[User]
 Arena Tournament, Round 97:  Sparky  vs.  Madoc Boldheart
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Sparky  - theterran
 Madoc Boldheart  - Master_Rahl22

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Wow, I think it's been 2 months since this round started.  Glad it's under way again.

  Initiative  - (1d20-4)[ 12 ]

Purchases:
Potion of Protection from Chaos: 50gp

Reserve the right for reactionary purchases

[User]
 Initiative  - (1d20+4)[ 5 ]

Purchase a powerstone of energy Missile (150gp)

[User]
 No reactionary purchases

 Madoc, Turn 1

Refs:

 Spoiler
Start in N-26 with rope and grappling hook in hand and potion in belt
Standard: Throw grappling hook up to catch on the wall
  Use Rope DC 14  - (1d20+4)[ 11 ]
If it falls, use move action to pick it up. If it catches, use move to begin climbing
  Climb DC5  - (1d20+1)[ 4 ]

End of turn.

Stats:

 Spoiler
Location: N-26
HP: 7/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 1

LoS

 Spoiler

With a Powerstone in one hand, and a loaded X-Bow in the other, I start in N2.  I use a move action to open the door, and another move action to move to O8.

 Done.

Stats:

 Spoiler

HP:5/5
AC: 15  Touch 14  FF 11
PP:9/9

[User]
 Madoc, Turn 2

Refs:

 Spoiler
Standard: Throw grappling hook up to catch on the wall
  Use Rope DC 14  - (1d20+4)[ 13 ]
If it falls, use move action to pick it up. If it catches, use move to begin climbing
  Climb DC5  - (1d20+1)[ 10 ]

End of turn.

Stats:

 Spoiler
Location: N-26
HP: 7/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 2

LoS:

 Spoiler
Move to Q12.

((Asking for LoS before I continue))

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.

Sparky:
 Spoiler
No LoS.  Your opponent's door is closed.

[User]
 Sparky - Round 2 (cont)

LoS

 Spoiler
Continue moving to Q-18

Done.

Stats:

 Spoiler

HP:5/5
AC: 15 Touch 14 FF 11
PP:9/9

[User]
 Madoc, Turn 3

LOS:

 Spoiler
Standard: Throw grappling hook up to catch on the wall
  Use Rope DC 14  - (1d20+4)[ 23 ]
If it falls, use move action to pick it up. If it catches, use move to begin climbing
  Climb DC 5  - (1d20+1)[ 11 ]

End of turn.

Stats:

 Spoiler
Location: N-26
HP: 7/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 3

LoS:

 Spoiler
I will move to N21.  If I still do not have LoS, I will move to N23 and end my turn."

Need an LoS.

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.

Sparky:
 Spoiler
No LoS.  Your opponent's door is closed.

[User]
 Madoc, Turn 4

LOS:

 Spoiler
Move:   Climb DC 5  - (1d20+1)[ 15 ]
If I make it, I'll spend another Move to pull up the rope.  If not, another move to climb.
Move:   Climb DC 5  - (1d20+1)[ 5 ]

End of turn.

Stats:

 Spoiler
Location: N-26 + 10
HP: 7/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.  Your opponent's door is open.

Sparky:
 Spoiler
No LoS.  Your opponent's door is closed.

[User]
 Sparky - Round 4

LoS:

 Spoiler
Move Action, open his door.

Would like LoS check before I continue.

[User] LoS established as the door opens.  Sparky is in N23, holding crossbow and powerstone, and Madoc is in O26, holding grappling hook and rope.

[User]
 Sparky - Round 4 (cont)

I focus on my powerstone attempting to cast off of it.
  MLC  - (1d20+1)[ 5 ]  DC 4

If Successful:

 Spoiler
 Cold    Damage  - (3d6+3)[ 12 ]  (Fort Save Halves DC12)

If Failure:

 Spoiler
  Wis  - (d20-2)[ 10 ]  DC5

If That Fails:

 Spoiler
 Brainburn
Rounds  (d4)[ 3 ]
  Damage  - (1d6)[ 1 ]

Either Way I'm Done.

Stats:

 Spoiler
Location: N23
HP:5/5
AC: 15 Touch 14 FF 11
PP:9/9

[User]
 Fort save  - (1d20+2)[ 9 ]

Need to see results before continuing

[User]
 Madoc, Turn 5

Swift: Use Healing Soul to heal 2 HP
Standard: Eldritch Blast
  Ranged touch  - (1d20+2)[ 6 ]
  Damage  - (1d6)[ 1 ]
Move: Move out of LOS to the east

Refs:

 Spoiler
Move to W-26

End of turn.

Stats:

 Spoiler
Location: W-26
HP: -3/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 5

LoS

 Spoiler
Move to P-19

Need LoS before I continue.

[User] LoS established; Sparky is in P19, Madoc in W26.

[User]
 Sparky - Round 5 (cont)

Fire Xbow!

  Attack  - (1d20+5)[ 14 ]
  Damage  - (1d6)[ 6 ]

If Crit.

 Spoiler
  Confirm  - (1d20+5)[ 19 ]
  Damage  - (1d6)[ 3 ]

Done.

Stats:

 Spoiler
Location: P19
HP:5/5
AC: 15 Touch 14 FF 11
PP:9/9

[User]
 Madoc, Turn 6

Move: Move to Z-19
Move: Move out of LOS to the north
Refs:

 Spoiler
Move to Z-17

End of turn.

Stats:

 Spoiler
Location: Z-17
HP: -3/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 6

LoS

 Spoiler
Double move to T-10

 Done.

Stats:

 Spoiler
Location: T10
HP:5/5
AC: 15 Touch 14 FF 11
PP:9/9

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.

Sparky:
 Spoiler
No LoS.

[User]
 Madoc, Turn 7

LOS:

 Spoiler
5ft step to Z-16
Move: Draw Potion of Protection from Chaos
Standard: Drink potion

End of turn.

Stats:

 Spoiler
Location: Z-16
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 10/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 7

LoS

 Spoiler
Move to X10.

Need LoS check before continuing.

[User] LoS established as Sparky enters W9, holding crossbow.  Madoc is in Z16, holding grappling hook and rope in one hand and an empty vial in the other.  Sparky may revise his turn from this point.

[User]
 Sparky - Round 7 Cont

I will finish my move to X10.

There I will manifest a power.
PsiCraft DC 16

 Spoiler
Vigor

Done.

Stats:

 Spoiler
Location: X10
HP:10/5
AC: 15 Touch 14 FF 11
Vigor 1/10
PP:8/9

[User]
 Madoc, Turn 8

Free: Drop vial
Move: Move to Z-8
Standard: Eldritch Blast
  Touch attack  - (1d20+2)[ 16 ]
  Damage  - (1d6)[ 1 ]
End of turn.

Stats:

 Spoiler
Location: Z-8
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 9/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 8

Move to X8

Manifest a Spell.

 Spoiler
Overchannel Damage  (d8)[ 2 ]
Mind Thrust, with Overchannel it has a 30ft range.

  Damage  - (2d10)[ 13 ]  Will Save DC16 Negates.

 Done.

Stats:

 Spoiler
Location: X8
HP:7/5
AC: 15 Touch 14 FF 11
Vigor 2/10
PP:6/9

[User]
 Will save  - (1d20+3)[ 16 ]

Need to see results cause if I fail this it's game over.

[User]
 Whew, just made it. 😁
 Madoc, Turn9

Standard: Eldritch Blast
  Touch Attack  - (1d20+2)[ 8 ]
  Damage  - (1d6)[ 1 ]
Move: Move north and out of LOS

Refs:

 Spoiler
Finish move in Z-1
  Hide, -5 penalty included  - (1d20-5)[ 2 ]

End of turn.

Stats:

 Spoiler
Location: Z-1
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 8/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 9

LoS:

 Spoiler
Move action to load the Xbow.
MOve to R8.

 Done.

Stats:

 Spoiler

Location: R8
HP:7/5
AC: 15 Touch 14 FF 11
Vigor 3/10
PP:6/9

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.

Sparky:
 Spoiler
No LoS.

[User]
 Refs:

 Spoiler
On the row from P-1 to U-1, how far out would an opponent need to be from this row in order for the top of it to no longer cover?  In case that's not clear enough, how far out would my opponent need to be from the 1 row so that I could no longer sneak across from V-1 to O-1 unseen (with a good hide check, of course)?

Waiting on an answer to a ref question.

[User]
 Madoc:
 Spoiler
There is no such distance; you would have cover against anyone below +15 in elevation, no matter their location.

[User]
 Madoc, Turn 10

Refs/LOS:

 Spoiler
Double move at half speed to R-1
  Hide  - (1d20)[ 12 ]
  Move Silently  - (1d20)[ 16 ]

End of turn.

Stats:

 Spoiler
Location: R-1
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 7/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Refs:
 Spoiler
Spot for Sparky:  (1d20-2)[ 0 ]

Sparky:
 Spoiler
No LoS.

Madoc:
 Spoiler
Sparky is in R8.

[User]
 Sparky - Round 10

LoS

 Spoiler
I will move to T6 and ready an action to shoot my Xbow should I gain LoS/LoE

 Done.

Stats:

 Spoiler

Location: T6
HP:7/5
AC: 15 Touch 14 FF 11
Vigor 4/10
PP:6/9

[User]
 Madoc, Turn 11

Refs/LOS:

 Spoiler
Move: Move to O-1
  Hide  - (1d20)[ 16 ]
  Move Silently  - (1d20)[ 18 ]
Move: Attempt to set the grappling hook in the wall
  Use Rope, DC 10  - (1d20+4)[ 23 ]

End of turn.

Stats:

 Spoiler
Location: O-1
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 6/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Sparky - Round 11

LoS:

 Spoiler
Ready an Action:

 Spoiler
Shoot my Xbow at him when LOS/LOE gained

 Done.

Stats:

 Spoiler
Location: T6
HP:7/5
AC: 15 Touch 14 FF 11
Vigor 4/10
PP:6/9

[User] I'll get my turn up soon, please don't DQ me.

[User]
 Madoc, Turn 12

Refs/LOS:

 Spoiler
Double Move: Climb down the rope
  Climb  - (1d20+1)[ 11 ]
  Climb  - (1d20+1)[ 16 ]

End of turn.

Stats:

 Spoiler
Location: O-1
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 5/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User] Can I have an LoS before we continue?

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.

Sparky:
 Spoiler
No LoS.

[User]
 Sparky - Round 12

LoS:

 Spoiler
Ready an Action:

 Spoiler
Shoot my Xbow at him when LOS/LOE gained

 Done.

Stats:

 Spoiler
Location: T6
HP:7/5
AC: 15 Touch 14 FF 11
Vigor 4/10
PP:6/9

[User]
 Madoc, Turn 13

Refs/LOS:

 Spoiler
Move: Move to N-9

Not done, need LOS

Stats:

 Spoiler
Location: N-9
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 4/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User] LoS is established when Madoc reaches N3; Sparky is in T6, and his readied action triggers.

[User]
 XBow Attack!

  Attack  - (1d20+5)[ 13 ]
  Damage  - (1d6)[ 4 ]

[User]
 Madoc, Turn 13 continued

Finish move to R-6
Standard: Eldritch Blast
  Touch attack  - (1d20+2)[ 18 ]
  Damage  - (1d6)[ 5 ]

End of turn

Stats:

 Spoiler
Location: R-6
HP: -3/7
AC: 18, FF: 16, Touch: 14
Buffs:
Protection from Chaos 4/10

Essentia:
Rageclaws: 1
Healing Soul: 1

[User] Will get my turn in today

[User]
 Sparky - Round 14

Manifest a Power.

 Spoiler
Overchannel Damage  (d8)[ 3 ]
Manifesting Mind Thrust

  Damage  - (2d10)[ 14 ]  - Will Save Negates (DC 16)

Then I will move to S-10 and out of LoS.

Stats:

 Spoiler

Location: S10
HP:-1/5
AC: 15 Touch 14 FF 11
PP:4/9

[User]
 This is for all the marbles

  Will save  - (1d20+3)[ 7 ]

If that succeeds I will post my turn.

That does it, Madoc is defeated.

[User]
 High Ref Sallera
 Madoc's mind proves less sturdy than his heart, and Sparky takes the victory.


[User]
 Battlemat- https://spreadsheets.google.com/ccc?...wF&hl=en#gid=0

Everyone roll initiative, then we get started!

[User]
 Spoiler

Initiative:  (1d20+13)[ 21 ]
 Ondhon Tahyse Tur'kale
Init +13 (21), HP 240/240, DR 10/Cold Iron, Material AC 69, (T 61, FF 56); Ethereal AC:73 (T 60, FF 60), F/R/W +48/+62/+64

Active effects:
 Spoiler

Item: Ring of X-Ray Vision: Left running continuously
Bard: Magic Aura (CL 13) on each magic item (except the wands) to have no aura.  1 casting per day, in rotation, covers them.
Cleric: Undetectable Alignment (CL 3) on herself to make herself not register as CN.  24 hour duration, 1 casting/day.
Bard: Misdirection (CL 13), to make herself register magically as a rock (2 castings per day covers all day every day)

[User]
 Spoiler
Initiative.
 (1d20+9)[ 20 ]

[User] Init.  (1d20+26)[ 42 ]

[User]
 Spoiler
Initiative:  (1d20+5)[ 5 ](10)

Active effects:
   Stormrage 20 min
Crown of Glory 20 min

[User]
 Spoiler

 (1d20+7)[ 27 ]  I'm always invisible, so any enemy needs to be able to see invisible, or take the normal penalties.

[User]
 Init

 Spoiler
 (1d20+11)[ 28 ]

[User]
 42 - Devmaar
 28 - Zombo Rombo
 27 - Halna
 24 - Lady San- Minion of Bel
 23 - Susurrus- Disciple of Mephistopholes
 22 - Meghan Glynis- Disciple of Fierna
 21 - Ondhon
 20 - Elfstone
 20 - Faramond- Disciple of Asmodeus
 18 - Jordan Corello- Minion of Mammon
  14 - Drust- Disciple of Baalzebul
 13 - Argo- Disciple of Glasya
 11 - Luavain- Disciple of Dispater
 10 - Ranger Mattos
 10 - Cael- Disciple of Levistus
 9 - Donovan O'Doyle- Minion of Bel
 8 - Reece Gwyneed- Disciple of Belial
 7 - Sasha- Disciple of Mammon
 5 - Oakwhisper- Disciple of Bel
 -2 - Am Ten Nos

[User]
 First group-
Devmaar
Zombo Rombo
Halna

[User]
 (I assume we're starting at the door?)

Rezzek smiles at his foes.

Free action:  Haste  self
Swift action:  Wraithstrike
Full-round action: Charge the Yamis

 Spoiler
full attack due to pounce, Power Attack+Shock Trooper for 20
Bastard Sword:
Attack:  (1d20+33)[ 51 ]  Damage:  (1d10+36)[ 38 ] + (3d6+19)[ 30 ]
Attack:  (1d20+33)[ 35 ]  Damage:  (1d10+36)[ 39 ] + (3d6+19)[ 32 ]
Attack:  (1d20+28)[ 30 ]  Damage:  (1d10+36)[ 43 ] + (3d6+19)[ 31 ]
Attack:  (1d20+23)[ 42 ]  Damage:  (1d10+36)[ 39 ] + (3d6+19)[ 30 ]  <---Crit threat
Attack:  (1d20+18)[ 20 ]  Damage:  (1d10+36)[ 38 ] + (3d6+19)[ 32 ]

Longsword:
Attack:  (1d20+33)[ 34 ]  Damage:  (1d8+30)[ 38 ] + (3d6+19)[ 33 ]
Attack:  (1d20+33)[ 44 ]  Damage:  (1d8+30)[ 35 ] + (3d6+19)[ 29 ]
Attack:  (1d20+28)[ 40 ]  Damage:  (1d8+30)[ 38 ] + (3d6+19)[ 23 ]
Attack:  (1d20+23)[ 31 ]  Damage:  (1d8+30)[ 34 ] + (3d6+19)[ 23 ]

Standard action (bonus from  haste ):
Initiate  Thrashing Blades  against adjacent Yami for full-attack

 Spoiler
Bastard Sword:
Attack:  (1d20+33)[ 41 ]  Damage:  (1d10+36)[ 40 ] + (3d6+19)[ 28 ] + (2d6)[ 6 ]
Attack:  (1d20+33)[ 46 ]  Damage:  (1d10+36)[ 38 ] + (3d6+19)[ 25 ] + (2d6)[ 7 ]
Attack:  (1d20+28)[ 46 ]  Damage:  (1d10+36)[ 39 ] + (3d6+19)[ 26 ] + (2d6)[ 4 ] <---Crit threat
Attack:  (1d20+23)[ 28 ]  Damage:  (1d10+36)[ 46 ] + (3d6+19)[ 24 ] + (2d6)[ 5 ]
Attack:  (1d20+18)[ 30 ]  Damage:  (1d10+36)[ 40 ] + (3d6+19)[ 32 ] + (2d6)[ 10 ]

Longsword:
Attack:  (1d20+33)[ 34 ]  Damage:  (1d8+30)[ 33 ] + (3d6+19)[ 26 ] + (2d6)[ 5 ]
Attack:  (1d20+33)[ 35 ]  Damage:  (1d8+30)[ 33 ] + (3d6+19)[ 32 ] + (2d6)[ 6 ]
Attack:  (1d20+28)[ 45 ]  Damage:  (1d8+30)[ 34 ] + (3d6+19)[ 31 ] + (2d6)[ 2 ]
Attack:  (1d20+23)[ 25 ]  Damage:  (1d8+30)[ 35 ] + (3d6+19)[ 30 ] + (2d6)[ 7 ]

AC is now -6, if attacked will use  Alacrity on Wing  counter:
If tumble check  (1d20+33)[ 39 ]  beats attack roll, attack is naegated and can attack for,
Bastard Sword:
Attack:  (1d20+33)[ 52 ]  Damage:  (1d10+36)[ 45 ] + (3d6+19)[ 24 ] + (2d6)[ 5 ] <--Crit threat
Longsword:
Attack:  (1d20+33)[ 41 ]  Damage:  (1d8+30)[ 33 ] + (3d6+19)[ 31 ] + (2d6)[ 8 ]

Also all attacks and targeted spells have 50% miss chance

[User]
 Crit Confirms:
 (1d20+23)[ 37 ]
 (1d20+28)[ 35 ]
 (1d20+33)[ 39 ]

[User]
 Kolrok, already flying, lets loose a battle roar and charge the giant in the back of the room, screaming at the top of his lungs.

 Spoiler

Kolrok charges and since he has Pounce from Proud Warrior, full attack with all eight attacks! Yeah!
 Attack 1 :  (1d20+77)[ 95 ]
 Damage 1 :  (3d6)[ 8 ] (Sonic/Acid)+ (1d6)[ 5 ] (Electricity)+ (1d6)[ 6 ] (Fire)+ (1d6)[ 2 ] (Frost)+ (1d6)[ 4 ] (Sonic)+ (2d6)[ 6 ] (Acid)+ (1d6)[ 5 ] (Vs. Evil Only)+21
 Attack 2 :  (1d20+77)[ 95 ]
 Damage 2 :  (3d6)[ 6 ] (Sonic/Acid)+ (1d6)[ 1 ] (Electricity)+ (1d6)[ 2 ] (Fire)+ (1d6)[ 1 ] (Frost)+ (1d6)[ 6 ] (Sonic)+ (2d6)[ 8 ] (Acid)+ (1d6)[ 4 ] (Vs. Evil Only)+21
 Attack 3 :  (1d20+77)[ 96 ]
 Damage 3 :  (3d6)[ 14 ] (Sonic/Acid)+ (1d6)[ 4 ] (Electricity)+ (1d6)[ 3 ] (Fire)+ (1d6)[ 5 ] (Frost)+ (1d6)[ 5 ] (Sonic)+ (2d6)[ 11 ] (Acid)+ (1d6)[ 6 ] (Vs. Evil Only)+21
 Attack 4 :  (1d20+77)[ 91 ]
 Damage 4 :  (3d6)[ 11 ] (Sonic/Acid)+ (1d6)[ 1 ] (Electricity)+ (1d6)[ 1 ] (Fire)+ (1d6)[ 4 ] (Frost)+ (1d6)[ 5 ] (Sonic)+ (2d6)[ 6 ] (Acid)+ (1d6)[ 6 ] (Vs. Evil Only)+21
 Attack 5 :  (1d20+77)[ 80 ]
 Damage 5 :  (3d6)[ 14 ] (Sonic/Acid)+ (1d6)[ 4 ] (Electricity)+ (1d6)[ 1 ] (Fire)+ (1d6)[ 3 ] (Frost)+ (1d6)[ 2 ] (Sonic)+ (2d6)[ 12 ] (Acid)+ (1d6)[ 2 ] (Vs. Evil Only)+21
 Attack 6 :  (1d20+72)[ 80 ]
 Damage 6 :  (3d6)[ 6 ] (Sonic/Acid)+ (1d6)[ 3 ] (Electricity)+ (1d6)[ 1 ] (Fire)+ (1d6)[ 6 ] (Frost)+ (1d6)[ 1 ] (Sonic)+ (2d6)[ 6 ] (Acid)+ (1d6)[ 3 ] (Vs. Evil Only)+21
 Attack 7 :  (1d20+67)[ 69 ]
 Damage 7 :  (3d6)[ 5 ] (Sonic/Acid)+ (1d6)[ 3 ] (Electricity)+ (1d6)[ 5 ] (Fire)+ (1d6)[ 3 ] (Frost)+ (1d6)[ 6 ] (Sonic)+ (2d6)[ 10 ] (Acid)+ (1d6)[ 3 ] (Vs. Evil Only)+21
 Attack 8 :  (1d20+62)[ 81 ]
 Damage 8 : (3d6)[ 12 ] (Sonic/Acid)+ (1d6)[ 4 ] (Electricity)+ (1d6)[ 1 ] (Fire)+ (1d6)[ 3 ] (Frost)+ (1d6)[ 1 ] (Sonic)+ (2d6)[ 10 ] (Acid)+ (1d6)[ 3 ] (Vs. Evil Only)+21

[User]
 Kolrok stabs down as hard as he can at his enemy, trying with all of his might to destroy it.

 Spoiler

 Roll 1 Damage : 9 Acid, 8 Sonic, 5 Electricity, 6 Fire, 2 Frost, 5 vs Evil, 21 Other
 Total : 56 Damage
 Roll 2 Damage : 9 Sonic, 11 Acid, 1 Electricity, 2 Fire, 5 Frost, 4 vs Evil, 21 Other
 Total : 54
 Roll 3 Damage : 12 Sonic, 18 Acid, 4 Elec, 3 Fire, 5 Frost, 6 vs Evil, 21 Other
 Total : 69 (Possibly 81)
 Roll 3 Crit Confirmation : [roll]1d20+77[/roll ]
 Roll 4 Damage : 10.5 Sonic, 11.5 Acid, 1 Electricity, 1 Fire, 4 Frost, 6 vs Evil, 21 Other
 Total : 55 Damage
 Roll 5 Damage : 9 Sonic, 19 Acid, 4 Elec, 1 Fire, 3 Frost, 2 vs Evil, 21 Other
 Total : 58
 Roll 6 Damage : 4 Sonic, 9 Acid, 3 Elec, 1 Fire, 6 Frost, 3 vs Evil, 21 Other
 Total : 48 Damage
 Roll 7 Damage : 8.5 Sonic, 12.5 Acid, 3 Elec, 5 Fire, 5 Frost, 3 vs Evil, 21 Other
 Total : 58 Damage
 Roll 8 Damage : 7 Sonic, 16 Acid, 4 Elec, 1 Fire, 3 Frost, 3 vs. Evil, 21 Other
 Total : 55 (possibly 62)
 Roll 8 Crit Confirmation   (1d20+62)[ 71 ]
 Total Rolled Damage : 19-81 Sonic, 34-119 Acid, 8-25 Electricity, 4-20 Fire, 8-33 Frost, 9-32 vs Evil, 42-168 Other
 Total Total:  124-478 Total Damage

[User]
 [SPOILER]
Sorry for the Triple Post. First crit confirm
 (1d20+77)[ 81 ]
[SPOILER]

[User] Rezzek fells his foe easily, while the giant Am Ten Nos merely laughs off Kolrock's "paultry" damage.

[User]
 The underground dweller bursts into sudden action, rushing through the minions to the south of him in an eleborate dance of the blades, parrying and tumbling with expertise, blood pooling about the floor beneath him that is not his own.

 Spoiler
I'd like to activate Dervish dance, moving south and cutting a swath through these minions of Asmodeous. I'll roll damage as soon as I get verification on my hits. Not sure how we'll handle the mechanics of it, but I'll switch targets as soon as I fell one. Also, taking 10 on a Tumble check to avoid taking attacks of opportunity.

 (1d20+41)[ 55 ]   (1d20+41)[ 55 ]   (1d20+41)[ 61 ]   (1d20+41)[ 53 ]   (1d20+36)[ 51 ]   (1d20+36)[ 49 ]   (1d20+31)[ 40 ]   (1d20+31)[ 49 ]   (1d20+26)[ 44 ]

[User]
 The air rings with the dying screams of cultists.

 Spoiler
OOC: Here are my crit confirmation rolls

 (1d20+41)[ 45 ]   (1d20+36)[ 43 ]  [/roll]1d20+31[/roll]  (1d20+26)[ 46 ]

[User] All hit, all are crits, it's just one really big guy, but that doesn't stop your dance from occuring, so roll all that damage.

[User]
 OOC:  Here's my base damage..since all are hits, I'll roll two-weapon rends afterwards.

 Spoiler
 (20d6+44)[ 113 ]   (20d6+44)[ 120 ]   (20d6+44)[ 110 ]   (20d6+44)[ 138 ]   (20d6+44)[ 109 ]   (20d6+44)[ 114 ]   (20d6+44)[ 112 ]   (20d6+44)[ 99 ]   (20d6+44)[ 101 ]

And the Two-weapon rends:
 (2d6+30)[ 39 ]   (2d6+30)[ 37 ]   (2d6+30)[ 42 ]   (2d6+30)[ 34 ]

[User]
 OOC: Edited damage.

 Spoiler

Regular Damage:
 (10d6+17)[ 50 ]   (10d6+17)[ 44 ]   (10d6+17)[ 43 ]   (10d6+17)[ 51 ]
 (10d6+17)[ 54 ]

Crit Damage:
 (11d6+34)[ 68 ]   (11d6+34)[ 73 ]   (11d6+34)[ 66 ]


[User]
 Arena Tournament, Round 99:  Goltoth  vs.  Tir
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Goltoth  - Master_Rahl22
 Tir  - Rahas

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Init  - (1d20-4)[ -2 ]

Still considering purchases

[User]
 Init  -  (1d20+2)[ 15 ]

No initial purchases, reserve right for reactionary.

[User]
 Purchasing a CL 2 potion of Magic Fang: 100gp

Reserve the right to make reactionary purchases

[User] No reactive purchases, my starting Loc is Y13.

[User] Alright, starting in B-13.  You won initiative, so good luck!

[User]
 Good luck to you as well

 Tir Round 1

Los
 Spoiler
Move to W11
Swift action to set Aura to Energy Shield

Stats

 Spoiler
Location W11
Hp 12
Ac 18 (FF 16 T 12)
Active Aura - Energy Shield

Turn done

[User]
 Refs:
 Spoiler
Nyar.

Goltoth:
 Spoiler
Tir is in W11.

Tir:
 Spoiler
No LoS.  Please state what you are holding at match start.

[User]
 Goltoth, Turn 1

LOS:

 Spoiler
Starting in B-13 holding potion of Magic Fang and potion of Resist Energy (Acid) with 2 potions of Faith Healing and flail in belt.  Shield is left outside the arena.

Move: Move to B-14, C-14, C-13, C-12
Standard: Drink potion of Magic Fang (claws)
Free: Drop empty potion vial

Stats:

 Spoiler

Location: C-12
HP: 13/13
AC: 16, FF: 14, Touch: 12
Buffs:
Magic Fang (claws) 20/20

[User]
 Refs
 Spoiler
I am holding a morning star in one hand, heavy steel shield in the other.

[User]
 Refs:
 Spoiler
Nyar.

Goltoth:
 Spoiler
Tir is in W11, wielding morningstar and shield.  As you do not currently have claws, as far as I can tell, your spell fizzles.

Tir:
 Spoiler
No LoS.

[User]
 Tir Round 2

LOS
 Spoiler
Move action to P11
Standard action: Ready action to attack if Goltoth gets in melee range of me.

Stats

 Spoiler
Location P11
Hp 12
Ac 18 (FF 16 T 12)
Active Aura - Energy Shield

Turn done

[User]
 Tir:
 Spoiler
You don't have a Jump mod high enough to autosucceed; please roll the check.

[User]
 Refs/Tir

 Spoiler
his jump also lacks the commonly overlooked +4 for 40 feet speed. Still no autosuccess, but may very well become relevant

[User]
 Refs
 Spoiler
Sorry about being new to the arenas and I thought a running start of 10 ft being good enough for a jump as stated within the map legend meant that I would not have to roll. Also the +4 to jump from speed is countered by armor check penalty.

And if I would still have to roll then would it be possible to edit my turn to that I never moved from W11? All other actions stay the same.

[User]
 Tir:
 Spoiler
As the map states, 10ft is enough to give you a running start, but that just means the DC isn't doubled.  You'll still need to hit DC10, and rewinds are not granted for mistakes as long as the posted actions are legal.

[User]
 Refs
 Spoiler
Okay then here is the jump check  (1d20+3)[ 5 ]

[User]
 High Ref Sallera
 Tir falls to a swift death, and Goltoth takes the victory.

[User]
 If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.

I wanted to object because I thought 5 was included, but is says less than 5... Bad luck there. Pity to have someones first match end like that, but them's the rules

[User] Yep those are the rules and my inabilty to roll higher then a 2 on a jump check.


[User] Every one that joined head here once everyone has posted their character sheets and backgrounds I'll start this campaign up.

[User] I'm working on getting my character finished out. I'll have his sheet up tomorrow and post the link here.

[User] Link to the city map will be up tomorrow.

[User]
 my character
CL 10 Rog 6/Wiz 2/Mast Throw 2
Hp 47
human CE
AC-16 flat-12 touch-14
Str15/+2 Dex18/+4(16/+3) Con12/+1 Int16/+3 Wis12/+1 Cha12/+1
Fort +6 Ref +8 Will +3
BAB 7/2
Attacks:
full: four daggers(2 +1 and 2 normal)-ranged-20ft atk 13/12/8/7 dmg 2 1d4+1 and 2 1d4 crit 19-20/x2 OR +1 short sword-melee atk 10/5 dmg 2 1d6+3 crit 19-20/x2
single attack: 2 +1 daggers-ranged-20ft atk 13/13 dmg 2 1d4+1 crit 19-20/x2 OR +1 short sword atk 10 dmg 1d6+3 crit 19-20/x2
skills (ranks & synergy only[r/s])
balance=9/2
bluff=9/0
concentration=5
craft (weap.smith.)=9
diplomacy=9/2
disable device=9
forgery=9
hide=9
move silently=9
open lock=9
search=9
slight of hand=9/2
spellcraft=6/2 scrolls
tumble=14/2
use magic device=9/2 scrolls
feats:
scribe scroll, point blank, precise shot, weap. focus(dagger), combat expertise, far shot, quick draw
special abilities: summon familiar-owl(+3 spot in shadow), palm throw, evasion, imp. evasion, sneak atk +3d6, trap finding, trap sense +2, uncanny dodge
equipment: 2 +1 returning daggers, 10 normal daggers, +1 short sword, bracers of armor +2, gloves of dexterity +2, bag of holding type I, 2 potions of cure moderate wounds, spell component pouch, 3869 gp

[User] Find a character sheet site dude.

[User] Just got back home from college and it was my mothers birthday so I was rather occupied. I will turn in my sheet tomorrow with absolute certainty.

[User] i decided to find one last night but never got around to it. also, i'm going to change my character probably. same concept though. i'm going to edit the info out of my last post to save room.

[User] I've been kind of sick the past few days. Is this still going to happen?

[User] Yeah I'm going to message everyone and give them a link.


[User]
 The sun lit up the arena as the contestants walked in. Thousands, if not millions of creatures fill the stands. A legion of gigantic humanoids sit together in the stands, an equal distance from each starting point. A great voice resonates through the arena from the sky, "Signal when ready."

The arena is 1000' in diameter and regular-looking. Until you see the beams of electricity shooting across it from its walls (Each round in the arena, you take 5d6-10 electricity damage.)

OOC: combat starts after both players post saying they are ready. After both players signal that they are ready, Combat will not start until the day after the second player confirms. If it does, the player(s) who did become disqualified.

[User]
 DM:
 Spoiler
My class abilities prepared for the day are
Pounce (Lion Totem Barbarian 1)
Sneak Attack (Rogue 15)
Crippling Strike Special Ability (Rogue 10)

Also I have universal energy resistance 30, so the arena lightning can't harm me.

We can take actions before signalling we're ready, right?
If so,

Maedrinal appears as a figure wreathed in shadow. He looks across the arena then, with a smirk disappears. Shortly after an arrow is fired into the air.

 Spoiler
One round to cast  Greater Invisibility , one round to cast  Globe of Invulnerability , fire the arrow to signal readiness, then draw chain.

[User]
 Spoiler
No attacking before you signal. The electricity bypasses energy resistance.

[User]
 Spoiler
The arrow isn't an attack. I'm shooting straight upwards, that is my signal.

[User]
 Spoiler
That was actually regarding actions before signaling readiness.

[User]
 OOC: If I'm not already disqualified I'm here. Sorry I'm a bit late on the uptake; I'm on break this week and the closest public internet to my Mom's is a 5 mile walk. Anyway:

DM
 Spoiler
Does the electricity damage overcome my immunity? (Granted by an epic ring, if it matters)

Walking into the arena Agrios looks around at the spectators and forward to his adversary. Flexing his claws he stretches his wings and upon seeing his opponent apparently disapear he takes to the skies. (Flies straight up, 220ft. or until he can't go any farther.) Once he's reached the apex of his ascent he speaks quietly, almost as if to himself.  I am ready.

[User]
 Spoiler
Yes it does. This magic is above epic level.

You were only late by 12 hours, and you're here now, so roll for initiative.

[User] Initiative:  (1d20+11)[ 23 ]

[User]
 OOC: Sorry for the delay again, I'll be back on campus and thus have net access 24/7 starting tomorrow. Okay, here we go:

  Initiative  - (1d20+6)[ 7 ]

EDIT OOC: Wow... either that's a terrible omen or I'm just getting the nat ones out of the way early.

[User] Devmaar won initiative, but at this point whoever posts first goes first, or you both get eliminated.

[User]
 Spoiler
Maedrinal will switch to  Balance on the Air  stance and double move forwards and upwards.

[User]
 OOC: I guess since I was stupid enough to forget to pick up anything to counter invisibility I'll have to make a listen.

Agrios stares about intently, a look of severe concentration on his face. He turns his head this way and that, trying to discern where his enemy has gone.
  Listen  - (1d20+44)[ 58 ]

@DM:
 Spoiler
Do we roll our own electrical damage per round or do you roll it? Also, does my fast healing work in relation to it? (I think I forgot to ask that before.) Oh, and I have  scent , if/when that helps. Er, to find my opponent, not in relation to the electricity. Though I suppose that was probably obvious. I'm gonna stop babbling now.
Electricity damage, in case you want us to roll it so I won't have to double post.

 Spoiler
 (5d6-10)[ 9 ]

Stats: (Mostly so I don't forget anything. Epic level characters have a  lot  of stuff!)

 Spoiler
 HP : 499/499
Fast Healing 15.
 AC : 49 (T: 20; FF: 43)
DR 15/Silver
DR 15 Bludgeoning and Adamantine.
SR 53(Don't forget about Experimental Power).
Immune to all energy types, heal 1/3rd of what Acid or Fire would have done, extra beyond max HP from Fire becomes temp. HP.

SLAs:
Produce Flame: 15/15
Scorching Ray: 15/15
Fireball: 7/7
Wall of Fire: 7/7
Flame Strike: 6/6
Fire Seeds: 5/5
Fire Storm: 5/5
Sunburst: 5/5
Meteor Swarm: 3/3

Magic Items:
Shirt of the Leech: 3/3
Retributive Amulet: 3/3
Counterstrike Bracers: 2/2

[User]
 It's literally impossible for me to lose this check. I may as well roll it anyway...

Move Silently:  (1d20+84)[ 100 ]

EDIT:
FireMageHao:
 Spoiler
I forgot my bonus from brains over brawn, the modifier should have been +97. I know I won anyway but I'm just pointing this out now so it doesn't look like I'm making up bonuses on the spot later.

[User]
 OOC: Actually, anyone has a 1 in 20 chance of failing a check.
You roll electricity damage each round.
Fast healing works as normal.

[User]
 Forgot that,  (5d6-10)[ 1 ]

Ishcumbeeda, is your turn finished?

FireMageHao:

 Spoiler
How far am I from my opponent?

[User] Yes, sorry. I'll make sure to put an  End Turn  or something on the bottom from now on.

[User] You are 1000-(however many feet Devmaar moved)

[User]
 Lightning damage:  (5d6-10)[ 6 ]

 Spoiler
Another double move towards my opponent

OOC:
 Spoiler
Since There doesn't seem to be much for either of us to do atm would there be any objection to me skipping to the point where I'm actually in range to do something?

[User] That would not be a problem, but Ish gets to act first.

[User]
 Electricity damage-[roll]5d6-10[/roll]
Not completely sure what's attacking him or from where Agrios surmises from his wounds that his attacker must be near by, not too close as he can't smell him. Hopping to engulf his enemy Agrios unleashes a fierce barrage of fiery attacks.

Free: Quickened breath: (75ft cone, Ref DC 28) [roll]15d8[/roll] Fire Damage  (recharge-[roll]1d4+4[/roll]
Standard: Casting Meteor Swarm, centering all four spheres on the square ten feet in front of me. (DC also 28, rolled for each sphere)
[roll]6d6[/roll] Fire damage
[roll]6d6[/roll] Fire damage
[roll]6d6[/roll] Fire damage
[roll]6d6[/roll] Fire damage
Stats:

 Spoiler
 HP : 203/499 (factored in fast healing now, for convenience.)
Fast Healing 15.
 AC : 49 (T: 20; FF: 43)
DR 15/Silver
DR 15 Bludgeoning and Adamantine.
Light fortification(25%)
SR 53(Don't forget about Experimental Power).
Immune to all energy types, heal 1/3rd of what Acid or Fire would have done, extra beyond max HP from Fire becomes temp. HP.

SLAs:
Produce Flame: 15/15
Scorching Ray: 15/15
Fireball: 7/7
Wall of Fire: 7/7
Flame Strike: 6/6
Fire Seeds: 5/5
Fire Storm: 5/5
Sunburst: 5/5
Meteor Swarm: 3/3

Magic Items:
Shirt of the Leech: 3/3
Retributive Amulet: 3/3
Counterstrike Bracers: 2/2

Current conditions:
Atk=+27/+21/+15
-8 to skill and ability checks
-8 to saves
-8 effective level

[User]
 electricity damage  (5d6-10)[ 15 ]

 Spoiler
assuming I'm within 60'
Spend 12 Inspiration points to activate Pounce, Sneak Attack and Crippling Strike.

Charge: Attack: (1d20+38)[ 44 ]  Damage: (2d4+17)[ 21 ]  Sneak Attack: (8d6)[ 21 ]
Attack: (1d20+38)[ 40 ]  Damage: (2d4+17)[ 25 ]  Sneak Attack: (8d6)[ 21 ]
Attack: (1d20+33)[ 44 ]  Damage: (2d4+17)[ 21 ]  Sneak Attack: (8d6)[ 16 ]
Attack: (1d20+28)[ 44 ]  Damage: (2d4+17)[ 22 ]  Sneak Attack: (8d6)[ 32 ]

Swift Action: Burn all three charges in Belt of Battle

Extra Full Round Action: Initiate Time Stands Still Manoeuvres for two extra full attacks:
Spending 1IP on each attack and damage roll from here to add my INT bonus

Attack: (1d20+38)[ 57 ]  Damage: (2d4+17)[ 22 ]  Sneak Attack: (8d6)[ 27 ]
Attack: (1d20+38)[ 50 ]  Damage: (2d4+17)[ 23 ]  Sneak Attack: (8d6)[ 29 ]
Attack: (1d20+33)[ 53 ]  Damage: (2d4+17)[ 25 ]  Sneak Attack: (8d6)[ 25 ]
Attack: (1d20+28)[ 42 ]  Damage: (2d4+4)[ 8 ]  Sneak Attack: (8d6)[ 29 ]  <==No Int to damage

Attack: (1d20+38)[ 45 ]  Damage: (2d4+17)[ 25 ]  Sneak Attack: (8d6)[ 27 ]
Attack: (1d20+38)[ 47 ]  Damage: (2d4+17)[ 20 ]  Sneak Attack: (8d6)[ 35 ]
Attack: (1d20+33)[ 37 ]  Damage: (2d4+17)[ 23 ]  Sneak Attack: (8d6)[ 39 ]
Attack: (1d20+28)[ 41 ]  Damage: (2d4+4)[ 8 ]  Sneak Attack: (8d6)[ 31 ]  <==No Int to damage

Burn 3 more IP for an extra standard action with cunning surge:
Attack: (1d20+38)[ 40 ]  Damage: (2d4+29)[ 31 ] + (15d6)[ 57 ]  Sneak Attack: (8d6)[ 32 ]

Special Effect:  (1d20)[ 11 ]
Str Damage (if applicable)  (2d6)[ 7 ]
Dex Damage (if applicable)  (2d6)[ 8 ]
Con Damage (if applicable)  (2d6)[ 10 ]

Effect Duration:  (1d6)[ 3 ]

In addition every attack that hits deals 1 Negative level, every attack that deals sneak attack damage deals 2 Str damage.

[User] Would you mind if this match is declared a draw and you are both moved to round 3?

[User] OOC: Whatever makes life easier for you, Firemagehao. Works for me. I can't even see my opponent, but I have this lingering feeling that I'm gonna wind up with blade in my windpipe 😁

[User] Devmaar: Is it okay for Ish to look at your last spoiler?

[User]
 Sure

 whitetext

[User] Ish: I believe it is your turn. You may have took a good bit of damage, so read the spoiler.

[User] OOC: Okay, this might take a second... all those attacks are against my FF AC right?

[User] It has been ~158,400 seconds. Figure it out yet? just pushing it foreward because this is the last match to finish.

[User]
 Electricity damage- (5d6-10)[ 10 ]
Not completely sure what's attacking him or from where Agrios surmises from his wounds that his attacker must be near by, not too close as he can't smell him. Hopping to engulf his enemy Agrios unleashes a fierce barrage of fiery attacks.

Free: Quickened breath: (75ft cone, Ref DC 28)  (15d8)[ 55 ]  Fire Damage  (recharge- (1d4+4)[ 6 ]
Standard: Casting Meteor Swarm, centering all four spheres on the square ten feet in front of me. (DC also 28, rolled for each sphere)
 (6d6)[ 13 ]  Fire damage
 (6d6)[ 24 ]  Fire damage
 (6d6)[ 30 ]  Fire damage
 (6d6)[ 20 ]  Fire damage

Stats:

 Spoiler
 HP : 193/499 (factored in fast healing now, for convenience.)
Fast Healing 15.
 AC : 49 (T: 20; FF: 43)
DR 15/Silver
DR 15 Bludgeoning and Adamantine.
Light fortification(25%)
SR 53(Don't forget about Experimental Power).
Immune to all energy types, heal 1/3rd of what Acid or Fire would have done, extra beyond max HP from Fire becomes temp. HP.

SLAs:
Produce Flame: 15/15
Scorching Ray: 15/15
Fireball: 7/7
Wall of Fire: 7/7
Flame Strike: 6/6
Fire Seeds: 5/5
Fire Storm: 5/5
Sunburst: 5/5
Meteor Swarm: 3/3

Magic Items:
Shirt of the Leech: 3/3
Retributive Amulet: 3/3
Counterstrike Bracers: 2/2

Current conditions:
Atk=+27/+21/+15
-8 to skill and ability checks
-8 to saves
-8 effective level

[User]
 Spoiler
My ring negates all that damage

[User]
 Percentile rolls:  (1d100)[ 57 ]
 (1d100)[ 74 ]
 (1d100)[ 72 ]
 (1d100)[ 67 ]
 (1d100)[ 87 ]
 (1d100)[ 96 ]
 (1d100)[ 83 ]
 (1d100)[ 52 ]


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet

[User]
 - Uh. Eek! Where am I? Why wouldn't they leave the old Nirk alone?

Kobold slowly brought himself up, and looked around.

- Some old musty dungeon... how creative. Betcha there's nothing to chew on in there. Nirk hungry, Nirk off to get himself something.

With these words, he slung the sack onto his back, and readied the pole. An incantation sounded, and the far end of the pole disappeared in the inky blackness. Moments after Nirk himself disappeared from view as well.

 Spoiler
Darkness on the far pole end, renewed as necessary. Get into hiding by expending an invocation - let's assume I'm taking 10 while not in combat, for 27 Hide and 17 MS. Exit through the door.

[User] Any unusual vision modes?

[User] Just the usual darkvision 60' and low-light.

[User]
 Opening the door reveals a corridor to the south.

After 5', there's a split east.

After 25', there's a split east.

After 35', the corridor ends in a T-junction.

The corridor is 5' wide, and unlit.

[User] Since I'm rather well hidden, I'll map the area first, without activating or opening anything or engaging anyone. I'll test floor, walls and doors (provided there are any) with the pole, exerting the maximum weight possible, this should take care of the traps (pits should be uncovered, and anything shooting from the walls should activate without hitting me - I assume my pole doesn't mind receiving the damage).

[User]
 As you poke the floor after 30', a splash of acid fires at you:

 (d20+10)[ 12 ]  touch attack for  (d3)[ 3 ]  acid damage.

[User]
 Not that it matters in this particular case (the attack missed anyway), but, just for the record, I'm 10' away from the place the trap was triggered on. Was the attack coming from the walls, the ceiling, or just flying down the corridor? Was it specifically designed to aim at a different square that it was activated on?

EDIT: the answer notwithstanding, I'll continue on down the corridor.

[User]
 It flew from the air in the middle of the square you poked at you.

You map out the intersections in the corridor.

The first one is a very long corridor, with a north/south junction after 10', and a door north after 30', and another north/south after 50'. You cannot see the end of the corridor.

The next split is a 10' corridor that turns north at the end.

At the end, you can see 10' west before it turns south, and 30' east before it turns north. There's a door north after 20', with a bullseye on the floor right outside it.

[User]
 // Remind me to invest in Unseen Servant on the first opportunity... now I can understand why the unlimited healing was advised so strongly... with auto-targeting traps that couldn't be disabled by any means except trapfinding, one does indeed needs unlimited healing.

Continue down the first encountered corridor.

[User]
 Not necessarily, I know for a fact there are ways around it.

The 10' pole trick is just an obvious method to place a counter for.

How much pressure are you pushing with on the pole?

[User] As much as I can muster... not sure how much that is in pounds.

[User]
 You detect a pit trap shortly after the first junction.

There's another north/south split 60' from the start, and after 85' the corridor turns south, with a door east at the very end.

[User] I assume the pit is opened now? How big is it? If I should be able to navigate it using rope and hook, without a chance to fall down, I do so. My guess is that the DC is -5 (0 for "a knotted rope with a wall to brace against" and -5 for "Climbing a corner where you can brace against perpendicular walls" - I assume the pit does indeed have corners), and, with my Climb of -2, that's an auto-success.

[User] 5' across, so you have the chimney modifier too. The DC is -10..

[User] Continue down the corridor, then, with the same precautions as before.

[User]
 At the next intersection, both corridors turn right after 10'.

At the end, the corridor south goes 10' before turning east.

[User] Continue down the main corridor.

[User] You move a while down the corridor, jump a pit, and turn north to see a notecard placed on the wall.

[User] Ignore it for now, and move on.

[User] There's a turning left after 10', and the corridor turns left after 40'.


[User]
 You come to in the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_
1||||||||N||||||
2|| -> ||||||||||| -> |
3||||||||||||||
4||||||||||||||
5||||||||||||||
6|| -> ||||| -> |||||| -> |
7||||||||||||||[/table]

Arrows are dancing lights of the appropriate color pointing toward the floor in that square. N is a note hanging next to a button on the wall. It may be difficult to see the yellow arrow depending on your monitor, but there are five of them.

This room has full vending machine access.

DMs:

 Spoiler
 Sheet

[User] As wary as I am of notes, I will actually move over to and read this note...🤨

[User] It reads “Push this when you are are ready to leave.”

[User] Push what? I look for something that I can push. (but if I find something, I don't push it)

[User] The button that the note is next to?

[User]
 Oh, missed that part ><

I'll cast Alter Self on, well, myself, morphing into a tiny Shadow Dragon.

Then I'll move to the arrow in B-2 and brace myself. 😦

[User]
 You're in an middle-sized area of tall grass.

Spot check, and do you have any vision modes?

[User]
 Darkvision 60ft

  Spot  - (1d20+1)[ 4 ]
  Listen  - (1d20+1)[ 18 ]

[User] You are aware of nothing. What do?

[User]
 I will invoke Darkness on my headband, I will then hide using blend into darkness.
  hide  - (d20+21)[ 33 ]

(How tall is the grass?)

[User]
 Not tall enough to impede movement, tall enough to provide concealment.

Also, this is quite stupid at this point. Do you have a way to negate hiding? If not this encounter is going to be based on rolling d% to see if you accidentally bump into each other. -_-

[User] ((If I fly up into the air, I should be able to see where it's is based on movements of the grass and/or bent grass...yes?))

[User] Nope, It's got HiPS.

[User] But even with HiPS it would still move the grass when it moved...🫤

[User] I'll give you a bonus to the spot check, but that's it. It does make it possible for you to detect it though.

[User]
 Very well. Take off and fly about, moving up 30ft above the grass (if I have that much room).  Fuzzy will then take a standard action to survey the area.

  Spot  - (d20+1)[ 20 ]
  Listen  - (d20+1)[ 13 ]

[User]
 hide  - (d20+20)[ 40 ]
  move silently  - (d20+21)[ 35 ]

Sadly distance penalties put it out of range. You have to be within 10' to be capable of seeing him.

Your turn.

[User] Can I see the dimensions of the room that I'm in? (Just curious to see how far I need to fly before I have to turn around 😁 )

[User]
 35'x55', and 50' high.

You appeared dead centre.

[User] Any chance I can see a way back to the room I came from?

[User] Nope, there's no teleporter in sight.

[User]
 Freaking awesome.
I will fly around the area with my 120ft fly movement, looking for whatever might be in here.

  Spot  - (1d20+1)[ 12 ]

[User]
 You'll have to make a new Hide and Move silently check each round. Don't forget the penalty for full speed movement.

 (d20+19)[ 31 ]  Hide
 (d20+20)[ 34 ]  Move silently.

 (d20+9)[ 28 ]  Spot
 (d20+9)[ 24 ]  Listen.


[User]
 Darkness had fallen. Outside the city a massive battle had begun. Soldiers clashed in the fields and the ring of weapons and the explosions of spells went for miles Commanders shouted orders to their troops, some of which were followed, others of which were lost in the chaos.

In the sky, airships fired at each other, massive blasts of magic tearing through the hulls, while those who could fly clashed with each other, the wounded and dead dropping to the ground.

The attackers were the diabolic forces. All over the world, fiends of various types had poured out of dark portals that had suddenly appeared. They had overrun many major cities and forced the defenders to flee to safer lands.

Now the defenders were forced to hold out in their few remaining strongholds, fighting desperately to simply survive. The defenders consisted of various races and professions, from a variety of former countries (now fallen). There was no time for petty rivalries when the enemy had already taken so much.

The location they defended was one of the few remaining free cities in the world. Inside it's walls, non-combatants remained in their homes, listening to the sounds of battle outside.

 What exactly are you doing during the battle. Introduce your characters and well start the combat!

Also  Recruitment  and  OoC

[User]
 Beast paused, reaching a moment of calm in the ground battle. He stood atop a small hill and looked around. Fighting nearest to him was the remainder of his clan. He had gathered them over the years and they grew to respect him. They had chosen to help lead the charge on these fiends, and those that fell in battle died an honorable death. Another fiend charges towards Beast. He takes a deep breath, releases it and says  I really need to let loose more often.  He takes a step foward swinging his axe, cleaving the fiend in half.   These ants are a waste of my time.   He looks to the sky,   Hmmmm, it would be quite interesting to bring a ship crashing down upon their own ranks   Debating whether to fly up and do so, just for his own entertainment.

 Spoiler
Ok I was waiting for someone else to post first. But I guess not. I know I should role for that attach but it's theatrics so too bad.

[User]
 Ravenbane

There is a man atop an airship, and he is smiling.

The man is dressed in blacks and grays, garbed in gloves made from human skin and etched with blasphemous runes. His face is hidden by the cowl of a cloak that billows in the winds that roar up at their altitude.

The man is not alone.

Resting on his shoulder, and scattered around him is a congress of ravens, with black, faintly metallic beaks and feathers that could blot out the sun.

One of the enemy airships drifts closer to his position.

Ravensbane crooks a finger, and the ravens await his command.

" Kill ," he says.

And the ravens flock to his whim.

[User]
 Fiends have entered the ship. I repeat, fiends have entered the GAAAH!  The magical intercom was cut short.

Lyra knew this was the time to act. The ship shook as blasts from the magical cannons impacted against it's hull. All around her, soldiers were hastily running to intercept the boarders.

Lyra however, walked, keeping calm.

" The best course of action would be to find a way to disable the enemy ship. " She thought aloud. "Now to find my way to the deck..."

A shot from the enemy cannons blasted a hole through the hull, killing any near by soldiers. Devils poured in through the breach. Lyra lifted her hand and a bolt of electricity fired from her hands, shocking each of the devils to death. Their bodies faded away soon after.

Lyra then stepped out of the hole and took off towards the enemy airship.

[User]
 Somewhere on the plane...
"  Our forces have just overran Blood Pass  ", the infernal tongue spoken sounded more of a shriek than actual voice, as a figure wrapped in cloak observes hordes of various fiends through his scrying pool.  Outnumbered at three to one, it was bound to be an onslaught.

When suddenly, their own numbers started dropping.  Half... quarter... none. "  What is this? Did everyone just die?  ", snarled the cloaked figure as he looked at the srying pool with disbelief.

"   Somebody is just messing with your divination.  Send the Pit Fiends if it scares you so much   ", the voice was deeper, and reverberates authority in each word it spoke.

"  But Master, we already-- " , the sudden teleportation of a half-dead Tanar'ri interrupted the figure.

"  DAMNED TRAITORS! PREPARE TO DIE, BAATEZU!  ", shouted the Tanar'ri.
___________________
 Blood Pass
The air reeked of fiendish blood, and the ground was littered with the bodies of the slaughtered.  Six shadowy figures, decidedly fiendish in form, suddenly appeared just moments ago.  Just as quickly, the shadows disappeared.

[User]
 Elsabeth
  On the city walls...

There was no pleasure in this, just a grim sense of satisfaction as a millenia-old grudge is brought out for a dusting.

The black-clad figure raisesa a hand a speaks a word, and out on the field a half-dozen devils drop to their knees screaming. Moments later and another word, and seven demons to the same. Less than a heartbeat later, a larger group is obliterated by a fiery blast

The crackling ring that surrounds her suddenly flares into life, and twin streams of crackling energy and arc on to the field, smashing apart any fiends in their way.

Alright, maybe there is a little satisfaction. What happened back then will not happen again here.

  In the sewers beneath the city

As always, there was a cult. When the fiends had first come, they had struck from the inside, causing chaos a devastation amongst the defenders before being forced beneath the city. Now they were hunted.

The cultists have torches with which to see; their hunters need no such thing, and so one by one the little beacons of light and flickering out and failing. Dark shapes are dimly seen on the edges of the light, until they explode forth. The cultists don't have a hope.

One of the dark shapes raises it's mind, and speaks to its mistress in the city above, the city lit by the hated sun. Soon they would stalk the streets at her side, but not yet.

  We are close to victory. We will be with you soon.

[User]
 Lyra flew through the air, crossing the gap between the two airships. Several erinyes attempted to attack her, only for them to be shot down by spells.

Lyra paused in the air as she saw a flock of ravens tearing through the enemies. She turned back towards the airship, where she saw a man commanding them. She nodded and continued towards the ship.

 From there she made her way to the roof of the airship. The few devils up there proved no problem, their attacks bouncing off the  daily armor  spell she had cast this morning.

As she finished off the last of them, a blinding white light shone, so bright it illuminated the battlefield. With in the light, could be seen a sphere of utter blackness.

 Wha- what is this?"  Lyra asked.

[User]
 Beast had gone back to battle when he noticed a small airship racing low to the ground, he recognized it as the ship the rebellion had lent him and his maenad crew was using for transport.   "Heads up! Friendlies coming to pick us up. Be ready to board"   He roared to his horde that still fought around him.

The ship pulled up and lowered it's ramp. Beast and his crew rushed on and were greeted by their maenad friends who flew the ship.   "Turn her towards the enemy flagship. I want to bring back a trophy"   Beast said. The ship rotated and started heading up towards the flagship, when suddenly a bright white light lit up the land. Inside could be seen a black spot.   What the hell is that  ... Beast pauses squinting and trying to focus on the black spot. With a new challenge infront of him, fire comes to Beast's eyes.   "Hold up boys. I think we may have a new target"

[User]
 Word in the battlefield is that someone of their own kind orchestrated an onslaught of fiends at the Blood Pass.

 "Mote of brimstone-smelling smoke momentarily puffs out of nowhere, leaving scattered corpses in their wake, before dispersing and puffing out to another remote area."

The smarter ones realized that the description roughly matches what's happening in front of them now, and so fled the scene as soon as they get the chance.

Hundreds of feet up in the air stands a lone figure.  He indeed appears fiendish, neither a mere trick nor illusion--as attested by those gifted with True Sight.  The sudden flash of light apparently got his attention, and what he saw gave him an inexplicable chill up his spine.

  A black ball of nothingness... Hmm, could it possibly be  it ?  I should take a better look

Referred by his close allies as Kagemaru, the devilish figure again disappeared out of sight, leaving the same cloud of smoke behind.

[User] Lyra stepped back from the light, as it grew brighter and brighter. However it eventually began to dim, as the black sphere in the center began to shape it's self. It it took on a humanoid shape, although it was about eight feet tall. Horns grew out of it's head, and it formed a mouth of razor sharp teeth. Arms formed from which came hands with razor sharp claws. A pair if mighty wings grew out of it's back. Finally, blood red eyes formed, glowing in the night.

[User]
 Still flying nearer and nearer to the now dimming humaniod, Beast's adrenaline was rising rapidly at a chance to fight such a creature to show who was stronger. He yells to his horde,
  "You turn back and start boarding ships. Your goal is to get me that nice flag ship they have. But don't sacrafice yourselves for it. Just do what you can and live to see another day. As for me, it seems I have a new opponent to face. Good luck boy."
With that, Beast takes a running jump off the bow of the of the ship (leap of faith style). As he falls dark wisps start trailing behind Beast forming into wings which then flap and he starts making his way towards this new enemy. His horde chears as they turn the ship to follow his commands and bring home the biggest ship they can.

[User]
 From roughly a hundred feet away, Kagemaru observes as the apparently sentient ball transforms itself to a humanoid entity.

"   Not what I thought, thankfully...Looks fearsome, without a doubt. I wonder if he is one of my brethren...   "

As he tries to delve in his memories for information about the creature, he attempts to catch the creature's attention.  He shouted at the latter in an all-too-familiar language, the fiendish tongue used by those he had slain in the past.

"  Identify thyself, foul creature, or thine soul will sooner part from that mortal coil.  "

 Spoiler

For information about the creature:
Knowledge (the Planes)
 90:  auto-20( Surge of Fortune ) + 15( Divine Insight ) + 12( Improvisation ) + 43(default modifier)

Knowledge (Arcana) =  90  (same)

[User]
 The creature laughed. It spread out it's wings and an aura of black energy surrounded the creature.

 Unholy Aura

"Inferior beings, You know not what who you are attempting to combat."

[User]
 Everyone thinks barbarians are all muscle and no brains, Beast is one of many who are the exception to that belief. Upon seeing the dark aura around the crreature, Beast put away his axe and drew his greatbow. He stopped and took aim at the creature. His muscles drew taunt as did the string. He took a breath and released the string, sending a large arrow whizzing towards the creature

 Spoiler
Attack: Greatbow
Attack roll:  (1d20+32)[ 51 ]
 (if a crit) Crit Confirm: (1d20+32)[ 43 ]
Damage:  (6d8+16)[ 42 ]  +  (2d6)[ 6 ]  (holy)
 (if crit) Damage above: -16, x3, +16, +holy

---EDIT---
Nooooo!! I rolled a 19!! Soooo close!!!


[User]
 "Hello Sport's Fans! This is Jim, and I'm here with my co-host, former competitor Bob Bifford! How are you doing Bob?"
 "I'm doing great Jim, and what a show we have for you tonight. Our Dungeon Jockey 'DJ In-Q-Bu5' has put together a great Gauntlet run for us tonight"
 "I should hope so, Bob. With his "win" record, I doubt he'll be in the business for much longer. He'll probably get the Axe from his sponsors. LITERALLY!"
 "Crying shame, but you can't doubt his failures when we've got some fantastic competitors coming in from all over the world. Today's cometator is a fighter named...Bryn Hwllbyrdson? I've never seen a name with so few vowels in it!"
 "That's not true! remember Lvdwk Svlkdnkndrn? The first truenamer, to ever make it past Stage 1! I think he actually made all the way to stage 7 when he tripped on the doorframe and bit clean through his tongue!"
 That was quite a spectacle! Let's get down to the action, and hope our competator does a little better.

The Map:
 Spoiler

Start in any square in the red dot. You win when you reach the blue dot.
Doors are locked until the encounter in the room is defeated. Either unconscious or dead. They take a move action to open and slide into the wall, unable to be used as cover.
Teleporting past a door is an automatic forfeit.
Walls are reinforced stone, Doors are reinforced wood.
The Ceilings in rooms are 30ft high, in the corridors they are 10 feet high.

 Yo yo yo! This is yo DJ IN-Q-BU5! I Hope you're ready ta DIE, son! You ain't gettin' outta THIS sh<bleep> alive!
 Bryn

OOC:Give your Starting location, Roll your initiative, and start the first round

[User]
 Spoiler
Starting in C2, mace equipped and ready.
Initiative;  (1d20+1)[ 6 ]

 Bryn, Round One
 ****, how've I gotten myself into this mess?  Bryn breathes in deep, adjusts the grip on his mace. It's cheap, but sturdy enough and definitely better than going in it alone. He'd hardly had time to master even a single spell yet, to his father's chagrin.  It's too late to go back now.  With precision, a false sense of confidence, and a lot of regret he moves to the door and slides it open. The muscles in his arm pull and tense, ready to strike should anything be waiting for him. The first sign of a clear opening, and he trots to the middle of the room, eyes trained on anything that moves.
 TAB  Oh, the droning voices! Make them stop, please. Don't these sodding idiots know anything? Y is a vowel, and so is W, and Ll.... Okay, maybe not so much the last, but still.

Visible;

 Spoiler
Move to C4 and open first door.

Readied;

 Spoiler
Readied action to strike anything within arm's reach, should it be waiting and he prove quicker. If not, continue move to C8, if allowed.
Preroll for possible attack, if necessary;  (1d20+5)[ 15 ]

Stats;

 Spoiler

HP; 11.
AC; 15 (+1 DEX, +4 ARMOR), 14 Flat-footed, 11 Touch.

End turn, unless resolution conflicts.

[User] Readying is a standard action, Do you want to move to the door, then ready and open on turn 2? or move open and see what happens?

[User] Apologies, I forgot to consider that opening the door is  also  a standard action. For now, open the door and see what happens.

[User]
 You open the door and find a creature (D,8) that looks like a primitive human with grey skin and coarse hair. His posture is stooped, his forehead is low, and his pig-like face has a jutting lower jaw and lower canines that resemble tusks. He wields a a rusted falchion, letting out a mighty bellow
  init  - (1d20)[ 11 ]


[User] Here is the place to gather and talk about all things Eyadril! Please, do not share  specifics about the game, but chatting, plotting, and backstabbing are all encouraged.


[User]
 "Hello everyone, Bob Bifford here with my co-commentator Jim Johnson. A great day for another season, right Jim?"
 "Without a doubt, Bob, and it looks like today's theme is vengance!"
 "How so, Jim?"
 "It would seem that today's competitor is the wife of a former competitor who was eaten by a badger in the first round."
 "I guess she's out to clear the family name from such an embarrassing defeat."
 "Too bad the Jockey isn't the same, otherwise this revenge might mean somthing. Instead we have DJ Blackbox, a rookie on the scene with some Big Ideas."
 "Let's head down to the field and see how two newcomers do.

The Map:
 Spoiler

Start in any square in the red dot. You win when you reach the blue dot.
Doors are locked until the encounter in the room is defeated. Either unconscious or dead. They take a move action to open and slide into the wall, unable to be used as cover.
Teleporting past a door or wall is an automatic forfeit.
Walls are reinforced stone, Doors are reinforced wood.
The Ceilings in rooms are 30ft high, in the corridors they are 10 feet high.

 "Good Luck"
 Aavariel

[User]
 Round 1
  "For Zaavariel!   as she begins to move gracefully down the first corridor Greatsword in one hand, potion in the other.

Initiative (d20+7)[ 22 ]
Drink Potion of Mage Armor, move to C4

 Spoiler

HP:13/13
AC:17 FF:14

[User]
 Round 2

Avaariel opens the door as she readies her blade in a defensive stance.

Move to open the door, ready action Fighting Defensively attack.

 Spoiler

HP:13/13
AC:20 FF:14

[User]
 Behind this door is a Burly humanoid. He stands (9D) about 6-1/2 feet tall. He has hairy skin, feral eyes, and a flat nose and chin. He wears studded leather and weilds a wicked looking longsword and a wooden shield. He has a javelin strapped to his back.
  initiative  - (1d20+1)[ 14 ]
Your go.

[User]
 Round 3

As the creature acts defensively, Aavariel begins her graceful charge.

Charge to 8D.

Attack (d20+8)[ 24 ]
Damage (2d6+6)[ 11 ]

 Spoiler

HP:13/13
AC:17 FF:14
Edit: AC -2 for charging.

[User] Your foe is caught off guard and falls to your mighty blade in a single hit.


[User]
 Hi folks! Jim Johnson here! and with me, as always, is Bob Bifford providing Color. How ya doin' bob?
 "Grrrrreat, Jim! It's so good to see a competitor get to stage 2! Lunaticus, a nut who worships the ancient and evil power of Pizza!"
 "Speaking of which, this stage is brought to us by Little Caesar's. Think that today's competitor will take up a sponsorship deal?"
 "If he manages to survive. Speaking of which, who is our Dungeon Jockey tonight?"
 "Ah, we have a close, personal friend of mine, DJ Grimbonez. He's been around since the sport started! We're sure to see some interesting creatures tonight"
 "Ooh, I remember him. Any idea why he's slumming it in the preliminaries today?"
 "Not. A. Clue, Bob. Maybe he has some runts that he wants to get rid of. Or perhaps he wants to snuff out an upstart. Either way, we have a great match ahead of us!"
 "So let's go down to the pitch and watch"

The Map:
 Spoiler

Start in any square in the red dot. You win when you reach the blue dot.
Doors are locked until the encounter in the room is defeated. Either unconscious or dead. They take a move action to open and slide into the wall, unable to be used as cover.
Teleporting past a door or wall is an automatic forfeit.
Walls are reinforced stone, Doors are reinforced wood.
The Ceilings in rooms are 30ft high, in the corridors they are 10 feet high.

 "Welcome, do try not to leave too much of a mess behind."

Lunaticus

[User]
 Lunaticus Turn 1
 "Hey there, John Jimson! How's the wife?"

Start in C2, greatsword and potion Bull's Strength in hand. Drink potion, drop vial, move to C4. Twohanded sword grip. Enter Martial Spirit stance

 Lunaticus Turn 2

Open door, ready action to attack enemy in melee range
  initiative  - (1d20+1)[ 12 ]

Stats

 Spoiler
18/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 29/30

Martial Spirit

Maneuver rolls tops down
Shadow Blade Technique
Crusader's Strike
Charging Minotaur
Douse the Flames
Stone Bones
Turn 1  (1d5)[ 3 ]   (1d4)[ 2 ]
Turn 2  (1d3)[ 2 ]
Turn 3  (1d2)[ 1 ]

[User]
 "Dead and loving it."

In front of you is the remains of what once was a mighty wolf. Standing before you now is only the frame with a red glow in its eye sockets.

  initiative  - (1d20+7)[ 12 ]

[User]
 Tie goes to the higher modifier. The skeletal wolf soundlessly charges forward with no regard for its own safety and gnashes with its boney white fangs.

  bite  - (1d20+4)[ 18 ]
  damage  - (1d6+1)[ 4 ]
  Crit Confirm  - (1d20+4)[ 21 ]
  Crit Damage  - (1d6+1)[ 3 ]

[User]
 readied action
 (1d20+8)[ 20 ]   (2d6+9)[ 18 ]
step to C or D5, whichever is free

 Lunaticus Turn 3

Shadow Blade Technique
  Attack 1  - (1d20+8)[ 22 ]
  Attack 2  - (1d20+8)[ 13 ]
 (2d6+9)[ 18 ]    Cold  - (1d6)[ 2 ]

Stats

 Spoiler
18/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 28/30

Martial Spirit

 Shadow Blade Technique
Crusader's Strike
Charging Minotaur
Douse the Flames

[User] Your readied action Bashes it to a loose assortment of bones, you are on round 3

[User]
 Lunaticus Turn 3

Move to C11, open door

[User]
 You open the door and the room seems completely empty.

  initiative  - (1d20+6)[ 9 ]

[User]
 Lunaticus Turn 4

Move to C17, ready Shadow Blade Technique if enemy in melee range

Stats

 Spoiler
18/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 27/30

Martial Spirit

Shadow Blade Technique
Crusader's Strike
Charging Minotaur
Douse the Flames
Stone Bones

 (1d5)[ 3 ]   (1d4)[ 3 ]

[User]
 Make a spot check

  hide  - (1d20+10)[ 13 ]

[User]
 spot  - (1d20+1)[ 20 ]
hide in plain sight or invisible, hrm...

[User]
 Actually it's just to determine when you see him. you are in c18, it is in a18

This creature skulks in the corner of the room pressing itself against the wall of the chamber, its body resembles that of a naked halfling with mottled flesh, bu tits limbsl are incredibly spindly and long. it hisses, showing sharp teeth.

[User]
 I only moved to C17, and A18 is solid stone.

Any weapons?

[User]
 Sorry, that was supposed to be a12, and you see him at c12 I looked at the wrong part of the map.

and no, he has no weapons.

[User]
 Move to B13, Shadow Blade Technique

 (1d20+8)[ 21 ]
 (1d20+8)[ 12 ]
 (2d6+9)[ 20 ]    cold  - (1d6)[ 4 ]

[User]
 Being caught unawares, the mutant halfling bites the dust, coating you with a spray of purple blood.

 "This madman seems to be doing very well"
 "It's almost not even fair!"

[User]
 Lunaticus Turn 5

Move to C18, open door

Stats

 Spoiler
18/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 26/30

Martial Spirit

Charging Minotaur
Douse the Flames
 (1d3)[ 2 ]

[User]
 In coiled in the middle of this room (c22) is a creature with a sinuous body that is segmented like an earthworm's, The whole body glows with an orange-white heat.
  initiative  - (1d20+1)[ 12 ]

[User]
 Ah bull-dookie. I'll reroll.
  initiative tie reroll  - (1d20+1)[ 17 ]

[User]
 The only sound it makes is the hiss of air as it charges forward to c19 with its slam then quickly coils up.

  slam  - (1d20+6)[ 11 ]
  Damage  - (1d6+3)[ 4 ]  +   Fire  - (2d6)[ 7 ]
  Crit Confirm  - (1d20+6)[ 7 ]
  Crit Damage  - (1d6+3)[ 5 ]

If it hits, make a dc12 reflex save or catch fire.

Egh, no love from the die roller today.

[User]
 Lunaticus Turn 6
 "Jim, is that you?"

Douse the Flames
 (1d20+8)[ 26 ]
 (2d6+9)[ 15 ]
Step to D19. Or if Douse the Flames works dance around the room and end in C20. Because I can.

Stats

 Spoiler
18/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 25/30

Martial Spirit

Charging Minotaur
 Douse the Flames
Crusader's Strike

[User] one short of a crit threat, but I won't complain 😛

[User]
 The thing's blood is white hot as it splatters, burning your sword. It coils, launching its body at you like a spring.

  Springing Slam  - (1d20+6)[ 26 ]
  Damage  - (1d6+3)[ 8 ]  +   Fire  - (2d6)[ 7 ]
  Crit Threat  - (1d20+6)[ 22 ]
  Crit Damage  - (1d6+3)[ 8 ]
Reflex save dc12 or catch fire
 "Sweet Pelor what a hit! Burn baby Burn!"
 "He's gonna feel that in the morning.

[User]
 Lunaticus Turn 7
 "Ouchie. No cool, Jim!"

Take 18 damage after DR
  Reflex  - (1d20+1)[ 3 ]

Crusader's Strike
 (1d20+9)[ 18 ]  +1 Furious
 (2d6+10)[ 18 ]
  Heal on hit  - (1d6+3)[ 8 ]

Stats

 Spoiler
0/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 23/30

Martial Spirit

 Crusader's Strike
Charging Minotaur
 Douse the Flames
? forgot one roll

[User]
 Not so fast, your DR leaves you confused for the next round you have to...
  Confusion  - (1d100)[ 90 ]  - Attack nearest creature. That's a standard attack. and you are on fire.

[User]
 A confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character.  Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.  A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Without that clause the feat would be pretty useless. No need for randomization rolls.

[User] I don't think that the designers thought of that when they made that feat...Ah well. I'm still of the opinion that the attack must be a standard attack. Much as a wizard wouldn't cast a spell.

[User] I can understand no spells, but maneuver or standard attack... It's the same kind of action, and they are basically the same except the maneuver has some bonus effect. I can see no boosts, no special maneuvers like trip or grapple and no fighting defensively, but Crusader's Strike, Stone Bones, Douse the Flames etc. is still the same thing as a standard attack: me whacking them with my sword.

[User]
 ...Fair enough. Any maneuver without any other required actions than an attack roll will be possible. I.E. no skill checks, no special actions (bull rush, charge, sunder.) Only attack rolls that affect your enemy.

The Fiery worm is split in two by your attack and both ends wriggle away burrowing into the ground.

[User]
 Lunaticus Turn 8

I hope that means defeated
[Reflex vs fire]1d20+1[/roll]   damage if fail  - (1d6)[ 1 ]
Move to C24, open door

Stats

 Spoiler
8/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 22/30

Martial Spirit

Shadow Blade Technique
 Crusader's Strike
Charging Minotaur
 Douse the Flames
Stone Bones

[User]
 You open the door to find a hulking brute, at least 9 feet tall, barrel chested and ready for war (Large - c29, d30).It has a thick hide covered in dark, warty bumps, it wears smelly skins, and its hair is unkempt and greasy. He wields a giant wooden club with the Nike logo etched on it.

 "Reletive of your's Bob?"
 "Oh just because we're both ogres you think we're all related? Is that it? Do we all look the same to you?"
 "Is he?"
 "He's my nephew, but that's besides the point"

DJ Bonez's sillouette is on the screen above the exit, he is wiry and frail looking  "You've been fun. I do hope you don't crush as easily as the rest."
  Initiative  - (1d20-1)[ 12 ]

[User]
 oops, already the last one. Wonder why I didn't drink my potion 😳
  broken Reflex  - (1d20+1)[ 6 ]
  next Reflex if fail  - (1d20+1)[ 7 ]   (1d6)[ 1 ]
 Lunaticus Turn 9

forgot maneuver rolls last turn
 (1d5)[ 4 ]   (1d4)[ 1 ]

[User]
 Move to C31

Shadow Blade Technique
 (1d20+9)[ 15 ]  +1 Furious. Being set on fire works to my advantage 😁
 (1d20+9)[ 24 ]
 (2d6+10)[ 16 ]    possible cold  - (1d6)[ 4 ]
Heal 2 if hit

Stats

 Spoiler
6/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 21/30

Martial Spirit

 Shadow Blade Technique
Douse the Flames
 (1d3)[ 1 ]

[User]
 The ogre is struck by your blow but the shadow does not spread its cold. Your large opponent winds up and swings for the fences

  Greatclub  - (1d20+8)[ 21 ]
  Damage  - (2d8+7)[ 15 ]
  Crit Confirm  - (1d20+8)[ 23 ]
  Crit Damage  - (2d8+7)[ 18 ]

[User]
 Reflex  - (1d20+1)[ 20 ]   (1d6)[ 2 ]
 Lunaticus Turn 10

Crusader's Strike
 (1d20+9)[ 21 ]
 (2d6+10)[ 14 ]
  Heal if hit  - (1d6+3)[ 8 ]

Stats

 Spoiler
-2/18 HP
AC 20, Touch 11, FF 19(6 armor, 1 dex, 3 natural

Dissolving Spittle 1/1
Wormtail Belt 1/1
Bloodtalons 0/1

Bull's Strength 21/30

Martial Spirit

 Shadow Blade Technique
Crusader's Strike
Douse the Flames

[User]
 "Come on boy! Do you're family proud! Do your RACE proud.

Your sword pierces the ogre's gut, he is barely standing on his legs, not one to give up he gives one last huge upward swing...

  Greatclub  - (1d20+8)[ 26 ]
  Damage  - (2d8+7)[ 17 ]
  Crit Confirm  - (1d20+8)[ 16 ]
  Crit Damage  - (2d8+7)[ 14 ]

...then falls to the ground unconscious and bleeding.

 "Or not."

 note since you are confused, you still have one more roll to make before your mad dash to the finish

[User]
 "You know what my family likes? Ogre kebab!"
 Lunaticus Turn 11
 Coup de grace (he's still alive and attacked me, so forced action to attack)
 (4d6+20)[ 30 ]
 Lunaticus Turn 12

Open door, move to the finish, turn to the camera
 "This slaughter was sponsored by Mephisto's Pizza.
Mephisto's Pizza! Cause devils know best how to make a crispy bottom."

End with -4 HP.

[User]
 "Ah well, I can always turn him into a skeleton or something. Congrats"
The ogre dies with a bloody splurch. You cross the finish line to much adulation
 "What a match, We've got blood, we've got crazyness, we've got all kinds of violence"
 "Too bad about your nephew, though"
 "Eh, never liked him that much anyways."
 "And on that note, Let's give a heaping congratulations to our competitor, and wish all of you at home a good night and pleasant dreams. Until next time."
  "What kind of sissy sign off is that?"
  "Oh stuff it, I'm trying something new."

[User]
 Well, that almost went awry when I forgot about healing up before the last encounter...
Did have good luck with attacks, but so did the critters. Almost took me down.

[User] Man, I thought I had you when you knocked him to zero. I'll clock your time at 1:12.

[User]
 nah, with DR and Crusader's Strike Healing I was 21 away from a fatal hit. 26 from an instantly fatal one thanks to the delayed damage pool. Loonie is one tough nut.

For Confused you said standard attack... What about full attack when you have more than one? The plan was to go for a Girallon Arms totem bind. Heal two per hit is rather more appealing with four attacks than with one.

[User] I'd say yes. Standard attack would refer to maneuvers. Let me guess: another level of totemest and taking multiattack...or multi-weapon fighting?

[User]
 Multiattack, Girallon Arms totem bind for four claws. Retrain Martial Study to Law Devotion.

Level 4 I'm looking at Cloistered Cleric. Fury domain, Hunger domain(how perfect for Pizza is that?), Knowledge Devotion. I can't use spells with my wisdom, but who cares about that with another natural attack and +2 +2 on each one? 😛

I should have gone with Krynn Minotaur. Natural armor, +4 strength and a gore attack... Quite a better deal than a feat and 1 Essentia. But wrong racial choice notwithstanding I'm doing quite well I think.