[User]
 Buff rounds? I propose all-days and 3, but this is up for negotiation.

As for the map, I'd like a map with large open spaces, if that's OK.

[User]
 ... Large open spaces?
I can do the large, not sure about the open. How about the larger columns map?

All-days and... well, I'd prefer at least 4, preferably more, but I guess I can do 3 if it's absolutely necessary.

[User]
 I'm down with 4 buff rounds and all-days.

Though I am not a minionmancer, there's a gargantuan creature involved, which would be completely unable to manuever in the new columns map. The forest map would suffice, as would an empty map. If you would prefer something else, feel free to propose it.

[User]
 New columns map, but double all sizes?
Triple, if you must?
Regardless.

 Buff Rounds

 Spoiler

AD) Mage armor, false life ( (1d20+10)[ 22 ] )
1) Spell turning, greater mirror image ( (1d4+6)[ 9 ] ,  (1d4+4)[ 8 ] )
2) Shield, new image
3) Fly, move 30 ft U, new image
4) Displacement, move 30 ft U if ceiling leaves room, new image

 Initiative   (1d20+13)[ 15 ]
 OO

 Spoiler

Since, iirc, spell turning is a "you must", not a "you may", I see no point in having an observer roll my levels secretly.

[User]
 Oops, mistyped a roll.
 OO

 Spoiler
Temp hp, rolled correctly.  (1d20+10)[ 15 ]

[User]
 Ach. Same fail as last time, and leaving the post up for proof.
 OO

 Spoiler

 (1d10+10)[ 13 ]

[User]
 Some Buffs:

 Spoiler
2-day Buffs:
Use Bead of Karma
Cast False Life  (1d10+10)[ 19 ]

1st Suffer the Flesh casting (+5):

 Spoiler
Extended Energy Immunity: Cold on self and familiar
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 3 ]
2nd:  (1d4)[ 3 ]
3rd:  (1d4)[ 2 ]
4th:  (1d4)[ 4 ]
5th:  (1d4)[ 1 ]
6th:  (1d4)[ 4 ]
7th:  (1d4)[ 2 ]
8th:  (1d4)[ 2 ]
9th:  (1d4)[ 3 ]
10th:  (1d4)[ 4 ]

2nd Suffer the Flesh casting (+5):

 Spoiler
Extended Heart of Fire & Earth
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 3 ]
2nd:  (1d4)[ 2 ]
3rd:  (1d4)[ 3 ]
4th:  (1d4)[ 2 ]
5th:  (1d4)[ 1 ]
6th:  (1d4)[ 1 ]
7th:  (1d4)[ 3 ]
8th:  (1d4)[ 2 ]
9th:  (1d4)[ 4 ]
10th:  (1d4)[ 2 ]

3rd Suffer the Flesh casting (+5):

 Spoiler
Extended Heart of Air & Water
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 3 ]
2nd:  (1d4)[ 2 ]
3rd:  (1d4)[ 1 ]
4th:  (1d4)[ 2 ]
5th:  (1d4)[ 2 ]
6th:  (1d4)[ 1 ]
7th:  (1d4)[ 3 ]
8th:  (1d4)[ 4 ]
9th:  (1d4)[ 1 ]
10th:  (1d4)[ 3 ]

4th Suffer the Flesh casting (+3)

 Spoiler
Extended Magic Vestment +5 x 2
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 1 ]
2nd:  (1d4)[ 3 ]
3rd:  (1d4)[ 4 ]
4th:  (1d4)[ 3 ]
5th:  (1d4)[ 2 ]
6th:  (1d4)[ 2 ]
7th:  (1d4)[ 3 ]
8th:  (1d4)[ 3 ]
9th:  (1d4)[ 2 ]
10th:  (1d4)[ 1 ]

Summary:

 Spoiler
False Life :: 2 1st level slots
Extended Suffer the Flesh x3 for +5 CL :: 6 2nd level slots
Extended Suffer the Flesh for +3 CL :: 2 2nd level slots
However many castings of Lesser restoration it takes to heal that :: 8 1st level slots, 9 2nd level slots, and 3 3rd level slots
Extended Energy Immunity: Cold on self and familiar :: 4 6th level slots
Extended Heart of Fire :: 2 5th level slots
Extended Heart of Earth :: 2 4th level slots
Extended Heart of Air :: 1 3rd level slot
Extended Heart of Water :: 2 3rd level slots
Extended Magic Vestment on shield :: 1 4th level slot
Extended Magic Vestment on armor :: 1 4th level slot

Sorc slots remaining: 7/1/5/6/5/5
FS slots remaining: 1/0/5/6/7/1 *Includes castings of Lesser Restoration*

All-days:
Mage Armor
False Life  (1d10+10)[ 11 ]
Use Scroll of Anticipate Teleportation
Heart of Air on familiar
Heart of Water on familiar
Heart of Fire on familiar
Heart of Earth on familiar
Enhance Familiar

1st Suffer the Flesh casting (+3):

 Spoiler
Imbue Familiar With Spell Ability, Energy Immunity: Electricity on familiar
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 1 ]
2nd:  (1d4)[ 4 ]
3rd:  (1d4)[ 3 ]
4th:  (1d4)[ 3 ]
5th:  (1d4)[ 2 ]
6th:  (1d4)[ 4 ]
7th:  (1d4)[ 4 ]
8th:  (1d4)[ 3 ]
9th:  (1d4)[ 1 ]
10th:  (1d4)[ 4 ]

2nd Suffer the Flesh casting (+3):

 Spoiler
Energy Immunity: Acid and Fire on self
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 3 ]
2nd:  (1d4)[ 3 ]
3rd:  (1d4)[ 3 ]
4th:  (1d4)[ 2 ]
5th:  (1d4)[ 4 ]
6th:  (1d4)[ 1 ]
7th:  (1d4)[ 4 ]
8th:  (1d4)[ 4 ]
9th:  (1d4)[ 4 ]
10th:  (1d4)[ 4 ]

3rd Suffer the Flesh casting (+3):

 Spoiler
Superior Resistance on both self and familiar
Lesser Restorations (using only as many as necessary):
1st:  (1d4)[ 2 ]
2nd:  (1d4)[ 2 ]
3rd:  (1d4)[ 4 ]
4th:  (1d4)[ 1 ]
5th:  (1d4)[ 1 ]
6th:  (1d4)[ 4 ]
7th:  (1d4)[ 2 ]
8th:  (1d4)[ 3 ]
9th:  (1d4)[ 1 ]
10th:  (1d4)[ 2 ]

Tyche's Touch on self and familiar
Divine Insight on self and familiar
Extended Heroism on self every 4 hours

Summary:

 Spoiler
Mage Armor on self and familiar :: 2 1st level slots
False Life :: 2 1st level slots
Extended Suffer the Flesh x3 :: 6 2nd level slots
However many castings of lesser Restoration it takes to heal that :: 6 1st-level slots and 5 2nd level slots
Imbue Familiar With Spell Ability CL 15: :: 1 6th level slot
-Wings of Cover heightened to 5th x2 :: 2 5th level slots
-Scintillating Scales :: 1 3rd level slot
-Righteous Might :: 1 5th level slot
-Mass Conviction Heightened to 5th:: 1 5th level slot
Enhance Familiar :: 1 3rd level slot
Superior Resistance on both self and familiar :: 2 6th level slots
Tyche's Touch on both self and familiar :: 2 2nd level slots
Divine Insight :: 1 2nd level slot
Divine Insight on familiar :: 2 1st level slots
Heart of Water on familiar :: 1 3rd level slot
Heart of Air on familiar :: 2 1st level slot
Heart of Earth on familiar :: 2 3rd level slots
Heart of Fire on familiar :: 2 4th level slots
Energy Immunity: Acid on self :: 1 6th level slot
Energy immunity: Fire on self :: 1 6th level slot
Energy Immunity: Electricity on Familiar :: 1 6th level slot
Extended Heroism :: 2 3rd level slots
Extended Heroism x2 :: 2 4th level slots

Slots remaining:
Sorc: 3/3/1/4/5/4
FS: 1/1/8/8/5/0 *Includes castings of Lesser Restoration*

I will need another post to continue my buffs.

[User]
 More Buffs:

 Spoiler
Round 1:

Me: Use Bead of Karma, activate Heart of Water
Familiar: Use Scroll of GoI   UMD DC 31  - (1d20+30)[ 33 ] , Activate Heart of Water

Round 2:
Me: Use Scroll of Arcane Spellsurge, Cast Shield on familiar
Familiar: Cast Righteous Might, Cast Scintillating Scales

Round 3:
Me: Greater Blindsight on Familiar, Activate Heart of Fire
Familiar: Activate Heart of Fire

Round 4:
Me: Use Scroll of Dragonshape on familiar, activate Heart of Earth
Familiar: Cast Mass Conviction, Activate Heart of Earth

  Initiative  - (1d20+2)[ 21 ]

[User]
 New Ginormous Map:

 {table=head] |A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_|Q  _|R_|S_|T_|U_|V_|W_|X_
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Arena is 60 feet tall. Material is worked stone. Constant and uniform lighting offers no mechanical penalties. The weather conditions are: 70 degrees F, no wind. If you would like to change any of this, suggest it.

Starting position:

 Spoiler
The Familiar is in E47-H50. I am in E47.

I suggest we both start in the top or bottom 4 rows. I am on the bottom side.

[User]
 I said double all sizes... that includes height.
Other than that, I'm fine.
Starting position:

 Spoiler

F4

[User] The height is doubled, from its original 30 feet. Do you want it to be higher, or are you satisfied with a height of 60?

[User]
 It was 30? I thought it was originally 60... I'd prefer 120, but I don't really care.
In any case, it's your turn.

[User]
 What are your vision modes? I have niether See Invisibility nor True Seeing.

Actions:

 Spoiler
The Familidragon moves from E47-H50 to A47-D50. Its move is not yet finished.

I have moved in such a way that I have LoS to columns A, B, C, D, and E. Keeping in mind my aforementioned vision modes, do I see you?

If you are in one of those squares, you gain LoS to me:

 Spoiler
You see a gargantuan Red Dragon. It is on fire. Its scales have a strange sheen to them. Roll two spellcraft checks. Also, make a K: Arcana check. On its back rides a Kobold with a bit of a coppery color to its scales. It is also on fire.

My turn is not over. I want to know if I can see you.

[User] No LoS, and no vision modes (other than standard.)

[User]
 You see a Gargantuan Red Dragon move to A1-D4, 10 feet above the ground. It has just finished a wide turn to the east. Riding it is a Kobold with coppery scales, wearing a mithral Shirt, a Buckler, and a cloak. Both of them are on fire, and the Dragon's scales shimmer. Make 2 spellcraft checks and a Knowledge (Arcana) check.

The Kobold has standard senses. The Dragon has 60 foot Blindsight and 60 foot Blindsense. What do they see?

On the chance that you are in columns A-E, and the dragon's Blindwhatever picks you up from 60 feet away, it may have a different move.

Turn is not finished.

[User]
 A human wizard is standing in F4, wearing somehow not one but two backpacks and carrying in one hand a single shuriken.

Know Arcana:  (1d20+24)[ 34 ]
Spellcraft 1:  (1d20+24)[ 35 ]
Spellcraft 2:  (1d20+24)[ 31 ]

[User]
 Your skill checks reveal that the creature is indeed a Red Dragon. Its proportions, colorations, and other such details place it in the Mature Adult age category, but it seems nearly twice as large as a typical dragon of such age.

You know that Red Dragons breathe fire, and are immune to fire and vulnerable to cold. Red Dragons of this age can typically cast spells, including Cleric spells and spells of the Evil, Chaos, and Fire domains.

The shimmering energy surrounding its scales is the result of the spell Scintillating Scales. The fire surrounding both the Dragon and the Kobold are the result of Heart of Fire spells.

As the Dragon reaches A5-D8, it sees you. It descends in a turn as it moves north, eventually reaching ground level when it hits A1-D4. When this happens, you become subject to a Globe of Invulnerability. All spell effects of 4th level or lower are suppressed. Spells cast before GoI are not affected, so your all-day buffs are safe. However, the GoI was cast on the first buff round, and the Dragon won initiative, so all your round buffs are suppressed.

The Dragon moves one more space to the east, ending adjacent to you. It lands when it finishes its move. When it does, the Kobold on its back (occupying A1) casts a spell at you. You recognize it as Wings of Flurry.

  Damage  - (18d6)[ 59 ]
  SR check  - (1d20+18)[ 21 ]

The DC for the reflex save for half damage is 26. If you fail, you are dazed for one round.

End Turn.

Observers only:

 Spoiler
That casting of Wings of Flurry is heightened to 6th level.

Remaining slots:
Sorcerer: 2/3/1/4/5/3
Favored Soul: 1/1/8/8/4/0

[User]
 I'm being stupid.
Please allow me to specify a few things.

I'm 60 ft up, at least until the globe hits. Will you move the dragon up because of this?

If you do, and the globe does hit, I will feather-fall downwards, as per what happens when a flight spell is dispelled, I believe.
However, if I do end up taking falling damage...  (6d6)[ 25 ]
EDIT: {As I leave the globe, I become invisible.
If my invisibility is seen through:

 Spoiler
Displacement and 8 mirror images

}
Also, not ALL my round buffs are supressed, only the 4th level or lower ones.
If your spell still hits considering all the above:
 Spoiler
Spell Turning, thank you very much.

[User]
 You said you were "standing", so I assumed you were on the ground, sorry.

I know that only your 4th and lower buffs are affected, though I should have made that more clear.

I can move the Dragon to +40 from the time I see you, but it is otherwise in  the same orientation and space as before . Since it is 20 feet tall, this gets you in the globe. You do fall, but the Dragon tries to nab you with an AoO.

  Touch Attack  - (1d20+39)[ 55 ]
  Grapple Check  - (1d20+55)[ 73 ]

If it gets you, you end up at altitude +55 and grappling the Dragon, and the Kobold casts WoF on you as before. If not, your flight recovers when you fall out of the globe, and you end up floating in F4 at altitude +35.

Edit: The Dragon says something in Draconic as soon as it sees you. Read if you understand that language:

 Spoiler
"I found one! It Blinks!"

Edit 2: I realized that the Dragon can not be in the same orientation and position as before. It ends up in A1-D4 at +40, having completed an ascending turn to the east. From here, it attacks you for falling and either stays there grappling you or misses and stays there, having used up all its movement.

[User]
 Ookay.
Did you really think that would miss?

Obligatory automatically failed grapple check:  (1d20+5)[ 24 ]
So I end up grappling... just great.

Also, spell turning.

My turn?

[User]
 Wings of Cover is an area spell that lets you choose who is affected, as opposed to a targeted spell. Spell Turning does not affect it. The good news from a metagame standpoint is that none of my spells can be turned, so at least the fact that I know about it doesn't cause a problem.

I was always unclear on one thing about grappling: can the Dragon try to do damage right now, or is that a separate check it has to make later?

Once these things are resolved, it is your turn.

[User]
 Does it have attacks left over? If it does, it can.

Also, reflex save.  (1d20+11)[ 21 ]

[User]
 It does not, as it used its actions.

You are presumably dazed, so may I take my turn?

[User]
 Yes.
And this message will be too short to post without this.

[User]
 Dragon bites you while you're in its grasp, then tries to pin you at the end if you are still alive.

  Bite  - (1d20+35)[ 48 ]
  Damage  - (3d8+16)[ 29 ]
  Bite  - (1d20+35)[ 49 ]  Edit: Should be 44.
  Damage  - (3d8+16)[ 27 ]
  Bite  - (1d20+35)[ 54 ]  Edit: Should be 44.
  Damage  - (3d8+16)[ 38 ]
  Check to pin  - (1d20+55)[ 58 ]  Edit: Should be 43.
If it pins you, it prevents you from speaking.

If you are alive at the end of that, the Kobold casts Wings of Flurry again. The save DC is once again 26.

  Damage  - (18d6)[ 45 ]
  SR Check  - (1d20+18)[ 36 ]

If you're still alive after that, the Kobold casts Greater Dispel Magic on you, which I think reflects. I'll roll that up later if necessary.

Edit: Those attacks are supposed to be iteratives that go down. Stupid copy+paste.

[User]
 I believe Celerity has a S component (AFB), so if it does, I lose.

If not... well, I think I still lose.

/me should have prepped FoM.

Good game. Now I'm off to remake the character with less fail.

Where do you have the dragon from?

[User] Actually, Celerity only has a verbal component.

[User] Well, I just went through my spell list and everything that might save me has somatic, so Celerity won't help. -> I still lose.

[User]
 You are still flat-footed since you have not yet acted, so immediate actions are out unless you have a way around that restriction.

Freedom of Movement is no match for GoI, so it would not have saved you.

You may inspect my spoilers if you want. This character has some rather weird buff routines. The dragon thing is actually not very impressive at all. The real trick is playing with buff eligibility.


[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 cramped, rectangular 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 bracket by the sole door visible in the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2||N|||
[/table]

There is a door at A-1.

DM notes:
 Spoiler
2, 16, 17

[User]
 Nightmare looks at the door, silently hovering to the side.

After a crackle of blue energy flares from his feet to his neck, Nightmare opens the visor of his helmet, and with his mouth open wide, releases a gout of corrosive bile at the door.

Move Action: Fly from B2 to A2.

Swift Action: Shift two points of essentia from Airstep Sandals to Acidic Spittle.

Standard Action: Spit at door for  (3d6)[ 11 ]  acid damage.

OOC:
 Spoiler
I believe attack rolls here are pointless, a stationary object tends to have a touch AC of 5, which I would only miss on a natural 1, because Natural ones always miss. Plus there is no issue of time and this action would be repeated each round until the door gives in.

Plus. If not for the little movement, I could declare coup de graces, I believe. Sure, they wouldn't deal critical damage and wouldn't force saves on the door, but they would still automaticaly hit.

[User]
 The door melts to slag. If inanimate objects could do so, it might look at you sadly, a questioning look on its face.

You can't see much beyond the remains of the door, save for a few yards of a narrow, unlit corridor that runs north and south.

[User]
 After another crackle of energy, Nightmare hovers to the door, taking the torch from the bracket and proceeding down the corridor.

Change essentia back to the airstep sandals.

Take torch.

Move down the corridor, hovering a few inches from the floor as possible (fly 30 feet once per round, must end movement touching ground)

[User] Which way were you moving down the corridor?

[User]
 Hmm...

 (1d2)[ 2 ]

1. North.
2. South.

South it is.

[User] The corridor continues south for fifty feet before taking a sharp turn east and continuing in that direction as far as you can see. There is a door on the north side of the corridor, twenty feet away from the bend.

[User] Nightmare makes a harsh sound through his helm, before turning back towards the north, stopping 30 feet away from the door and starting to melt it down with his spit.

[User] Ah, sorry, didn't explain that very well. There's a door on the north side of the eastbound corridor. Nothing stopped you from going as far south as the bend.

[User]
 Ah. Right.

Any chances of a poorly drawn mspaint map of the explored areas?

Anyway, no need to change much of the action, Nightmare hovers up to a fair distance away from the door and starts melting it with acid.

[User]
 This door, too, melts into a puddle of bubbling metal bits and disintegrated wood. This time, however, a screech accompanies your efforts at architectural mutilation, followed shortly after by a loud chittering.

A moment later, a small, bewinged creature, covered head to foot with leathery skin and sprouting a pair a short horns flaps out into the corridor. A tiny, vaguely squirrel-like creature runs out right behind the winged creature, its fur a raven black, its eyes a malevolent red.

Initiative time.

Init (squirrel):  (1d20+3)[ 8 ]
Init (winged):  (1d20+2)[ 15 ]

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_
1||-|-|-|-|-|-|-|-|-|-
2||-|-|-|-|-|-|-|-|-|-
3||-|-|-|-|-|-|-|-|-|-
4||-|-|-|-|-|-|-|-|-|-
5||-|-|-|-|-|-|-|-|-|-
6||-|-|-|-|-|-|-|-|-|-
7||-|-|-|-|-|-|-|-|-|-
8||-|-|-|-|-|-|-|-|-|-
9||-|-|-|-|-|-|-|-|-|-
10|N||||w/s||||||[/table]

There is a door at E-10, right behind the two creatures. The squirrel-like one is on the ground, the winged one flying five feet above it.

[User]
 (First things first, Initiative.)

 (1d20+6)[ 7 ]

Wow. That is lame.

[User]
 Best to get those 1s out of the way early, ne? 😛

The winged creature lets out another screech and flaps its way toward you, flying just over your head. It attacks you once as it flies past, a quick slash with one of the claws on its wingtips, before continuing up the corridor you came down from.

Attack:  (1d20+4)[ 14 ]
Damage:  (1d4+1)[ 4 ]

The squirrel then darts forward toward you. Suddenly, your torch flickers and dims, all but extinguished by some sort of supernatural darkness.

Fort save DC 13.

Edit: Updated map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_
1||-|-|-|-|-|-|-|-|-|-
2||-|-|-|-|-|-|-|-|-|-
3||-|-|-|-|-|-|-|-|-|-
4||-|-|-|-|-|-|-|-|-|-
5||-|-|-|-|-|-|-|-|-|-
6||-|-|-|-|-|-|-|-|-|-
7|w|-|-|-|-|-|-|-|-|-|-
8||-|-|-|-|-|-|-|-|-|-
9||-|-|-|-|-|-|-|-|-|-
10|N|||s|||||||[/table]

[User]
 (That attack missed)

Fortitude Save:
 (1d20+2)[ 9 ]

Nightmare looks at the squirrel, energy cracks from his boots to his neck, and he releases a jet of acid at the creature.

Swift Action: Transfer 2 Essentia from Airstep Sandals to Acidic Spittle.
Standard Action: Use Acidic Spittle against the squirrel.

Attack:  (1d20+4)[ 17 ]
Damage:  (3d6)[ 10 ]

[User]
 You take  (1d6)[ 3 ]  damage and 1 point of strength damage on the failed save.

The squirrel's body all but disintegrates from the acid, but the darkness remains.

The winged creature, seeing the effect the shadows had on you, wisely moves further up the corridor, then tenses as if prepared to do something else.

 Spoiler
The darkness extends as far as A-9. The winged creature moved to A-2.

[User]
 Nightmare hovers out of the darkness, to A8, and fires against the winged thing.

Move: 10 feet. A8
Standard: Attack (30 feet reach).

Attack:  (1d20+4)[ 21 ]
Damage:  (3d6)[ 9 ]

[User] The winged creature's readied action triggers as soon as you move out of the darkness. It moves to A-7 before you fire off your acid spit (which will provoke an AoO if you still want to take that action).

[User]
 In response to the different situation, Nightmare instead attacks with his trident.

Standard: Attack:  (1d20+4)[ 10 ]
Damage:  (1d8+3)[ 9 ]

[User]
 Miss.

The creature flails wildly at you, going so far as to bite at your face with its oversized teeth.

Claw1:  (1d20+4)[ 22 ]
Claw2:  (1d20+4)[ 9 ]
Bite:  (1d20-1)[ 17 ]

[User] Claw damage:  (1d4+1)[ 4 ]

[User]
 Angry, nightmare ignores the risk and belches acid at the tiny creature

Attack: [roll]1d20+4[roll]
Damage:  (3d6)[ 11 ]

Potential critical confirmation:  (1d20+4)[ 14 ]

[User]
 Erm. Attack roll failure. Trying again.

[roll0]

Edit: Cursed post limiter ><

[User]
 Ok. Third time is... Something, forgot the saying.

 (1d20+4)[ 14 ]

[User] That's a dead flying monster. You receive 150 xp for your troubles. There's nothing of note on the flying creature, and you can't currently see the squirrel.

[User] Nightmare waits in place for a minute, waiting for the dark fog to fade.

[User] The darkness remains for the full minute you wait.

[User]
 Energy courses from Nightmare's neck to his boots, and he lifts slightly off the floor, hovering through the mist and hopefuly out of it on the other side.

Move 2 essentia to Airstep Sandals.

Move 25 feet to D-10.

[User] Fort save, please.

[User]
 Did I land outside of the fog?

Fort save:  (1d20+2)[ 16 ]

Total sufferings:

Damage taken: 4
Ability damage:
Str -1

[User] D-10 is the center of the shadows. You find what appears to be a solid orb of shadows near the dead squirrel's body.

[User] Nightmare pokes the orb with his trident.

[User] It rolls around like a marble, or like an acorn. Nothing else.

[User]
 (Doh)

Nightmare fetches the object.

[User] The hallway continues on for another 20 feet before turning south. There's still a door right next to you, open, revealing an empty room.

[User]
 Nightmares hovers into the door, checking inside.

(Just a basic untrained spot followed by an untrained seach check)

Spot:  (1d20)[ 2 ]
Search:  (1d20+1)[ 10 ]

[User] Nothing of note. If you continue inside the room, you'll leave the area of the darkness.

[User] Instead of going further into the room, Nightmare goes down the corridor, following it all the way to the end.

[User] After the southern bend, the corridor continues for ten feet before teeing into an east/west running hallway. To the west, it continues for forty feet before turning south. There is a door on the south face thirty feet from you. To the east, it extends further than your torch allows you to see.

[User] Nightmare takes the west path, and melts the door down with acid after transfering all essentia to the Dissolving Spittle.

[User] How far away from the door does he land?

[User] Maximum possible distance.

[User] That would be right at the east/west split. The door melts, but nothing else happens.


[User]
 Arena Tournament, Round 66:  Malla Yor  vs.  Oro
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Gigz - Malla Yor
 Scorer - Oro
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Oro reporting in

 (1d20-3)[ 12 ]

Still need to think my purchases

[User] Checking in... I'm crazy busy this moment, but will post purchases and initiatives tonight.

[User]
 Malla Yor

Initiative:  (1d20+2)[ 13 ]

Purchases
Scroll of Invisibility - 150gp
Scroll of Shield - 25gp
Scroll of Mage Armor - 25gp
Scroll of Color Spray - 25

[User]
 Ok, here's my list:

2x Shield of faith +2 100gp
4x Tanglefoot bag 200gp
5x Alchemist Fire 100gp

 Ready to Go!

[User]
 Malla Yor, round 1

 Spoiler

Starting in M2 with scroll of invisibility in one hand, remaining scrolls in off hand. Attempt to cast Invisibility from the scroll (DC 4 caster level check)  (1d20)[ 11 ]  and step to L3.

Done.

Stats:

 Spoiler

HP 7
AC 12
F+2/R+2/W+3
Spells: Light x3, Grease, Summon Monster I x3, Summon Monster II
Spells in effect: Invisibility 30 rounds

[User]
 Oro 1st Turn

 Spoiler

Start in N26 with Greatsword wielded

Move to  T26

Total Defense Action

 Hide   (1d20+5)[ 20 ]
 Move Silently   (1d20)[ 9 ]
 Spot   (1d20-2)[ 1 ]
 Listen   (1d20-3)[ 12 ]

 End of Turn

STATS

 Spoiler

Oro started @  N26
Oro ended @  T26
HP 13/13
AC 23 (10 +4 Armor, +1 Shield, +3 Dex, +5 Total Defense) T 13(18) FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

No consumables used yet

[User]
 Initiate Ref Bayar
 LOS check:
 Malla Yor:

 Spoiler
No LOS.

 Oro:

 Spoiler
No LOS.

Malla Yor's turn !

[User]
 Malla Yor, round 2

 Spoiler

Malla runs to L14

Done. LoS?

Stats:

 Spoiler

HP 7
AC 12
F+2/R+2/W+3
Spells: Light x3, Grease, Summon Monster I x3, Summon Monster II
Spells in effect: Invisibility 29 rounds

[User]
 Oro 2nd Turn

 Spoiler

5' step to  U26

Total Defense Action

 Hide   (1d20+5)[ 20 ]
 Move Silently   (1d20)[ 13 ]
 Spot   (1d20-2)[ 7 ]
 Listen   (1d20-3)[ 3 ]

 End of Turn

STATS

 Spoiler

Oro started @  T26
Oro ended @  U26
HP 13/13
AC 23 (10 +4 Armor, +1 Shield, +3 Dex, +5 Total Defense) T 13(18) FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

No consumables used yet

[User]
 @Malla

 Spoiler

No LoS

@Oro

 Spoiler

You hear movement to the west before your turn.

[User]
 Malla, round 3:

 Spoiler

Malla double moved to L20

Done. LoS?

Stats:

 Spoiler

HP 7
AC 12
F+2/R+2/W+3
Spells: Light x3, Grease, Summon Monster I x3, Summon Monster II
Spells in effect: Invisibility 28 rounds

[User]
 Oro 3rd Turn

 Spoiler

I keep my Hide check of 20, and keep Total Defense Action

(if for some reason they can't be there both, I'll keep the hide check)

Also I have a ref question, is it possible to Take 20 in a Hide check? If so, how many time would it take? or how does it work?

 End of Turn

STATS

 Spoiler

Oro started @  U26
Oro ended @  U26  (Hide 20)
HP 13/13
AC 23 (10 +4 Armor, +1 Shield, +3 Dex, +5 Total Defense) T 13(18) FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

No consumables used yet

[User]
 Refs

 Spoiler
Listen for Oro:  (1d20-3)[ 5 ]

Oro

 Spoiler
Least I can do for our ubiquitous updater.  No LoS.  Also, no answer to the take 20 question, I'm afraid, although I would say having your old hide check and keeping Total Defense seem perfectly fine.

Malla

 Spoiler
No LoS

[User]
 Oro:

 Spoiler
Taking 20 takes 20 times the amount of time for regular rolling, and there have to be no penalties for failure, because of this, there's no takinf 20 on hide/move silently/listen/spot checks.

 Reference .

Carry on.

[User]
 High Ref Sallera
 Ref lightning strikes Malla, and Oro wins by default.


[User]
 Arena Tournament, Round 74:  That Guy With the Horse  vs.  Jakey Boy
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 That Guy With the Horse  - Introbulus
 Jakey Boy  - SoD

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

[User]
 Jakey Boy

No purchases.   initiative  - (1d20+7)[ 13 ]

[User]
 That Guy With the Horse

(I'd like to request one week of leave from this day forward on this match. For now, here's my initiative.  And no further purchases required)

 (1d20+7)[ 13 ]

[User]
 ...Huh...well might as well get the reroll out of the way while I'm at it.

 (1d20+7)[ 8 ]

[User] It's been about a week, and I think I'm ready to go for this match now.  SoD, we tied for initiative, so you need to re-roll.

[User]
 initiative  - (1d20+7)[ 23 ]

Sorry about the delay.

 Spoiler
Start in M25, open the door.

End turn.

[User]
 It's okay. ^^; Not like I've been that active either.

 Spoiler

Open door, move to H8/I7.

End of Turn.

Stat Block:

 Spoiler

Currently Mounted, Armed with Lance

Position: H8/I7

Hp: 10/10
AC: Full AC: 17, Flat-Footed AC: 14, Touch AC: 13 (+4 Armor, +3 Dex)

Horse:
Hp: 22/22
AC: Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

[User]
 High Ref Scorer

@refs

 Spoiler

None intended to hide. As both characters height is larger than the altar (5') then they could see each other for an instance.

@Guy

 Spoiler

You open the door and can see your opponent in M25, you lose LoS afterwards.

@Jakey

 Spoiler

You see your opponent open his door and move to West towards L5, then he keeps moving West out of LoS

EDIT:
@Both players

Where are your Stats Blocks??? 😡 *draws his Hi Ref Whip*

[User]
 High Referee Scorer
 As SoD is going away, he concedes and so That Guy (Introbolus) gets the win and loot!

[User]
 Aww man.  ☹ I was looking forward to a good fight.  If I had known SoD was going out of town, I would've forfeited ahead of time.

Ah well...I'm sure I'll win a fight honestly soon enough.  For now, I'll take this small victory.  Some other time, SoD.  😏  You write like a true champ.


[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 fairly spacious, rectangular 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, four torches are already lit and resting in brackets, one by each of the doors.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||||
3||||G|||
4|||||||
5|||||||
[/table]

There is a door at A-4, another at B-5, another at D-5, and a fourth at F-1.

DM notes:
 Spoiler
4, 4, 10

[User]
 Gerrin walks over to the A4 door, listens for a moment, then opens the door.

 Spoiler

Listen  (1d20+6)[ 10 ]
Ready action to shapeshift once door is open

[User]
 You hear nothing.

As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

 Spoiler
You take 1 electric damage.

[User]
 OW! Damnit.

Gerrin shakes his hand for a moment, takes a deep breathe, and opens the door. As it opens, he changes, his form flowing until it resembles a puma.

 Spoiler
open door, readied action to shapshift once it opens

[User] Opening the door reveals an unlit corridor that runs to the north and south. It's impossible to tell how far without a light source.

[User] Gerrin un-shifts, goes and gets one of the torches from the room, then begins to walk down the hallway.

[User]
 Bringing the torch out into the hall reveals that it runs north for forty feet before ending in a blank wall. It runs south further than your torch allows you to see.

Twenty-five feet to the north, there is a door on the west side of the hall.

Five feet to the south, there is a door on the west side of the hall. Thirty feet to the south, an east-running hall connects to the one you're in. Forty feet to the south, another east-running hall connects to yours.

[User] Gerrin walks north to the door on the western wall, puts the torch in a socket if availible, and simply leans it on the wall if no. Once done, he opens the door, shifting as it does so.

[User] You trip over a tripwire five feet away from the door you left. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.

[User] Gerrin walks north to the door on the western wall, puts the torch in a socket if availible, and simply leans it on the wall if no. Once done, he opens the door, shifting as it does so.

[User] Spot check.

[User]
 Spoiler
 (1d20+6)[ 8 ]

Am I shifted or not?

[User]
 No reason for you not to be.

Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_
1||||
2|2|||
3||||
4||1||
5||||
6||||
7||||
[/table]

You see what appears at first glance to be two attractive humans sitting around a fire. However, upon closer examination, you realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. His face is currently twisted in outrage, and he is gesturing emphatically at human 2.

Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles at the elf, a chilling expression that never reaches his eyes.

There is a door at D-6, which you are just outside of, and another at A-7, south side.

Roll initiative.

Elf: (1d20+1)[ 12 ]
Mr. Toothy:  (1d20+2)[ 10 ]

[User] initiative (1d20+4)[ 5 ]

[User]
 The elf moves into the doorway and tries to slash you with his longsword.

Attack:  (1d20+2)[ 7 ]
Damage:  (1d8+1)[ 9 ]

A moment later, Mr. Toothy moves to B-3 and mist fills the room. Turn by turn spot and listen checks are probably a good idea. You can still see the elf in front of you, but he has concealment. Anything further away has total concealment.

[User]
 Gerrin lunges forward in order bite the elf.

 Spoiler
spot: (1d20+6)[ 24 ]
listen: (1d20+6)[ 21 ]

Attack: (1d20+4)[ 8 ]
Concealment (1d5)[ 5 ]  1 misses

[User]
 The elf takes your attack as a personal insult, and tries to spit you on his sword.

 (1d20+2)[ 4 ]
 (1d8+1)[ 9 ]

After that, you hear movement to the northwest, and then flashing colors cover your vision.

Will save.

[User]
 Spoiler
Will: (1d20+4)[ 5 ]

Do you want to just roll saves and stuff?

[User]
 I can roll them for you if you like, but I find most people like it better when they do it themselves. Rolling a 1 hurts a little less when you do it. 😉

You and the elf pass out for  (2d4)[ 4 ]  rounds, then are blinded and stunned for  (1d4)[ 3 ]  rounds, then are stunned for 1 round.

Let's see how long that was, first.

[User]
 When you come to and are finished being stunned, you find that the elf is the only one remaining in the room. He recovers just before you, standing and attacking you. The mist is gone by this time.

 (1d20+2)[ 5 ]  vs Prone AC.
 (1d8+1)[ 6 ]

 Spoiler
Normally that guy loots all your money if he knocks you out, but since it's melded with your form...

[User]
 Gerrin quickly stands as well, accepting the moment of weakness in order to get into a more advantageous position as soon as possible. Once up, he attacks.

 Spoiler
You can roll saves if you wish. Probably speed things up.
attack (1d20+4)[ 16 ]
Damage (1d6+4)[ 8 ]

Spot (1d20+6)[ 12 ]
Damage (1d20+6)[ 24 ]

[User]
 AoO from the elf as you stand.

 (1d20+2)[ 17 ]  vs Prone AC.

 (1d8+1)[ 4 ]

He dies from your attack, regardless.

That's 50 xp, and the following loot list: studded leather armor, longsword, buckler, longbow, twenty arrows. His pockets were cleaned out by Mr. Toothy.

[User]
 Gerrin unshifts, first casting a spell to heal his wounds, then taking the longsword and longbow. He then moves to the A7 door and opens it, shifting as he does so.

 Spoiler
Cast Cure Minor wounds.

[User] Opening the door reveals a short (five foot) hallway that ends in another door. It's dark in there, though, so it's probably a good idea to bring along a light source.

[User] Gerrin goes back to where he left the torch, unshifts, and takes the torch with him, goes to the door, and opens it, shifting as he does so.

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||||
3||-|-||||
4||1|||||
5|||||||
6|||||||
7|||||||[/table]

You see a man seated behind a desk. He appears to be human, aside from his glowing blue eyes. He is wearing red robes of what appear to be silk, along with a gold and silver diadem. He looks up from a scroll on the desk as you open the door, quirking an eyebrow.

There is a door at D-1, which you are just outside of, another at B-1, another at G-4, and another at A-4.

[User]
 Gerrin unshapeshifts as the man makes no hostile actions.
 Hello there. Can you tell me where we are? I just suddenly found myself here, and I'm a bit lost.

[User] Which language are you speaking that in?

[User] Let's start with common, then in sylvan, Goblins and Druidic to see if I get a response.

[User]
 The man is visibly shaken by your sudden transformation, but he responds to your first attempt at conversation, albeit with a disconcerted edge to his voice. He scoops up the scroll as he talks, tucking it into a pocket of his robe.

"I... don't know, to be honest. I've been trying to figure out what went wrong with my spell that it brought me here..." He scratches his head absently, and a patch of his hair comes away on his fingers. He looks at it in shock, then at you.

"What...?"

[User]
 What kind of spell was it? And have you been attacked recently? I was while I was looking for a way out.
Noticing the man's expression.
 What is it, what's wrong?

[User]
 The man groans wordlessly and lifts a hand to his forehead. "I feel... faint..." he murmurs, slumping onto the desk.

Spot check.

[User] (1d20+6)[ 14 ]  Come on don't fail me now...

[User] You notice that his skin is turning red and blotchy at an alarming rate. He seems to have passed out.

[User] Gerrin shifts to animal form in order to better contend with any challenges.

[User] Nothing happens immediately. The man's skin turns a cherry red and starts swelling up.

[User] Gerrin backs down the hallway and into the other room, moving a total of 30ft.

[User] Aaaand a listen check.

[User] (1d20+6)[ 8 ]  come on dice...

[User] You hear something akin to a wet  plop .

[User] Gerrin moves forward to investigate, though a sinking sensation tells him that he already knows what it is...

[User] You come upon a terribly gruesome sight. Bits of flesh and puddles of blood are splattered all across the desk and the floor surrounding the man - or where the man used to be. In his place is a skeleton calmly removing the flesh from above its left eye socket with one finger. Much of the muscle still clings to the thing's bones, but the vast majority seems to have been cast off already.

[User]
 Gerrin Charges the beast, giving it a terrific bite.

Attack (1d20+7)[ 14 ]
Damage (1d6+5)[ 9 ] (note, does all damage types)

[User]
 Miss.

The quasi-skeleton swipes at you with both hands.

 (1d20+2)[ 17 ]
 (1d20+2)[ 3 ]
 (1d4+1)[ 3 ]
 (1d4+1)[ 3 ]

Make a will save for any attacks that hit.

[User]
 Dodging the blows, Gerrin snaps at it again.
Attack (1d20+4)[ 11 ]
Damage[/roll]1d6+4[/roll]

[User]
 Another full attack as the skeleton tries to rip your face off to match its own.

 (1d20+2)[ 5 ]
 (1d20+2)[ 21 ]
 (1d4+1)[ 4 ]
 (1d4+1)[ 3 ]

[User] Will save: (1d20+4)[ 21 ]

[User] You feel a chill pass through your body, but nothing happens.

[User]
 Dodging the blows, Gerrin snaps at it again.
Attack (1d20+4)[ 17 ]
Damage (1d6+4)[ 5 ]

[User]
 Your bite crunches off a few of its ribs.

Being the mindless creature it is now, it continues with its attack pattern.

 (1d20+2)[ 13 ]
 (1d20+2)[ 21 ]
 (1d4+1)[ 2 ]
 (1d4+1)[ 5 ]

[User]
 Will save (1d20+4)[ 16 ]

Dodging the blows, Gerrin snaps at it again.
Attack (1d20+4)[ 17 ]
Damage (1d6+4)[ 6 ]

[User]
 You feel another chill run through your body, but you shake it off again.

You crack off the rest of its ribs and put a chip in its clavicle.

It does what it does best, and tries to kill you again.

 (1d20+2)[ 22 ]
 (1d20+2)[ 4 ]
 (1d4+1)[ 2 ]
 (1d4+1)[ 2 ]

[User]
 Crit confirm:  (1d20+2)[ 13 ]
 (1d4+1)[ 3 ]

See, that's the bad thing about PbP. Can't fudge rolls to save lives. 😛

[User]
 Hmm...Good Game. I'm Disabled, which pretty much means I can't survive. Wow, you got some lucky rolls there...

Nevermind, forgot the crit...

[User] You still have a movespeed of 50 feet/round, against a mindless undead. 😉

[User]
 Move speed of 25 ft. Remember, I'm disabled. Plus doing so provokes an AOO.

And anyway, I missed your crit post. I'm actually dying.

[User]
 How did a 13 hit you? 🤨

And yeah, forgot about that half speed clause for a moment. Blame it on being way too tired to be DMing. 😁

[User]
 Good point. I think it's getting a bit late for me.

Still, Gerren attempts to flee, moving 25 feet back. He provokes an AOO.

[User]
 (1d20+2)[ 14 ]
 (1d4+1)[ 3 ]

Edit: 25 feet puts you in the room before the short hallway, I believe. Do you want to stop anywhere in particular?

[User]
 When able, Gerrin will continue to move through the room till he is outside of it. Then he unshifts, closes the door, and casts lesser vigor(fast healing 1 for 11 rounds).

Edit: no, not really.

[User]
 I'm putting you at the other side of the door to the short hallway, then.

The skeleton stops in the short hallway and claws at you.

 (1d20+2)[ 22 ]
 (1d4+1)[ 4 ]

OH COME ON.

...stupid dice.

[User] Good game. Really, I blame my really low rolls and your high ones. You needed to roll an 18 or above to hit me, and you managed to do that about half the time.

[User] Eheh. Want to restart the dungeon, since that was only the second room? Or try with a different character, if you had a couple you wanted to play?


[User]
 DAY 1
You have all arrived at Professor Cyrus ir'Vedrain's office at Morgrave University for one reason or another, right on time... but the professor is late to his office hours for some reason, so you are left sitting around in the hallway, waiting for him to arrive. There are four others here as well, rather strange looking folk, no doubt, but then, they probably think that of you as well.

 Spoiler
 LINK TO OOC THREAD

[User]
 Sir Garrickh felt out of place in the halls of Morgrave University.  But then, he felt out of place almost everywhere, these days.

Unlike Rekkenmark, the scholars of Morgrave tended to be indoors and bookish types- Garrickh's tall and muscular frame stood out like a sore thumb.  His dark, unadorned clothes would have been a perfectly acceptable fashion statement in Karrnath, and the sword at his belt and the opal ring on his finger would have garnered instant respect.  Here, of course, it all meant precisely nothing.

Garrickh holds a letter in one hand, wielding it like some sort of talisman, as if he might be called upon to justify his presence at a moment's notice.  He taps it absently against the arm of his chair as more and stranger folk start to filter in- and congregate outside the good professor's door.

 "This must be a very good book,"  he muses, wryly.

[User]
 Lakshana comes wandering down the corridor, quietly muttering to herself. As he comes closer to the door and notices the company she stops and takes a quick look at the people. Determining that nothing sinister is going on she relaxes a bit and walks up to the door.
 "Are you waiting for the professor?"  She asks to everyone in general as she readjusts her cloak.

[User]
 Hrothgalm

As the group slowly beings to enter, a shout of fright is heard from somewhere down the halls. After a few minutes a large, beastial man enters the room. He is a particularly hairy Shifter with crazy-man eyes and a thick, dark mane of hair. Two swords with worn hilts are strapped to his back and his clothes are deep blue with leather trimmings. Though he seems feral and looks a tad crazed, his clothes and hair are very clean and you do not detect the slightest hint of stench upon him, other than from your imaginations. He walks into the room and sniffs the air, eying everyone in the room with a wide grin. Wordlessly he stalks into the room and takes a seat, the grin never leaving his face.

[User] Garrickh instinctively rises to his feet as a Lady arrives, folding one arm over his waist.   "I am indeed, I don't suppose you happen to know him?"  he asks politely, in a low, gravelly voice- and then is interrupted by the sudden and startling appearance of the shifter.  The knight has seen his share of battles, though, and to a connoisseur of these things, that was definitely a 'startled' shout, and not, say, 'terrified', 'under attack', or 'in unbearable agony'.

[User] Lakshana shakes her head as she eyes the feral man.  "No."  She says while still looking.  "I do not know him personally."  She keeps a still and emotionless demeanor as she talks.

[User]
 The apparent discomfort Hrothgalm is causing seems to make him incredibly happy. His smile gets all the bigger as he nods towards the knight and looks towards Lakshana.

 "So, what are you here for?"

[User]
 Lakshana
 "Waiting for the professor."  Lakshana turns to Hrothgalm.  "Same as you, I'd imagine."  She looks over to Garrickh, then back to Hrothgalm, and visibly relaxes.  "I wonder what is taking him so long, though. Usually the staff here are meticulously punctual, in my experience."  She puts her bag down next to the wall and raises her right hand in a greeting gesture.  "But for now why not introduce ourselves if we are going to be working together. My name is Lakshana."

[User]
 Elorin

Loud, even steps echo their way through the corridorrs, heralding the approach of a rather stern looking young man. Despite being in a university, he still has on a shining breast plate covered along the arms, legs and certain parts of the torso with sharp spikes. A polearm is on his back, as his a longbow, and at his side is a flail and pair of gauntlets covered in spikes. His brown hair is neatly trimmed and his blue eyes stare straight ahead. He stops amongst the group, and stands near the wall. He eyes each member of the group, and shows no discomfort upon looking at Hrothgalm. He spies the letter in Sir Garrickh's hand and inquires,  "Do you wait for the professor as well?"

[User]
 Garrickh does his best to return Lakshana's gesture, then moves to shake her hand.   "Sir Garrickh ir'Trotholdt, of-"  an ancestry that you've never heard of and don't care about-  "- of Karrnath,"  he decides.

As Elorin arrives, the knight takes a moment to size up his weapons and armor, and smiles approvingly.   "Another man of the sword?  I'm beginning to wonder about the good professor's choice of librarians."

[User]
 Lakshana
 "The way I heard it he was looking for help for an expedition of his. That's why I'm here at any rate. I was promised some action."  Lakshana says, and then mutters beneath her breath:  "Let's hope it doesn't turn into a boring dig as the last one did."

[User]
 Hrothgalm
 "An expedition? No wonder the little bookworm wants my help. Has anyone seen a half-orc around here?"

[User]
 Elorin
 "Whatever it is,"  Elorin says with reverence,  "I was tasked by the Church of the Silver Flame to do it, and so I shall. I am indeed a man of the sword, so sending me would insinuate that this is no small matter."

[User]
 Hrothgalm

When Elorin mentions the Silver Flame, Hrothgalm lets out a low growl.

[User]
 Elorin

Elorin turns to face Hrothgalm squarely and asks flatly,  "Have you something to say about the Church?"

[User]
 Hrothgalm
 "I've nothing to say, but I have many dead ancestors who might. You'll be able to ask them, someday."

[User]
 Garrickh
 "As do I,"  Garrickh interjects, coldly.   "A soldier of Thrane killed my grandfather, and he's still upset about it."
 "But fortunately, we are not our ancestors.  We are living in a new age, are we not?"

[User]
 Lakshana

Lakshana touches the little crystal she has hanging around her neck and closes her eyes for a second, being reminded of her religion by the discussion.

[User]
 Gunther

A tall man in dark garb stands a score paces away from the group. He slowly nods, listening to conversation, but saying nothing, at least until now.

[User]
 Elorin
 "We are living in a new age,"  Elorin says, nodding.  "So, how long have you been waiting?"

[User] "Too long"  grunts the Shifter.

[User] Lakshana nods.  "Agreed."

[User] The dark character in the back just 'nods' silently.

[User] The professor comes hurrying along, breathing heavy from a long run here and frantically looking about before scrambling into his office, "p-please, come in, come in!" He ushers you into his office, an abnormally large office with room to seat at least 8 people. He sits behind his cluttered desk and glances down at the papers and books scattered about the floor before looking back to his guests, "Hello, hello! You are the warriors I have summoned to find the-the, Tome of Strahd, yes?"

[User] "Sort of,"  Garrickh says, quietly amused, as he enters the office and pulls back a chair for Lakshana.   "Azra d'Deneith sends her apologies, and also her regards,"  he intones.   "In her place, I am at your service."

[User] He pauses slightly before saying, "Oh, yes of course! Well, it's very good to have you on board. I've brought you all here because, well, you see, there's this legendary tome, the Tome of Strahd, that rests in this small, relatively unimportant township called Barovia in Karrnath. The university very much wants this book for it's historical value. D-do any of you have any questions? This is my first time organizing such a venture, s-so, yes. Should be simple, go in, maybe barter with the locals?" He looks around at the adventurers, obviously nervous about the large number of weapons and armor around him right now.

[User] Lakshana interjects.  "Now hold on here professor. I was told that this expedition would have a serious element of danger to it. I was assured that my combat experience would actually come in handy this time. Are you telling me that is not the case? Surely the university wouldn't need the services of people of our calibre."  She makes a gesture towards the other adventure types in the room.  "If it was only a routine barter job?"

[User] The professor blinks, shakes his head, then starts fumbling through notes before standing up straight and calming down,  "You are correct. I apologize. The job itself should be simple enough. However, Barovia is known to be haunted. It may be nothing, but I'm rather sure there is some credibility to the rumors, so... There is, indeed, a good chance of extreme danger, but the mission should go smoothly. There is also the possibility that others are interested in the book. Being a historical tome of necromantic lore, the Order of the Emerald Claw could take an interest, as could any mercenary sorts looking for some gold."  He seems much more confident now, and not at all worried about the weapons.

[User] "I take it this book is of more than academic interest then, Professor?  Whatever it is, rest assured that if the Emerald Claw wants it, my oaths and my conscience demand I keep it from them.  It will be a pleasure to assist you."

[User] The professor looks at the Karrnathi knight calmly,  "No, the tome if of purely academic interest to the university. It may not be as such for the Order, however."

[User]
 Lakshana whispers to herself:  "Tome of Strahd" . She tries to remember if that ever came up during her studies.

 Spoiler

Knowledge History
 (1d20+6)[ 20 ]

Knowledge Religion
 (1d20+6)[ 15 ]

Knowledge The Planes (you never know)
 (1d20+6)[ 12 ]

[User]
 Spoiler
Gary might do that as well, actually.
  Knowledge: Religion  - (1d20+9)[ 27 ]
  Knowledge: Arcana  - (1d20+2)[ 9 ]

[User]
 Elorin

Elorin listens intently, mulling over what he hears.

 Spoiler
In relation to the tome:

 Knowledge (Religion):   (1d20+8)[ 9 ]

 "If there are hauntings in the town, I would be happy to come along. I've vowed to protect the world from such things, and safe guarding a necromantic tome from the Emerald Claw seems like a worthy effort. How can I be sure the use here will be purely academic?"

[User] The professor smiles lightly as though proud,  "The university has many tomes of forbidden lore. We are experts at keeping them out of undesirable hands, once they are in our restricted sections. Once it is here, you need not worry about it. I would be more than willing to work with your church, as well, in designing additional safeguards if you deem them necessary. The Emerald Claw is a dangerous organization."

[User]
 Elorin

"That would be sufficient. I'll send word to others in the Church, and after we retrieve the tome, will talk to them in detail and help you sort it out with us."

[User] "Which just leaves retrieving the tome.  Have travel arrangements been made?"


[User]
 Hi Lochar!

so, there they are, Skaveress and pixil looking at the room where they plan to carry out the entrance level tests.   Do you think anyone will be able to catch you this year?   asks the Astral stalker, skeptically.   I guess you haven't rusted during the vacation period   he asks, cueing his old friend to begin with their yearly ritual...

[User]
 "I haven't rusted, but how about your skills?  Think you're capable of spotting me?"

Pixil grins mischievously, before taking a single step backwards and then vanishes.

 Spoiler
5' step backwards, Ddoor 100' further backwards, Hide in Plain Sight check:  (1d20+40)[ 60 ]

Not invisible.  LOL, doesn't matter with a 60 total roll.

[User]
 Spoiler
Also,  (1d4)[ 1 ]  rounds until I can d'door again.

[User]
 Skaveress grins wide, showing a row of wickedly sharp teeth.   You doubt it pixil?   he says, although inside, he wasn't that sure. Many a time had foiled the little pixie his tracking skills.    As always, the little sprite started upwind...    he thinks,    He's far too clever to allow me to follow his smell.    His smile disappearing, the Astral stalker puts a crude blindfold with an eye painted in the middle.

  Ready or not, here I go!   he says, setting in motion. He stops where the pixie disappeared, and he seems to smell the air, but also to see beyond and through his blindlfold.

 Spoiler
Skaveress tracks Pixil to the spot where he D-Doored (I assume he disappeared before the 5-foot step) Survival:  (1d20+31)[ 33 ] --> should this be an opposed roll with your survival to avoid being tracked or something?

It would make a good houserule: Use opposed survival to avoid being tracked. If the result of your check is lower than the standard DC, use the standard DC instead. 🙂

He then moves to the spot where Pixil disappeared and tries to track his teleport (Astral tracking feat, DC30, he passes automatically)

That would count as his actions for the round.

  So, there you went...    he mutters

[User]
 Pixil grins as Skaveress gets close to him, the shadows around him whispering as they pull him further away.   "You can track me, but can you keep up with me?"  his voice whispers to him.

Behind Skaveress, a shadow rises up and runs from him.

 Spoiler
160' shadow jump away, as dimension door.  Shadow rises and runs in an attempt to distract Skaveress.

Again, the shadows envelop Pixil as he hides from Skaveress' sight.

 Spoiler
Survival is to track someone moving, and as you can track my Astral movements, you can find me.  You still have to spot me and tag me though.  Since I can't move after a D'door jump, where ever the Astral track ends is where I'm at at that turn, you would just have to tag past my concealment in the shadows.

You're declared as my Dodge target, so AC 42, or Touch AC of 38, 50% miss chance once you know where I'm at.

Hide in plain sight:  (1d20+40)[ 55 ]

[User]
 The Astral Stalker opens wide his claws and roars at the shadow that rises behind his back... only to find that it was another trick of the mischievous fey. He chuckles and concentrates on the correct track.   You know I'm quite fast when I want!   he replies, enjoying the game.

 Spoiler
Actually, the blindfold Skaveress put on last turn is a blindfold of true darkness, so he ignores concealment and invisibility in a 60' radius. I guess that both by smell and blindsight he could tell the Shadow wasn't pixil, but he doesn't like surprises, so I'd say he was initially surprised at the very least. That should use his standard action for the round.

Ok, now trying something more difficult. Tracking at full speed(+10), small target(+1), teleporting(DC30)... that would increase the DC to 41 which I  can  fail.
survival  (1d20+31)[ 45 ]

Then, as move action, shadow jaunt 50ft, and as a swift action, (burning the sudden leap maneuver and taking 10) 70 ft. Only 120ft, you're getting away!

   Claws of the father! the little fey is fast!    he thinks as he hurries to chase after Pixil.   Hey, look, I was paying attention in your class!   he jokes, using one of the tricks Pixil taught him. The Astral Stalker seems to blend in the shadows and re-appear far away, with a similar technique than the one used by the fey, but a much shorter distance. He then jumps at an incredible speed, landing more than 10 yards away.

[User]
 "Yes, yes, but how fast can you really move?  Let's see your eyesight now!"

Knowing his hiding doesn't work against his friend's bandanna, a hole opens up underneath Pixil, pulling him out of sight once more.

 Spoiler
Dimension Door, full range.  1160' away, behind Skaveress.  So 1150' from his position.

Can you track from your position, or do you need to actually get to my point of jump?

 (1d4)[ 2 ]  rounds until I can D'door again.

Once Skaveress has caught sight of Pixil, he grins and shouts out.   "I've gotten better at my jumps, too!"

He does feel a little winded at jumping to his own extreme range, but knows he has a few moments to catch his breath.

[User]
 The astral stalker laughs out loud when he hears the pixie so far away.   No way I can move so fast!   he reckons, bowing.

 Spoiler
I need to get to the spot where you teleported, so Skavress will, in fact, move away before closing in back again, and this time at his standard speed of 70 feet.

When he reaches the spot where Pixil teleported, Skaveress chuckles again when he notices how far the pixie is.   I'm still not as good as you in the shadow stepping thing!   he says, disappearing into a shadow and appearing quite far, but not nearly as far as Pixil.

 Spoiler
Shadow jaunt 600 feet, and Skaveress can only do it once a day 😩 nope, I can't keep up with that 🙂 the students are gonna have one hell of a time to catch you!

Skaveress may "touch" you if you land close enough (140 ft from his position, 210 if he has had time to recover his jump maneuver) but otherwise you are safe.

[User]
 Pixil blinks at Skaveress' jump.   Hell, if we were just playing straight shadow jump, you would have caught me easily.  You know I move with the planes as well as the shadow.  I bow to your mastery of shadow walking."

Pixil bows back.

[User] I can't wait for the main game to start... I hope both of us get selected! 😁

[User] Agreed, ought to be loads of fun.


[User]
 10:43 PM

You are all located in the bar of L'hotel d'Ivoir - a comfortable place, with a reputation locally for it's very fine, very expensive food and wine. The restaurant area is full to capacity, as it normally is during the summer season.
Waiters bustle between the tables serving their patrons; the bar is somewhat quieter, with only a handful of drinkers present.

You can hear a faint buzz...

 L'hotel d'Ivoir is a detatched building located on the edge of the Vaulx en Velin area of Lyons. Half of the lowest floor is taken up by a large bar-restaurant, the other half by the lobby, kitchen, and staff offices. The next six floors are all taken up by guest rooms, with the top floor split between 5 large suites. Beneath the hotel is an underground parking garage, which can be accessed from the street or a staircase in the lobby.

The restaurant is split between a dining area and a raised bar area. Amandine and Roberto, you both know that there is a first aid kit located under the bar, along with candles, knives, chipped ice, corkscrews, and fresh fruit.

[User] Turning to a sandy-haired man in his late twenties, maybe early thirties,  Roberto,  a younger man who actually seems to look more Latino than French, as well as a new barman to any regular patrons, states simply in passable French,  "Welcome Monsieur, what may I offer you today?"


[User]
 Arena Tournament, Round 36:  Krull  vs.  Ned the Knight
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 theterran - Krull
 Lord Sarthax - Ned the Knight
 All Combatants, please roll initiative.

[User]
 still thinking about purchases
 (1d20-4)[ -1 ]

[User]
 So we meet again..for the first time...for the last time...

  Initiative  - (1d20+5)[ 15 ]

Still Looking @ Purchases

[User] only chance at winning, i buy a Tower shield. reserve the right for more purchases.

[User]
 Krull - Round 1

Starting in B14 with a LongSpear in Hand, I will move to J14, activate Travel Devotion with a Swift Action, then Cast a Spell.

 Spoiler
Casting Virtue

End my Turn.

Stats:

 Spoiler
Location: J14
HP: 11/10
AC: 18  Touch: 11 FF: 17
In Hand: LongSpear
Virtue (1/10)
Spells:

 Spoiler
Level 0 - Virtue-x, Guidance, Guidance
Level 1 - Shield of Faith, Shield of Faith, True Strike (D)

[User]
 start in y14 lance in one hand, tower shield in other, ride to O14, swift: Knights challenge, standard, use tower shield as full cover.

stats

 Spoiler
hp:14/14
location: O14
AC: 20 (ff 18, touch 12)
full cover
Knights challenge 1/7

[User] Tower shield only give full cover in one direction...which direction are you pointing it?

[User]
 to the right according to the map

question for refs,

 Spoiler
would i be allowed to ready an action to move the shield to give me full cover depending on where krull is?

[User]
 High Ref Talic

@Sarthax:
 Spoiler
Looking back at previous matches that use tower shields, choosing the direction for a tower shield hasn't required a standard or move action, so we can conclude it's a free action.

That means it can be performed if it's your turn, or if you specifically ready an action to do so.  Consider it to function in that way, unless another ref comes in to throw in a differing opinion on this.

[User] Will post my turn tomorrow...if it is my turn.

[User]
 Talic and other refs.

 Spoiler
so talic, would it be leagal then for me to take a ready action to use it as full cover this round or would i have to wait to take a ready action to use it next round.

[User]
 @Sarthax:

 Spoiler
Readying an action is a standard action.  On your last round, you used your standard action to take cover, so no.  In future rounds, you're still taking cover unless you state otherwise (don't need a standard action to continue taking cover), so, until you stop taking cover, that would be perfectly legal.

Edit:  Yes, it is Krull's turn.

[User]
 Krull - Round 2

Use a Swift Action and a move Action to move to O22.

Ready an Action:

 Spoiler
Ready an action to set my Longspear against a Charge.
  Attack  - (1d20+5)[ 12 ]
  Damage  - (1d8+7)[ 12 ]  x2

End my Turn.

Stats:

 Spoiler
Location: O22
HP: 11/10
AC: 18 Touch: 11 FF: 17
In Hand: LongSpear
Virtue (2/10)
Travel Devotion (2/10)
Spells:

 Spoiler

Level 0 - Virtue-x, Guidance, Guidance
Level 1 - Shield of Faith, Shield of Faith, True Strike (D)

[User]
 Ned Round 2

talic

 Spoiler

  Originally quoted from SRD

Shield, Tower
This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC.  However, you can instead use it as total cover, though you must give up your attacks to do so . The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield’s encumbrance.

Charge to O20 with lance

 (1d20+6)[ 25 ]
damage
 (1d8+4)[ 6 ]  x3 (lance)

horsey attacks also
 (1d20+8)[ 25 ]
damage
 (1d6+4)[ 6 ]

Stats

 Spoiler
hp:14/14
location: O21
AC: 18 (ff 16, touch 10)
Knights challenge 2/7

[User] me thinks i might of killed you.

[User]
 *sigh*

If an attack of 12 hits you, then you die first...otherwise..I'm dead.

[User] nope it doesnt

[User]
 High Ref Mav:

Ned Wins, Receives Prizes


[User]
 Arena Tournament, Round 39:  Phelonius  vs.  Yoshi
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Samthe Cleric - Phelonius
 Mavian - Yoshi
 All Combatants, please roll initiative.

[User]
 First match... so no purchases.

 (1d20+3)[ 21 ]

[User]
 I assume I can select spells knowing my opponent.

 Spoiler

Level 1 - Mage Armor, Sleep, Color Spray
Level 0 - Daze, Acid Splash, Detect Magic

[User]
 High Ref Talic

You are allowed to select spells, soulmelds, essences, meditations, and any other similar features based on whatever information you like.

[User]
 Hmm, Lets see how fast I die this time...  I'm going to grab... nothing

Initiative:  (1d20+4)[ 22 ]

For Refs:

 Spoiler

I will be performing my usual meditations and increasing my speed to 40

Hp: 6
AC: 21/19/17
Speed: 40
Shuriken: 9
Position: Z14

[User]
 Yoshi - Round 1

Starting in Y14, with my hands empty

 Double Move Action:  Y14 to M14

End of turn

Stats for Refs:

 Spoiler

Hp: 6
AC: 21/19/17
Saves: +2/+3/+1
Speed: 40
Shuriken: 9
Position: M14

[User]
 Question on your movement

 Spoiler
M14 is on the other side of the glass from where you started... did you mean N14 or... are you really standing right in front of me 😦

[User]
 Phelonius - Round 1

If he is in M14...

 Spoiler
Start in A14.  Cast Sleep on M14.  DC 14 Will save.  Move to B17

If I don't have line of effect...

 Spoiler
Start in A14.  Move to D16.
Ready an Action.

 Spoiler
If he comes within 15' of me, cast Color Spray

[User]
 I really am that fast, and am standing in M14

In this arena, there's no really need to post in spoilers unless its for refs only, as we constantly have Line of Sight to each other.  Do you  mind if I look in your spoilers?

[User]
 @Phelonius:
 Spoiler
The spell you chose to cast (Sleep), takes a full round action to cast.  Please amend your move to have the correct number of actions.

Hold up on that spoiler lookin', Mavian, as Sam needs to amend the move anyway.

[User]
 Ok yeah, you are that fast o_O  I'm scared.

Ok, amending my move, cause.. well... I don't like that and (did an illegal move accidently)

 Phelonius Round 1

Start in A-14, scroll of Magic Missile in hand.

Cast Magic Missile  (1d4+1)[ 3 ]

Move to B10.

Your turn.

Stats for Refs

 Spoiler

HP:  7/7
AC:  14
Spells:  1 - Mage Armor, Color Spray, Sleep 0 - Acid Splash, Detect Magic, Daze

[User] When did you get that scroll?  Cause its' not listed on your sheet...

[User]
 Ahh, I see it's listed under purchases, just not in your item list.

Yoshi - Round 2

Move Action: M14 to H10
Standard Action: Ready an Action

 Spoiler

Ready an action to move if Phelonius begins to cast a spell or recite a scroll

End of Turn

Stats for Refs

 Spoiler

Hp: 3/6
AC: 21/19/17
Saves: +2/+3/+1
Speed: 40
Shuriken: 9
Position: H10

[User]
 Oops, I apologize.  I did buy it, I guess I just failed to list it in both spots.  Sorry about that.

 Phelonius - Round 2

Move to D11, Cast a spell.

 Spoiler
Mage Armor

Stats for Refs

 Spoiler
HP: 7/7
AC: 18
Spells: 1 -  Mage Armor , Color Spray, Sleep 0 - Acid Splash, Detect Magic, Daze

[User]
 Yoshi - Readied Action

When you begin to cast your spell, you trigger my readied action.

Readied Action Move: H10 do D10 via E11

Which should grant me an AoO for you casting in a threatened square  if I'm not, then these rolls will actually take place on the my turn

Stunning Fist Attack:
Attack:  (1d20+1)[ 17 ]
Damage:  (1d4+2)[ 4 ]
Stunning Fist: DC 10

[User] Erm, E11 is a glass pillar...?

[User]
 I didn't say I was casting defensively, so I will make a concentration check to continue casting the spell.

DC 14
 (1d20+7)[ 20 ]

And regardless of that, let's see if I am Stunned.

DC 10
 (1d20+2)[ 7 ]

Now, since you readied, you would come after me in the initiative.

 Phelonius - Round 3
Assuming I'm not stunned (please don't be stunned!), I will 5' back and cast color spray.  DC 17.

Edit:  I'm stunned.

EDIT 2:  Rules question... if your readied action was for me to cast a spell, would I get the benefit of mage armor that I was casting?  Does "ready to move when he casts a spell" interrupt the casting, or does it occur AS I cast the spell?  It's kind of important, cause your attack would miss if that's the case.

[User]
 Readied actions specifically state that they interrupt the action that causes them.

Readied Action:

 To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.

So in this case.  You start to cast your spell, which triggers my readied action.
Before you can cast your spell, I move to D10,  9I got my left and right mixed up meant via E9).  You then proceed to cast your spell, provoking an attack of opportunity from me.  This happens before your mage armor is enacted.  You make the concentration check to avoid losing the spell due to damage, but then get stunned, causing you to be unable to complete the spell anyway.

At least that's my interpretation of the order of events.  You  could grab a ref to verify if you like.

[User]
 No, that makes sense... I just didn't know the condition of your ready  😁

Yeah... if you readied for me to start casting, then I get pwn'd.

 Good match... I don't like this wide open glass arena.  😡

Well fought,  hooray for 0 - 1 record!  😛

[User]
 I'm just  amazed my stunning fist worked...  I've never actually used it before, also I forgot to add in my skirmish damage on that hit, not that it would've changed things much.  And your not dead yet eh?

Yoshi - Round 3

Standard Action: Attack
Attack:  (1d20+1)[ 4 ]
Damage:  (1d4+2)[ 6 ]

Move Action: Run  Away
D10 to K12

End of Turn

[User]
 Huh, does stun wear off this turn... cause a 4 misses... I may actually live!

Assuming I can act.

 Phelonius Round 4

Move to H12, Cast Color Spray, getting you just in the outer edge.  DC 17.

Stats for Ref:

 Spoiler

Position:  H12
HP:  3/7
AC:  14
Spells:  1 -  Mage Armor ,  Color Spray , Sleep.  0 - Daze, Acid Splash, Detect Magic.

[User] Will Save:  (1d20+1)[ 4 ]

[User]
 Unconscious, Blind and Stunned for:   (2d4)[ 5 ]
Blind and Stunned for:   (1d4)[ 2 ]
And stunned for another 1 round after that.

[User]
 If my math is correct, your touch AC should be 4 right now (Dex becomes -5, lose your monk AC for being helpless, -2 for being stunned)...

Round 5 I will cast Acid Splash at you.

 (1d20+4)[ 12 ]
 (1d3)[ 2 ]

Round 6 If that's not enough, I will throw an Acid Flask at you (Your DR makes my coup d grace pointless)

 (1d20+4)[ 16 ]
 (1d6)[ 6 ]

If that's not enough... I'm going to cry and start firing arrows at you for the next 6 rounds.

[User]
 Just to see if it would've mattered had I remembered to apply it.

Skirmish Damage:  (1d6)[ 5 ]

[User]
 High Ref Talic
 Phelonius is the winner, and gets bright and shiny coins for his bright and shiny victory. (and xp)

[User]
 Originally Posted by Mavian
 Just to see if it would've mattered had I remembered to apply it.

Skirmish Damage: [roll0]

Yeah, I was kicking myself for not remembering to do the Brief Figment ability to give you a 50/50 miss chance...

I need to actually remember my abilities.


[User]
 Arena Tournament, Round 39:  Yorick  vs.  Thunk
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 edroux - Yorick
 Sithlackey - Thunk
 All Combatants, please roll initiative.

[User]
 Checking in.

Rolling   Initiative  - (1d20+3)[ 10 ]

I have no money to spend, and am ready.

[User]
 Behold my initiative!

[roll]d20+2[/roll]

I'm checking on the prices of a couple things.  I'll be done buying in an hour or so. (Window shopping takes much longer when you do it at work...)

[User]
 Let's try that again...

 (1d20+2)[ 10 ]

[User]
 Hokay...  Picked up some caltrops.

Looks like you're up first.

[User]
 Thunk the Barbarian
 " You  not smash  Thunk !"

Beginning the match with Clubby (the Greatclub) wielded in both hands, in Y14.

Double Move Action: Move to K17

End Turn

Stats (Refs Only)
 Spoiler
HP: 15/15
AC: 17/14/13

[User]
 Start in Z13, bow ready.

"Eep!"

Move to Z9, ready action.

 Spoiler

If he moves into the area where I have a clear shot, I will fire.
Hit: (1d20+2)[ 13 ]
Damage: (1d8)[ 2 ]

stats

 Spoiler

HP: 15/15
AC: 16

[User]
 Assuming you meant "Start in A13 move to A9" (since you started in the red), the following spoiler may be opened for my turn.

 Spoiler
 Thunk
 " Thunk  smash  You !  Raaagh !"

Double Move Action: Move from K17 to B9

Free Action: Fly into Rage (After Move)

Stats (Refs Only)
 Spoiler
HP: 17/17
AC: 15/12/11
Rage: 1/8

End Turn

If that's not what you meant, don't open it.

[User]
 *facepalm*

Yep.  That's what I meant.

I just got to work.  I'll take my move after I get settled in. (In case it makes Thunk any madder or anything, I shot an arrow at you. 😉 )

(The arrow missed.)

[User]
 Free Action - Drop bow

Tumble to A7 -  (1d20+5)[ 25 ]

Finish double move to F3.  Readying rapier on the move.

Done.

Stats:

 Spoiler

HP:15/15
AC:17 (as before, but with buckler now)

[User] Of course, when I need a 10, I roll a 20...

[User]
 High Ref Talic

For clarification, when Thunk Entered E10 enroute to B9, presenting an open shot (interpreted as having LoE with no cover), you triggered a ready action, and Yorick fired an arrow at you.  However, the arrow missed.

 It's now Yorick's turn.

Blast!  Ninja'd by Yorick!

It's no longer Yorick's turn.

[User]
 That's more of less what I figured he'd do, hence waiting for the rage until arrival. I forgot you could tumble, though. Darn.

 Thunk
  "Graaah!1one!! Come Back, Puny Man! Thunk SMASH!"

Move Action: Move to E3

Standard Action:   Attack  - (1d20+7)[ 27 ]
  Damage  - (1d10+9)[ 19 ]

[User]
 And the Critical   Threat  - (1d20+7)[ 9 ]  and   Damage  - (1d10+7)[ 9 ] (should be +9, =11)

  "Graaaah!! That's what Thunk THUNK!"

I do believe this one's ready for the books, then.

Oh, and End Turn.

[User] Damn!  There goes my daring plan of running away until your rage wears off. 😛

[User] It probably would be prudent of me to work out a counter to that strategy. I'll probably see it again in the next fight unless I fail my will save. GG edroux.

[User]
 High Ref Mav:

Thunk win.  Get shiney

[User]
 Originally Posted by SithLackey
 It probably would be prudent of me to work out a counter to that strategy. I'll probably see it again in the next fight unless I fail my will save. GG edroux.

What will save, what are you talking about?  😁


[User]
 Arena Tournament, Round 37:  Running Fist  vs.  Marcus
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 KaganMonk - Running Fist
 Swiftblu - Marcus

Please note, Marcus should have an additional 300 gold and 300 experience for a DQ win over Mr Sneaky Guy.

 All gladiators please roll initiative

[User]
 High Ref KC

*Sigh*
I always hate double DQ's

 Due to inactivity, both of you lose.  No one gets prizes.

*takes prizes back to secret high-ref treasury*


[User]
 Arena Tournament, Round 79:  Train  vs.  Mr. Q
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Train  - hustlertwo
 Mr. Q  - Psionic Dog

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

[User]
 ... I'm having trouble thinking if there is any possible build that would be worse for Mr. Q to fight than Train. Very tricky.

Purchases:
Masterwork Composite (Str 12) Longbow: 500 gp
Scroll of Jump 25 gp
Scroll of Longstrider 25 gp
Oil of Magic Weapon 50 gp
Total Purchases: 600 gp

Sheet updated to reflect purchases and last match winnings.
  Initiative  - (1d20-1)[ 15 ]

[User]
 Init:  (1d20-3)[ 3 ]

Quite a bit of stuff there.  I think I'll just buy a Shield of Faith potion and a Tanglefoot Bag and leave it at that.

Looks like you're up.

[User]
 Mr. Q - Round 1

 Spoiler
Start holding scroll of Jump and longbow.

Standard: Cast Jump from scroll. (auto-success on caster check)

Move: to F-7

Done

Stats

 Spoiler
HP: 16/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 1 of 10

[User]
 Round 1

 Spoiler
Train starts in Y-10, holding a potion of Shield of Faith and wearing his buckler on his off-hand.  Drink the potion, drop the vial, move to S-5, drawing a javelin on the way.

End.

Stats:

 Spoiler
HP 23/23
AC: 20 (+4 armor, +3 Dex, +1 shield, +2 SoF), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shield of Faith 10 rounds remaining

[User]
 Mr. Q Round 2

 Spoiler
Assuming No LoS,
5-ft step to G-6
  Hide  - (1d20+12)[ 27 ]
  Move Silently  - (1d20+8)[ 23 ]

Move: Draw oil of Magic Weapon
Standard: Apply oil to longbow
Free, drop vial.

Done.

Stats

 Spoiler
HP: 16/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 2 of 10
Magic Weapon: 1 of 10

[User] LoS established during Train's Rd 1.  Train is in S5 with a javelin, Mr. Q is in F7 with a longbow.  Mr. Q may revise his rd 2 turn.

[User]
 Hmmm.

LoS is broken as Mr. Q moves south.

 Spoiler
Move to G-13.

  Hide  - (1d20+7)[ 8 ]
  Move Silently  - (1d20+3)[ 6 ]
(includes -5 for full speed)

Use second move action to draw the oil of Magic Weapon.

 Done

Stats

 Spoiler
HP: 16/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 2 of 10

[User]
 Train, Round 2

 Spoiler
Double move to E-8.

Done.

Stats:

 Spoiler
HP 23/23
AC: 20 (+4 armor, +3 Dex, +2 SoF, +1 buckler), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shiled of Faith 9 rounds left

[User]
 @Refs

 Spoiler

Spot:  (1d20-4)[ 4 ]  My math says -3 for distance.

@Mr Q

 Spoiler

You see train in E8

@Train

 Spoiler

No LoS

[User]
 Mr Q - Round 3

 Spoiler
Move Action: stow oil of magic weapon

*Twang*
  Attack  - (1d20+9)[ 27 ]
  Piercing damage  - (1d8+2)[ 4 ]

If Train wasn't aware of Mr. Q and the incoming attack he now sees Q in G-13.

Done.

Stats

 Spoiler
HP: 16/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 3 of 10

[User]
 Ow, yeah, that's a hit.  I don't feel good about my chances on this attack, but what the heck.

Drop javelin, move to F-13, drawing flail along the way, and swinging when we get there.

 (1d20+6)[ 20 ]
 (1d8+4)[ 7 ]

Stats:

 Spoiler
Position: F-13
HP 22/23
AC: 20 (+4 armor, +3 Dex, +2 SoF, +1 buckler), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shield of Faith 8 rounds left

[User]
 Hit.
I think you got the better deal out of that exchange.

 Mr. Q - Round 4

Withdraw!
G-13 > H14 >Jump> J15 > O6, auto-succeeding on DC 10 jump.

Done

Stats

 Spoiler
HP: 9/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 4 of 10

[User]
 Doesn't H-14 have lava?  I wouldn't think you could stand there.

Anyhow, Train will double move to N-5.

Stats:

 Spoiler
Position: N-5
HP 22/23
AC: 20 (+4 armor, +3 Dex, +2 SoF, +1 buckler), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shield of Faith 7 rounds left

[User]
 Sure it has a little lava, but Q isn't standing on the lava bit. Sort of like the the land/water tiles at the Rivers map.

Withdraw! North East to Q4, South East to T7 for that 20ft running start, high jump up onto the pillar,  continue all 20ft across the pillar and long jump out to to T16.

5ft high jump DC 20:   Jump  - (1d20+16)[ 17 ]
 Autosucced on second DC 15 longjump.

Done

Stats

 Spoiler
HP: 9/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 5 of 10

[User]
 Haven't played on Rivers.  Wouldn't mind it, though, seems like a good map that doesn't require many LoS checks.

I assume failing the high jump changes your turn?

[User]
 *face palm* of all the times for a 1...

  Reflex  - (1d20+7)[ 10 ]  DC 15 to grab edge.  << 😡 This is not Q's lucky round.
If successful deliberatly drop, auto-make DC 15 jump to reduce falling by 10ft
If failed   Falling damage  - (1d6)[ 2 ]

Then move clockwise around the pillar and out of LoS

 Spoiler
Circling back to T-13
  Hide  - (1d20+7)[ 26 ]
  Move Silently  - (1d20+3)[ 8 ]
-5 full speed penalties included

Done

Stats

 Spoiler
HP: 7/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 5 of 10

[User]
 Spoiler
Fall damage, nice bonus.  I think that puts this within a range where I can win it with the sling.

Drop flail, double move to Q-17, drawing sling on the way.

End.

Stats:

 Spoiler
Position: U-15
HP 22/23
AC: 20 (+4 armor, +3 Dex, +2 SoF, +1 buckler), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shield of Faith 6 rounds left

[User]
 Hi Ref Scorer

@refs

 Spoiler

Hello refs

@Mr Q.

 Spoiler

No LoS

@Train

 Spoiler

No LoS

[User]
 @Refs
 Spoiler
pretty straightforward.    Spot  - (1d20-1)[ 4 ]
  listen  - (1d20+2)[ 22 ]   clicked inside the roll thing.  Hope it doesn't get mad.

Anyway, as train moves from N5 to Q17, he doesn't see Q, but I think Q sees him.   Second third opinion?

[User]
 @Refs

 Spoiler
🤨 That LoS can't be right, Q ended with LoS to Train so at the least he should have seen which way Train went.

True Mr. Q in T-13 and Train in N-5 both had basic cover from the other, but only Mr. Q was trying to use that cover to hide.

[User]
 Los Redux

@Refs

 Spoiler

Madtinker has it right

@Mr Q

 Spoiler

You have los to Train in Q17

@Train

 Spoiler

No Los

[User]
 Mr Q - Round 5

Refs/LoS

 Spoiler
Ok... I'm not sure how LoS can exist between Q-17 and T-13 with that pillar, and I'm not sure how Train could have gotten to Q-17 without ever breaking cover to gain a LoS and a rewind. Still, with two LoS checks made I'm not going to go demanding a third one. It's possibly me that's mistaken on something.

So, playing on:
Mr Q steps East and continues a double move north to T-3.

Moving sneaky like:
  Hide  - (1d20+7)[ 26 ]
  Move Silently  - (1d20+3)[ 21 ]

Done.

Stats

 Spoiler
HP: 2/16
AC: 20 [+5 dex +4armor +1 shield]
Bursts: 3/3

Jump: 5 of 10

[User]
 Spoiler
Move to T-13, ready action to fire sling if LoS is established.

Done.

Stats:

 Spoiler
Position: T-13
HP 22/23
AC: 20 (+4 armor, +3 Dex, +2 SoF, +1 buckler), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shield of Faith 5 rounds left

[User]
 Mr Q - Round 6

 Spoiler
Assuming No LoS, try 2 on the jump business.

Move south to T-16
5-ft high jump:   Jump  - (1d20+16)[ 20 ]  DC 20
Auto succeed on 15 ft longjump DC 15

And trying to be sneaky
  Hide  - (1d20+7)[ 27 ]
  Move Silently  - (1d20+3)[ 23 ]
  Passive Spot  - (1d20+7)[ 25 ]
  Passive Listen  - (1d20+4)[ 16 ]

 Not Done, waiting on LoS

[User]
 Mr. Q:
 Spoiler
You lose LoS with Train as he moves into T13.

Train:
 Spoiler
No LoS.

Rewind to beginning of Mr. Q's turn.

[User]
 Mr. Q - Round 6

 Spoiler
Hmm, may as well try about the same thing.

Double move to T-3,
  Jump  - (1d20+16)[ 33 ]  DC 20 5ft high jump,
auto succeed DC 15 15ft long jump,
then as a free action drop to a kneel.

 Done.  (I think we might have LoS but let's get a ref to confirm)

Stats

 Spoiler
HP: 2/16
AC: 20 [+5 dex +4armor +1 shield]
Kneeling
Bursts: 3/3

Jump: 6 of 10

[User]
 Clarification needed.

Mr. Q:
 Spoiler
You're already in T3; I presume that's supposed to be T16 from your other R6 post?

[User]
 @Refs

 Spoiler
*face palm* not again.

Yah, that was supposed to be T-16 as in the last post.

[User]
 LoS established as Mr. Q reaches T12; Train is in T13.  Mr. Q may revise turn from that point.

Mr. Q:
 Spoiler
Isn't it a DC20 jump between the pillars?  I'd thought it was the distance covered that mattered, since movement for a Medium creature is technically in 5ft increments, and you can't really move 'edge to edge.'

[User]
 Turn continues as posted.
Mr. Q continues moving and jumps to T-16 where he then drops to a knee.

@Refs

 Spoiler
Nope, it really is edge-to-edge by precedent. The actually distance jumped over the gap is only the 15ft edge-to-edge distance even if the distance traveled is greater.

[User]
 Mr. Q:
 Spoiler
Alright, good to know.

Carry on.

[User]
 When LoS is first established, it triggers Train's readied action.

Sling ring, do your thing!

 (1d20+6)[ 24 ]
 (1d4+4)[ 8 ]

Then for his turn, we'll try again and see what we come up with, reloading with another masterwork bullet and firing (while also 5 foot stepping to T-14).  Odds are against us, but it only takes one good hit to potentially end this thing.

 (1d20+6)[ 13 ]
 (1d4+4)[ 7 ]

End.

Stats:

 Spoiler
Position: T-14
HP 22/23
AC: 20 (+4 armor, +3 Dex, +2 SoF, +1 buckler), Touch= 15, FF=15
Whirling Frenzy 1/day
Damage Reduction 3/bludgeoning
Shield of Faith 4 rounds left

[User] 7 flail damage + 2 falling +8 sling...assuming that hit, that seems like it might be game.  If so, well played, the jumping strategy was a good choice aside from the roller not agreeing.

[User]
 That's game.
Mr. Q had a +4 cover, but the 24 was still good for a hit and drops Q to -1.

Very well played.

[User]
 High Ref Sallera
 Train prods his way to victory.


[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

The blue to the east is water, which is impassible to ground units.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100	(current money in purse)
			Expected Income: 		2	(how much your money is expected to increase next turn)
			Expected Upkeep: 		4	(how much your money is expected to decrease next turn)

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
		Death Rites, The Wheel, Masonry

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 3
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 2[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 ( Alright! Lets go... )

( For my own benefit:

The Damon Ari
Race: Human (Main City: Evoba Esir)
Technologies: Masonry, Death Rites, The Wheel
Color: Yellow
Quick Culture: The Damon Ari are a weak race of people, barely risen out of the Squalor of Hunting and Gathering- and even then, only from necessity, in order to defend themselves from the Monsters that roam the landscape. They strive to learn from the world around them, in order to develop ways to lift themselves out of poverty and out of harms way. The Damon Ari worship the sky, and worship a pantheon led by the Sun God, and shaped by his agents, each of which are represented by a star.

And yes, the current capital is Evoba Esir. Generally reffered to as Esir, just as the Damon Ari are generally reffered to as the Ari.

Actions to come later. )

Evoba Esir was a town of struggle- a permant foundation in an ever changing environment. Here was found a shelter from the cold winters, hot summers, and vicious monsters that had plauged the glorious hunters that founded it. But it was not compeltly safe: Many times before, mosnters had stolen into the town and destroyed building, killing many before the warriors were able to fend them off. And so a decision was made. Every farmer that resided in the town, and those very few that were tasked with the raising of building and the creation of tools, dedicated that in every season where work was dry, they would help to build a wall around the city. A maze of low stone walls, just high enough that no mosnter could climb it, but vast and confusing enough that the axe-bearing warriors of the town could take the enemy in surprise at every turn. When it was completed, maybe the townfolk could live in safety.

(Build: Wall)

Meanwhile, the few soldiers of the town were able to rest easy, hunting for food. Many used the Slings that so many hunters used. And in this time of relative safety, the Soldiers were able to refine the sling. Work leather into the design. Use better wood. Use intestines for their elastic potential. Exchange their small pebbles for shaped wood and rock. They began to refine the sling into a true weapon.

(Research: Archery.)

But not all soldiers were content to sit back and wait for the next incursion. A man known as Weiv Raf began training with one of the towns groups of soldiers. Speed, agility, and the ability to hunt enough food to sustain a small force for a long amount of time. Finally, during the night he and his force left town, claiming to be in search of the monsters that were obviously massing a new, larger invasion force. And so they set out, to the south, moving as fast as they could along the coast, in search of the enemy.

(Level Up: Logistic. Leader named: Weiv Raf. Attached one of the groups of warriors, and has moved two spaces south. )

[User] You can either build a wall or research bowcraft, not both.

[User] Ah. Then I build the wall.

[User]
 ((I did not end your turn, because you didn't say to end it and have potential actions left. If you wish to use a bonus turn, then please specify that you would like to do so.))

 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, The Wheel, Masonry

 Cities
 Spoiler

  Evoba Esir (Capital) :
 Spoiler

 Population - 3
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Build (Wall): 0/15 Production (5 Turns)
 Garrison - Stack 2

 Stacks
 Spoiler

 Location - South of Capital

 1 Weiv Raf (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 0/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1, Basic Logistics[br]Upkeep - 2

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 0/2[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 Location - In Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

[User]
 Alright. I  end my turn.

For next turn:

 Stack Actions:

Stack  1  (Weiv Raf) to move  1 South,  then  1 East , in that order.

And I  End my Turn.