gotten advantage: 1d20+6=16. The first one is better, so no change.

Anybody else that is within 5ft of the manticore gets advantage if it is prone until it picks itself back up.

HP: 27/27
Ki Points: 3/4
[MENTION=12183]sithramir[/MENTION] - We need a save for the manticore please so others know if they have advantage. Thanks.[/sblock]
 
Last edited:


Gourry02

First Post
Halga charges the right side of the beast. His boots dig trenches in the sand of the arena as he slides to a stop. He draws his mail back and launches an attack at the beast's right flank.

Attack: 1d20+6 = 17 (11+6)
Damage: 2d6+4 = 8 (2+2+4)
 

industrygothica

Adventurer
With the other two gladiators flanking the beast on each side, Drek charges the thing head-on, hopefully keeping the thing at bay to allow the mage to work her magic at a safe distance.

Move: 20 feet to E17
Attack: Greataxe +6 hits for 11 damage (1d20+6=21, 1d12+4=11)

OOC: Sorry for taking so long. This one slipped my radar for some reason.
 

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