[User]
 Official Map:
 Spoiler
Will update this image as you explore, so check this post often.

Valrea finds herself in a 50'x50' room of with smooth stone walls and floors. This chamber is brightly lit by lamps built snugly into the wall. There are doors east and south.

[User]
 Valrea looks about the room, breathing in and out slowly. She's been waiting for this.

Valrea examines the room, taking note of things such as the height of the ceiling, the number and type of light sources, any unusual odors, and the color and type of stone along the walls. She places a hand on the stone wall, testing the temperature, and seeing if she can discern her depth underground.

She takes time to examine anything else she might see in the room. If possible, she extinguishes the lamps along the wall (I assume they're either lanterns or torches. Once all the lights are out, she looks around the room again (Darkvision 60) to see if there are any other sources of light, perhaps coming through the doorways to the south and east.

She then goes to both doors, noting their design and material, and listening carefully and examining each door in turn for signs of what might be on the other side, as well as testing the door for traps of some sort.

 Relevant dicings   Spoilered so I don't see the results - If you have another method you want to use, let me know

 Spoiler

 Knowledge: Dungeoneering   (1d20+9)[ 17 ]
 Search (the room)   (1d20+7)[ 22 ]
 Listen (east door)   (1d20+6)[ 22 ]
 Search (east door)   (1d20+7)[ 17 ]
 Listen (south door)   (1d20+6)[ 12 ]
 Search (south door)   (1d20+7)[ 22 ]
Note: Stonecunning grants me an automatic search check if I come within 10 feet of a secret door in the stone, and a +2 to the search relating to stone (not reflected in the skill rolls above).

Posting my sheet  here  for ease of reference.

[User]
 The ceiling of this room is about 15 feet high. Odd lamps are placed in each corner of the room and the center of each wall. Easily extinguished, no more light is visible in the room, not even from the cracks around the doors.

Valrea can't tell how deep she is underground. Either there is no surface far above her, or... any other option is too terrible to even think.

Both doors are identical, wood bound with sturdy steel and of exceptional quality. Where the handle would normally by found are instead three finger sized holes. There appears to be no obvious way to open either door.

Valrea hears nothing at either door.

Searching the doors reveals that inside each finger hole is a button, as well as small slits from which a blade would emerge. Obviously, one of the buttons unlocks the door, while the other two will leave Valrea nursing a stub where her finger used to be. She also notes that there is no way to effectively disable the finger trap without also jamming the lock, forcing her to break down the door to proceed beyond it. She is unable to ascertain which hole contains the button to open the door and assumes the correct hole will be different at each door.

[User]
 How wide are these finger holes? I'm assuming I could fit another object of similar size into the hole. Would the haft of my throwing axes qualify?

EDIT: Gonna be stepping out for the evening here in a little bit, so don't wait up for me. 😳

[User] They are about an inch across. The haft of a throwing axe would just  barely  fit inside.

[User]
 Valrea heads to the eastern door, pulls a throwing axe from her belt, and inserts the haft into the middle hole.

If that does not open the door, and there are no further surprises, she'll try the bottom-most hole, possibly with a new axe, depending on the damage the trap does to the haft. (Hardness 5, 2 HP)

[User]
 A loud    SHINK!    emanates from the hole. Valrea pulls back her axe, leaving a piece of the haft behind.\

((That one throwing axe now has a -1 to attack rolls due to being less balanced but can still be used. Further chops will provide cumulative -1 penalties, up to -5, after which the axe will be unusable.))

[User]
 Oof. =/ I was hoping the thickness of the wood would let it stand up to a little punishment. Ah well. As I said, I'll push the bottom-most hole, this time with an arrow, instead (I'm assuming the ten-foot pole won't fit in these little holes, but if that's not the case, by all means, let me know so I don't go destroying my weapons further.

If the bottom-most hole does not work, and again, assuming there are no further surprises, I'll push the top-most hole, again with either the 10-foot pole, or the now broken arrow.

[User] Valrea hears a soft click as the door unlocks.

[User]
 Valrea pulls a piece of chalk from her belt, and makes a mark on the door, drawing a dwarven rune next to the bottom hole. She then pulls the door open a crack, and both looks and listens through it. If she sees no sign of activity, she'll slip through, keeping as low and quiet as possible, but pausing to examine the door in profile view for any clue as to it's workings, or if the same button on the other side might not work as hoped.

 Dicings

 Spoiler
 Move Silently :  (1d20+9)[ 24 ]
 Hide  (If applicable):  (1d20+9)[ 19 ]
 Knowledge: Dungeoneering  (If applicable):  (1d20+9)[ 17 ]

 Hi-ho, hi-ho... It's off to work I go. Back in eightish hours.

[User]
 A razor sharp blade that Valrea failed to find slices up out of the floor beneath her feet as the door opens.

 Spoiler
  Attack  - (d20+8)[ 22 ]
  Crit Confirm  - (d20+8)[ 15 ]
  Damage  - (3d8)[ 7 ][ 3 ][ 2 ](12)

The blade slices into her legs. Valrea takes 7 damage.

[User]
 Not just traps, but  double  traps? 😦

Can Val slip out the door without the trap going off again, or is she back where she was a post ago? If so, then still following the actions outlined in the previous post.

 HP Remaining:  6

[User]
 ((Lucky for you, it's a manual reset trap. It hasn't reset, so you should be safe... at least from that trap.
Also, whenever I describe a new room or hall or something, I'll put it on the map in the first post. Check it often. I won't mention the map again past this point. If it doesn't look updated, try opening the link to the image itself and refreshing it.))

The side view of the door reveals nothing beyond two large deadbolts which retracted into the door when the correct button was pressed.

The hallway beyond the door runs south for 30 feet before turning east. Even from here, you can see another identical door just around the corner.

[User]
 Cursing her own stupidity and nursing the gash in her leg, Val looks for a way to disable the blade trap. She makes careful note of the workings of the trap. In particular, she's looking both for ways to disarm and simply bypass the it. Once she's gleaned all possible information she can from it, Val draws another rune near the trap with the chalk.

With that done, she slips down the hallway, quietly as possible, still looking for signs of light or sound in the darkness. When she reaches the door, she decided to take the cautious route, and takes twenty on a search check. Again, any traps she finds, she is looking not just for ways to disable said trap, but to bypass it.

 Relevant dicings

 Spoiler
 Move Silently:   (1d20+9)[ 20 ]
 Listen:   (1d20+6)[ 23 ]
 Search:  (Take 20)
 Knowledge: Dungeoneering:   (1d20+9)[ 28 ]

 HP Remaining:  6

[User]
 You notice that the blade trap on the first door is reset by closing the door but that opening the door from the hallway is safe as the blade only swings inside of the room.

At the second door, you discover that another nasty trap is connected to this door. Should you open this door, a massive stone block will swing down from out of the ceiling, potentially crushing an unwary victim against the wall.

Fortunately, the hallway itself was not trapped.


[User]
 Arena Tournament, Round 68:  Siriona  vs.  Abogralia
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Tyndmyr - Siriona
 Scorer - Abogralia
 All Combatants, please roll initiative and declare any final purchases.  Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 Reporting in...

Rolling initiative...

 (1d20+5)[ 8 ]

Still need to think if I need purchases...

[User]
 Ok, I buy a grappling hook...

Finished buying, ready to go

[User]
 Purchased, 2x Bolt of tumbling(Arms and Equipment Guide, page 7), -10 gold.

Brand new at this, so please bear with me if I make any noobish mistakes. Good luck!

Init roll:  (1d20+10)[ 22 ]

Equipment carried, whoever can see me can see this:

 Spoiler

Left hand free, for casting purposes.
Right hand holding light crossbow, with tumbling bolt loaded.

Scythe is carried on back.

Spells Prepared:

 Spoiler

Level 1:
1x Magic Missile(Domain Spell)
2x Color Spray
1x True Strike

Cantrips:
1x Light(Domain Spell)
1x Ray of Frost
2x Acid Splash

[User] AEG is 3.0, not allowed in the Arena, unless there's somewhere else that enhancement can be found.

[User]
 Siriona, Round 1

 Spoiler

Starting L6.

Moving M9.

Readying Color Spray if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot: (1d20+2)[ 21 ]
Listen: (1d20+0)[ 19 ]

Ah, ok, in that case, ignore that buy, I'll use regular bolts instead.

[User] I wanted to post my turn... but I'm having trouble with some servers, I dunno why... will post tomorrow if it gets corrected

[User] No rush, I won't be on till quite late anyhow.

[User]
 Abogralia 1st Turn

 Spoiler

Start in  P21  with grappling hook in hand.

5 foot step to  Q20

Throw grappling hook to edge of ceiling (30') DC 16

 Use Rope
 (1d20+9)[ 14 ]

If I get it right start climbing... DC 5

 (1d20+6)[ 17 ]

 End of Turn

STATS

 Spoiler

Abogralia @  Q20

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

EDIT: Sorry about the edit, had to close spoiler tag

[User] So, what do we do now, ask for LOS check?

[User]
 You can ask for LoS whenever you want, it can be either between turns, or even in the middle of a turn...

Let me ask for the LoS

[User]
 Siriona:
 Spoiler
No LoS.

Abogralia:
 Spoiler
No LoS.

[User]
 Siriona, Round 2

 Spoiler

Starting M9.

Moving to N10, hiding and moving silently.
Hide:[d20+8]
MvSilent:[d20+4]

Readying Color Spray if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot:[d20+2]
Listen:[d20+0]

[User]
 I'm guessing it is my turn...

 Abogralia 2nd Turn

 Spoiler

Throw again grappling hook to edge of ceiling (30') DC 16

 Use Rope
 (1d20+9)[ 19 ]

If I'm succesful I start climbing... DC 5

 Climb
 (1d20+6)[ 23 ]

 End of Turn

STATS

 Spoiler

Abogralia @  Q20

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 Siriona:
 Spoiler
No LoS.

Abogralia:
 Spoiler
No LoS.

[User]
 Heh, curse my lousy 15ft movement speed. =)

Siriona, Round 3

 Spoiler

Starting N10.

Moving to O11, hiding and moving silently.
Hide: (d20+8)[ 23 ]
MvSilent: (d20+4)[ 5 ]

Readying Color Spray if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot: (d20+2)[ 19 ]
Listen: (d20+0)[ 7 ]

[User]
 Abogralia 3rd Turn

 Spoiler

Ok, I only got 5 foot from last turn, 25 to go...

I'm taking Accelerated Climbing in both move actions to get 20'

Climb DC 5
[roll]1d20+1[roll]
[roll]1d20+1[roll]

 End of Turn

STATS

 Spoiler

Abogralia @  Q20

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 screwed something...

 Spoiler

[roll0]
[roll1]

 End of Turn

for real this time

[User]
 And I screwed it yet once more...

 Spoiler

Forgot that if you post within one minute it screws the rolls...😡
 (1d20+1)[ 3 ]
 (1d20+1)[ 21 ]

[User] I finally managed to get it done right hahahaha your turn

[User]
 @Refs
 Spoiler
through a brick wall, hearing Siriana is unlikey.  however  (1d20+1)[ 21 ]  (DC25)  Nevermind, its actually impossible.

@Siriona
 Spoiler
No LoS

@Abogralia
 Spoiler
No LoS

[User]
 No worries, I think I borked my round 2 rolls myself...fortunately, I don't think it mattered in any case.

Siriona, Round 4

 Spoiler

Starting )11.

Moving to P14

Readying Color Spray if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot: (1d20+2)[ 11 ]
Listen: (1d20+0)[ 18 ]

[User]
 Abogralia 4th Turn

 Spoiler

Ok, I'm now halfway there, 15' to go...

Again I use accelerated climbing twice

 Climb  DC 5
 (1d20+1)[ 2 ]
 (1d20+1)[ 4 ]

 End of Turn

STATS

 Spoiler

Abogralia @  Q20

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 Siriona:
 Spoiler
No LoS.

Abogralia:
 Spoiler
Impressive climbing skill.  No LoS.

[User]
 Siriona, Round 5

 Spoiler

Starting P14.

Moving Q17

Readying Color Spray if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot: (d20+2)[ 16 ]
Listen: (d20+0)[ 11 ]

[User]
 Siriona:
 Spoiler
No LoS.

Abogralia:
 Spoiler
No LoS.

[User]
 Abogralia 5th Turn

 Spoiler

Yet again I need 15'....

And again I use accelerated climb to beat DC 5

 Climb
 (1d20+1)[ 3 ]
 (1d20+1)[ 21 ]

 End of Turn

STATS

 Spoiler

Abogralia @  Q20

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 Siriona, Round 6

 Spoiler

Starting Q17.

Moving N19

Readying Color Spray if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot: (d20+2)[ 9 ]
Listen: (d20+0)[ 2 ]

[User]
 Abogralia 6th Turn

 Spoiler

Ok, only 5' left

Move Action: Normal Climb DC 5

 Climb
 (1d20+6)[ 13 ]

I end in Q19 prone

Move Action: Retract Grappling hook and Rope

 End of Turn

STATS

 Spoiler

Abogralia @  Q19

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 Siriona:
 Spoiler
No LoS.

Abogralia:
 Spoiler
No LoS.

[User]
 Round 7

 Spoiler

Starting N19.

Moving N21.

Readying Magic Missile if I see Abogralia within LOS and range.

Reactive Checks, if this is relevant.
Spot:[roll0]
Listen:[roll1]

[User]
 Abogralia 7th Turn

 Spoiler

I stand up and take a look around...

Not Done... need LoS to continue

[User]
 LoS established:
Abrogalia is at Q19 standing on the roof, Siriona is at N21 with a readied action.

[User]
 Abogralia 7th Turn  continued...

Free Action: Reload Crossbow

Fire to Siriona

 Attack
 (1d20+6)[ 9 ]
 Damage
 (1d6)[ 1 ]
 If Crit
 (1d20+6)[ 18 ]
 Additional Crit Damage
 (1d6)[ 4 ]
 End of Turn

STATS

 Spoiler

Abogralia @  Q19

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)
86 Bolts left
10 Masterwork Bolts left

No consumable used yet

[User]
 Oooh, fun, action. =) And I got lucky on the bolt, 9's a miss(AC 12).

Held action: Firing Magic Missile at Abogralia for  (1d4+1)[ 3 ]  damage.

[User]
 Round 8:

Starting N21.

Firing Light crossbow at Abogralia

To hit:  (1d20+4)[ 7 ]
Damage:  (1d6)[ 6 ]
Confirm Crit(if relevant):  (1d20+4)[ 8 ]
Additional Crit dmg(if relevant):  (1d6)[ 3 ]

Movement:

 Spoiler

Moving to N19.

[User]
 Abogralia 8th Turn

3 damage, ouch

 Spoiler

Move to O19 (Rooftop)

Free Action: Reload Crossbow

Ready an Action:

 Spoiler

Shoot with crossbow and masterwork bolt if LoS

EDIT: Actually I reload the crossbow with Masterwork Bolt Anyway

 End of Turn

STATS

 Spoiler

Abogralia @  Q20  (Rooftop)

HP 5/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 Well, don't want to delay any more waiting for LOS check, and given last turn, it seems unlikely that it exists anyhow...so this is what I'll do if I don't have it.

Round 9.

 Spoiler

Starting N19.

Reloading Light Crossbow(move action).

Five foot adjust to N20

Standard action readied to shoot L. Crossbow at Abogralia if she becomes visible.

[User]
 Abogralia 9th Turn

Free Action: Yell: Get out of there! Let's play something fun! 😛 I'm still here at the rooftop in O19!

 Spoiler

Draw Tanglefoot Bag

Ready an Action:

 Spoiler

Throw Tanglefoot if walks out the door at O19-P20

 End of Turn

STATS

 Spoiler

Abogralia @ [BO190[/B] (Rooftop)

HP 5/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

No consumable used yet

[User]
 Lol, Im a sucker for taunts. =)

Free Action: Yell: Oh, I'll have fun alright. 😁

Turn 10:

 Spoiler

Five foot adjust from N20 to N21.

(presuming the yell was correct, the following takes place. If not, consider it a held action until seen)

Fire crossbow at Abogralia
To Hit:  (1d20+4)[ 5 ]
Dmg: (1d6)[ 5 ]
Confirm Crit(if relevant):  (1d20+4)[ 21 ]
addtl Dmg(if relevant): : (1d6)[ 2 ]
Reload crossbow

[User]
 One sec, need to rewind to Siriona's Round 9 turn.

Siriona:
 Spoiler
You can't 5ft from N19 to N20 - there's a wall in the way.

[User]
 Sallera:

 Spoiler

I was one off. O20, then, I should be able to 5ft step to there. Other than that, no changes.

[User]
 Siriona:
 Spoiler
Unfortunately, that too is impossible.  You can't move diagonally past a solid corner.

[User]
 Sallera:

 Spoiler

No move at all then. No real need to, anyhow, and my next move didn't use all my movement, so it allows us to pick up after my miss, if that's easiest. Tactically, I don't suspect it matters much either way.

[User] Alright, as Siriona enters O20, Abogralia's readied action triggers.  Once that's taken, Siriona may continue her turn from there.

[User]
 Readied Action:

Throw Tanglefoot at Siriona

Touch Attack (adding +1 racial +1 higher ground)
 (1d20+8)[ 11 ]

If hit, the goo will become useless in:
 (2d4)[ 6 ]  rounds

[User]
 I assume it is my turn now ¿?

 Abogralia 10th Turn

Draw Alchemist Fire

Throw it at Siriona! (same bonuses as above)

 Touch Attack
 (1d20+8)[ 21 ]
1st Damage
 (1d6)[ 3 ]
 End of Turn

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 5/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

One Tanglefoot used (and wasted ¬¬)

[User]
 Sorry, screwed the Stats...
You may take your turn...

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 5/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)

One Tanglefoot
One Alchemist Fire

[User] Actually, Siriona still has an action left after getting hit with the tanglefoot bag.

[User] Oops... sorry

[User]
 Mmm, making my DC15 reflex save to avoid being glued to the floor. I presume this check is made with my pre-entangled dex modifier, if not, subtract 4.

Ref Save:  (1d20+4)[ 22 ]

I've got a held action, so, Im going to attempt to cast true strike on myself. After all, without that, my odds of hitting with a bolt are pretty minimal. DC 15 con check for being entangled:

Con check:  (1d20+7)[ 23 ]

Back to you then.
Effective current AC: 8

[User]
 You were not glued... My attacked missed by 1

Your touch AC 12, my attack 11...

My turn as it was posted, stands... you recieve an alchemist fire attack, with 3 damage this turn....

So, it's your turn now....

[User]
 Oh really? Nifty. I figured my AC was low enough I was screwed. =)

Turn:

 Spoiler

Firing light crossbow at Abogralia, expending the True Strike cast last turn.
To hit: (1d20+24)[ 30 ]
Dmg: (1d6)[ 2 ]
Crit confirmation, if needed:  (1d20+24)[ 37 ]
Crit dmg, if needed (1d6)[ 5 ]

Reloading crossbow as a move action.

stats:

 Spoiler

Fire resist 5 means no hit points lost to alchemist's fire.
HP: 12
AC: 12

Spells prepared:
Level 1:
1x Magic Missile(Domain Spell)
2x Color Spray
1x True Strike

Cantrips:
1x Light(Domain Spell)
1x Ray of Frost
2x Acid Splash

Equip: 2 bolts fired, eight remaining. Scythe in pack. CLW potion in pack.

[User] Oh, since Im visible, feel free to check out my turn. Probably shouldn't have bothered to spoiler it at all.

[User]
 Abogralia 11th Turn

Ok, first of all, the second damage from Alchemist Fire

 Damage
 (1d6)[ 1 ]

Draw Potion
Drink

 Spoiler

Drink Cure Light Wounds Potion
 (1d8+1)[ 9 ]

 End of Turn

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 3/8 +whatever the potion cured me
AC 19 (10 +3 armor, +5 Dex, +1 Size)

One Tanglefoot
One Alchemist Fire
One Potion CLW

[User]
 Turn 12:

Looking remarkably non-crispy given the fire, Siriona fires a light crossbow at Abogralia again.
To hit: (1d20+4)[ 20 ]
Dmg: (1d6)[ 1 ]
Crit confirmation, if needed:  (1d20+4)[ 11 ]
Crit dmg, if needed:  (1d6)[ 3 ]

Reloading crossbow as a move action.

stats:

 Spoiler

Fire resist 5 means no hit points lost to alchemist's fire.
HP: 12
AC: 12

Spells prepared:
Level 1:
1x Magic Missile(Domain Spell)
2x Color Spray
1x True Strike

Cantrips:
1x Light(Domain Spell)
1x Ray of Frost
2x Acid Splash

Equip: 2 bolts fired, eight remaining. Scythe in pack. CLW potion in pack.

[User]
 Minor oversight in stats.

corrected stats:

 Spoiler

Fire resist 5 means no hit points lost to alchemist's fire.
HP: 12
AC: 12

Spells prepared:
Level 1:
1x Magic Missile(Domain Spell)
2x Color Spray
1x True Strike

Cantrips:
1x Light(Domain Spell)
1x Ray of Frost
2x Acid Splash

Equip: 3 bolts fired, 7 remaining. Scythe in pack. CLW potion in pack.

[User]
 Abogralia 12th Turn

Should've checked your sheet again... 🫤 Forgot your resistance to fire... Another wasted consumable ☹

I already reloaded Crossbow before with Masterwork bolt

Attack!

 Attack
 (1d20+8)[ 15 ]
 Damage
 (1d6)[ 6 ]
 If Crit
 (1d20+8)[ 21 ]
 Additional Crit Damage
 (1d6)[ 3 ]
 End of Turn

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)
87 Bolts left
9 Masterwork Bolts left

One Tanglefoot
One Alchemist Fire
One Potion CLW

[User]
 Yeah, that's unfortunate...atm, Im wishing I'd chosen spells differently. They're all well and good for a normal dungeon crawl, but not so useful at dueling. Oh well, more info for next time. Nice damage on the bolt, though! I may need to buy more bolts after this match. =)

Turn 13:
Nother crossbow shot.

To hit: (1d20+4)[ 8 ]
Dmg:  (1d6)[ 1 ]
Crit confirmation, if needed:  (1d20+4)[ 21 ]
Crit dmg, if needed:  (1d6)[ 5 ]

Reload crossbow as a move action.

stats:

 Spoiler

HP: 6
AC: 12

Spells prepared:
Level 1:
1x Magic Missile(Domain Spell)
2x Color Spray
1x True Strike

Cantrips:
1x Light(Domain Spell)
1x Ray of Frost
2x Acid Splash

Equip: 4 bolts fired, 6 remaining. Scythe in pack. CLW potion in pack.

[User]
 Abogralia 13th Turn

Free Action: Reaload with normal bolt

 Attack
 (1d20+7)[ 17 ]
 Damage
 (1d6)[ 6 ]
 If Crit
 (1d20+7)[ 10 ]
 Additional Crit Damage
 (1d6)[ 5 ]
 End of Turn

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)
86 Bolts left
9 Masterwork Bolts left

One Tanglefoot
One Alchemist Fire
One Potion CLW

[User]
 oops... need to correct Stats...

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 7/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)
86 Bolts left
9 Masterwork Bolts left

One Tanglefoot
One Alchemist Fire
One Potion CLW

[User] Actually, I believe that's all my hp. I'll request a match call.

[User] Siriona is at 0HP and disabled, she can still act and Abogralia is therefore not declared the victor (yet).

[User]
 Yknow, I completely failed to note that I was exactly at zero. Oops.

Anyhow, Turn 14:
Partial action, I draw a potion of CLW from my backpack.

[User]
 Abogralia 14th Turn

Free Action: Reload Crossbow with Masterwork Bolt

 Attack
 (1d20+8)[ 26 ]
 Damage
 (1d6)[ 6 ]
 If Crit
 (1d20+8)[ 19 ]
 Additional Crit Damage
 (1d6)[ 4 ]
 End of Turn

STATS

 Spoiler

Abogralia @  O19  (Rooftop)

HP 8/8
AC 19 (10 +3 armor, +5 Dex, +1 Size)
87 Bolts left
8 Masterwork Bolts left

One Tanglefoot
One Alchemist Fire
One Potion CLW

[User]
 High Ref Hust
Abogralia wins the match and gets the loot.

[User]
 Good Game Tyndmyr!

I was so afraid of color spray...

[User]
 Rightfully so, I had two of them prepared, and then the scythe gets useful. =)

I need to be a bit less dependant on close range though...the building was a problem, given my abysmal climbing skills. Definitely a good game!


[User]
 post and sign up today.

state you deck, between 40 and 80 cards (not over 50 to start) balance your deck, (not too over powered to start) and DON't cheat.

if you win a duel you will be able to add 9 random cards to your starting deck.

list of duelists=
yubel (DM/random duelist)

you may either duel with others or me (i will use random balanced decks)

i will use a fire deck first.


[User] fighter vs War-marked... go.

[User]
 Map?  Buffs?
Init:  (1d20+5)[ 7 ]

[User] Do you have a map preference?  How long would you like for buffs?

[User]
 map: don't care
buffs: how bout none?

[User]
 I would prefer at least 1 round and all days.  I can deal without anything else.

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Squares are 5 feet each.   C  represents column positions, running floor to ceiling. There are exits at F1/G1 and F12/G12, not that it matters unless you want to retreat.  Ceiling is 30 feet high.  There's a 10' square tunnel at F6-G6-F7-G7 that goes up another 30 feet.

Starting positions:  You pick a starting square in row 1 or 2, I pick a starting square in row 11 or 12, chess style.

[User]
 I can live with all-days...

starting position:

 Spoiler

a1

[User]
 All days it is.

All Day:

 Spoiler
Oil of GMW on chain and spikes.
Maneuvers:  (1d5)[ 5 ]
 (1d4)[ 3 ]

Your initiative?

[User]
 buffs

 Spoiler

I'm a freaking  fighter , WHAT BUFFS?

  iniitve  - (d20+2)[ 8 ]

screw the dictionary, I have pointy objects!

[User]
 You're first.  :)

Starting location:
 Spoiler
J11

[User]
 Boomer will fly to A12, 20ft in the air

however he will stop if he sees ya.

[User] At A10, you'll see me in J11.

[User]
 ammend movement to end at c11.

you see a man with bat wings, covered in thick scales. he quick draws a 3-bladed boomerang and hurls it at you (its a Xindric boomerang)

Spoilering attacks incase of lash mark.

 Spoiler

Power attacking for 2 (yay power throw!)
  attack  - (d20+16)[ 22 ]  Crits on 20 -2 from result due to range
  confirm  - (d20+16)[ 33 ]
  damage  - (d8+12)[ 19 ]

If hit make a fort save DC 10+damage done by boomerange or be dazed.

[User]
 DC 29:  (1d20+15)[ 19 ]

EDIT: Dazed.

My turn is over.  Daze ends immediately before yours.  Go ahead.

[User]
 *blinks*... that hit? wow. boomerang magically flys back to Boomers hand. 5ft foward to d11.

full attack, quick drawing extra boomerangs as needed.

1st:
Power throwing for 2

 Spoiler

[roll=attack]d20+16] -2 from result due to range
[roll=confrim[d20+16]
  damage  - (d8+12)[ 19 ]
  catch on a miss  - (d20+16)[ 20 ]  vs ac 10

Boomdaze as normal

2nd:

 Spoiler

[roll=attack]d13+11] -2 from result due to range
[roll=confrim[d13+11]
  damage  - (d8+12)[ 13 ]
  catch on a miss  - (d20+16)[ 21 ]  vs ac 10

Boomdaze as normal

3rd

 Spoiler

[roll=attack]d20+6] -2 from result due to range
[roll=confrim[d20+6]
  damage  - (d8+12)[ 17 ]
  catch on a miss  - (d20+16)[ 17 ]  vs ac 10

Boomdaze as normal

[User]
 ... wow I fail at coding.

1st

 Spoiler

  attack  - (d20+16)[ 19 ]  -2 from result due to range
[roll=confrim[d20+16[/roll]

2nd

 Spoiler

  attack  - (d20+11)[ 30 ]  -2 from result due to range
[roll=confrim[d20+11[/roll]

3rd

 Spoiler

  attack  - (d20+6)[ 13 ]  -2 from result due to range
[roll=confrim[d20+6[/roll]

[User]
 Mark of the lash on the first attack:  (1d20+34)[ 43 ]  -5 = 38

Attack of Opportunity on the 2nd:
Trip:  (1d20+34)[ 38 ]  -5 = 33
If touch attack hits, Strength check:  (1d20+20)[ 33 ]  (+8 for size, +2 for spiked chain)

Opposed by str or dex.  If successful, it puts a hamper on your ability to range attack.

[User]
 ... to bad I'm  flying , throws will go off as normal.

  streagth  - (d20+9)[ 29 ]

... lol, I roll a 20 and still lose the check.

[User]
 Fair enough.

Fort:  (1d20+16)[ 34 ]
Fort:  (1d20+16)[ 33 ]

Two passes.

[User]
 end turn.

10 char limit.

[User]
 Activate Tattoo of Expansion.  Grow to huge.

Move to F10-H12.

Done.

[User]
 that provokes an AoO. Feel the power of sheild bash!

  attack  - (D20+16)[ 25 ]
  confirm  - (d20+16)[ 17 ]
  damage  - (d8+8)[ 10 ]

on a hit make a I get a free bull rush (can only push you back 5' though), and its an aptudide weapon, so Boomdaze.

  bullrush  - (d20+12)[ 25 ]

[User]
 Fort DC 20:  (1d20+16)[ 32 ]
Bull rush resist:  (1d20+23)[ 27 ]

10 foot reach with shield, eh?  Nice.

EDIT: By the by, what feat is granting boomdaze?

[User]
 I'm 20 ft up, and your 32 ft tall...

Boomerang Daze is the daze effect.

Are you done?

[User]
 You're also in D11.  Closest square I'm in is F11, which is 10 feet away, assuming you're 20 feet up and I'm 30 feet tall.

That said, yes, I'm done.

[User]
 ... I appear to be alphabeticly challenged. AoO doesn't happen. Boomer doesn't catch his returning boomerangs (they land in D11)

5ft into E11 and full attack:

1st:

 Spoiler

TH power attacking for 4
  shield bash  - (d20+12)[ 31 ]
  confirm  - (d20+14)[ 32 ]
  damage  - (d8+15)[ 17 ]

2nd:

 Spoiler

TH power attacking for 4
  shield bash  - (d20+9)[ 11 ]
  confirm  - (d20+9)[ 20 ]
  damage  - (d8+15)[ 18 ]

3rd:

 Spoiler

TH power attacking for 4
  shield bash  - (d20+4)[ 5 ]
  confirm  - (d20+4)[ 13 ]
  damage  - (d8+15)[ 16 ]

I forgo bullrush, but Boomdaze happens as normal.

[User]
 The 5 foot step provokes, due to my Thicket of blades stance.

Attack from 10 feet away.  Feat: Stand Still:

Attack:  (1d20+34)[ 43 ]
 If threat:  (1d20+34)[ 47 ]
If Hit, make a reflex save DC:  (3d6+37)[ 46 ]
 If threat, and confirmed, add:  (3d6+27)[ 40 ]

Failure of this save ends your movement, as if all your movement for the turn is used up.

EDIT:  What's your maneuverability for flight?


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 |
 22 ||||||||||||
 23 ||| C | C ||||| C | C ||
 24 ||| C | C ||||| C | C ||
 25 |
 26 |||||||||||[/table]
Doc Roc has requested this map. Buff rounds, if any?

[User]
 I'll take the top area, I suppose, at

 Spoiler
I2

 (1d3)[ 2 ]  buff rounds.

[User]
 Buff Rounds :  (1d3)[ 3 ]
 Isis

Initiative :  (d20+11)[ 29 ]

Buffs :

 Spoiler

All Day : Oil of Magic Weapon +5
Stance : Bolstering Voice
Maneuvers : White Raven Tactics, Shadow Stride, Iron Heart Surge
Round 1 : Potion of Conviction
Round 2 : Potion of Shield of Faith

[User]
 Init:  (1d20+7)[ 15 ]

Buffs:

 Spoiler

All Day/Previous Day/Perma-ish:

Profane Item (Gauntlet)
Sacred Item (Gauntlet)
Fire, Sonic, Cold, Electricity Immunity
Psychic Poison
DMM Persisted Divine Power
Extended Snowshoes
Celestial Brilliance (Shield)
Renewal Pact
Stalwart Pact
Extended Undetectable Alignment
Triadspell (All level 1-3 slots)
Extended Psychic Poison
Extended Drug Resistance
DMM Extended Divine Insight
Extended Contingent Energy Resistance
Extended Magic Vestment (Shield)
Extended Greater Magic Weapon (Gauntlet) (Just in case)
Extended Superior Resistance

Round 1:
Manifest Temporal Acceleration (164 pp left), cast Righteous Might, Surge of Fortune, shaken for 1 round.

Round 2:
Cast Eyes of the Oracle, Grace.

[User]
 Isis

Starting location : F26
Actions for observers:

 Spoiler

Actions : Activate Boots of Haste, True Seeing, and Law Devotion

Moving to I3. A tanned, dark-haired woman quickly flies into view. Two large, feathered wings sprout from her back and her legs seem to be... stone cylindrical rollers. She wears a gleaming chain shirt and two gauntlets.

As she closes, she suddenly disappears in a flash of blue sparks, and reappears by your side. Attacking you. (Flurry in next post)

[User]
 Flurry :
Each successful hit, in addition to the damage shown, bestows a negative level. The first successful hit bestows DC22 poison vs.  (1d3)[ 3 ]  temp con damage.

 (d20+31)[ 45 ]
 (6d6+21)[ 40 ]
 (d20+28)[ 37 ]
 (6d6+21)[ 40 ]
 (d20+28)[ 31 ]
 (6d6+21)[ 43 ]
 (d20+28)[ 40 ]
 (6d6+21)[ 49 ]
 (d20+28)[ 34 ]
 (6d6+21)[ 44 ]
 (d20+28)[ 47 ]
 (6d6+21)[ 39 ]
 (d20+28)[ 38 ]
 (6d6+21)[ 45 ]

[User] Boom, headshot. Gg.


[User]
 Arena Tournament, Round 60:  Fiorella  vs.  Robert the Blade
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Fiorella  - Hustlertwo
 Robert the Blade  - Bakkan

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

[User]
 Init:  (1d20-3)[ 11 ]

Buying Arcanists' Gloves, maybe something else, will depend on what Rob gets.

[User]
 Robert the Blade
 Purchase:  1  potion of Expeditious Retreat (CL 1) (50 gp)
EDIT:  Never mind, forgot for a moment that that was a Personal range spell.

  Initiative  - (1d20+0)[ 9 ]

[User] So no buys?

[User] Correct, no buys.  Incidentally, if I defeat you, will we have to have another match since you will then have only lost once?  Or is it just the one fight for the final?

[User]
 We'll fight again, with you getting the usual rewards for winning the first match, and the big prize for winning the tournament going to the winner of the second one.  It's not impossible, I did it in round 58.  But obviously it does give me an advantage.

Oh, and Fiorella, Round 1:

 Spoiler
Start in K-5, with my light crossbow in my off hand, loaded with a MW bolt.  Move to C-5, ready action to cast Magic Missile if LoS is established and my opponent has less than total cover or concealment.

Done.

Stats:

 Spoiler
AC: 15 (+2 from tree)
Equipped: Light crossbow in off hand, MW bolt loaded
Spells:

Ray of Frost 1/1
Detect Magic 1/1
Light 1/1
Sonic Snap 1/1

Magic Missile 2/2
Kelgore's Fire Bolt 1/1

Seeking Ray 1/1

Arcanists' Glove uses remaining: 2

[User]
 Robert the Blade - Round 1

Actions:

 Spoiler

Begin Turn:  O21

Double Move: to  G15

End Turn, need LoS

 Spoiler

Position:  G15

HP: 18/18
PP: 4/4
AC: 18 (+4 Chain Shirt, +2 Dex, +2 Tree) T 14, FF 16

Psionically Focused

In Hands: Greatsword
On Belt: Loaded sling and 30 bullets

[User]
 LoS established as Robert moves around the barn corner.  Fiorella's readied action is triggered.

Robert ends in G15 and Fiorella is in C5 with a light crossbow in his off hand.

[User]
 Damage roll:  (2d4+2)[ 6 ]

Fiorella, Round 2

Swift action to activate Arcanist's Gloves, providing a +2 CL bonus for...

Magic Missile!

 (3d4+3)[ 11 ]

Rest of turn will be done after we see if you're still standing (how many HP damage can you negate, 4?)

Anyhow, I guess I'll move to D-2, just in case.

Stats:
 Spoiler
Position- D-2
AC: 15 (+2 from tree)
Equipped: Light crossbow in off hand, MW bolt loaded
Spells Remaining:

Ray of Frost 1/1
Detect Magic 1/1
Light 1/1
Sonic Snap 1/1

Magic Missile 0/2
Kelgore's Fire Bolt 1/1

Seeking Ray 1/1

Arcanists' Glove uses remaining: 1

[User] Immediate:  Activate Elan Resilience and spend 4 PP to negate 8 points of damage from that last magic missile.   I'm still standing, but by my count you used up your actions for this turn, are you done?

[User] Sorry, yeah, I'm done.

[User]
 Robert the Blade - Round 2

Actions:
Begin Turn:  G15

Double Move: to  G4

Free:  "You won't get me down that easily, mage!"

Stats and Status:

 Spoiler

Position:  G14

HP: 9/18
PP: 4/4
AC: 18 (+4 Chain Shirt, +2 Dex, +2 Tree) T 14, FF 16

Psionically Focused

In Hands: Greatsword
On Belt: Loaded sling and 30 bullets

[User]
 Congrats, I think you've officially gotten closer to Fiorella than any of her other opponents.

I'm not real happy about that, incidentally.  My big guns have kinda been expended.

Double move to D-18.  End.

Stats:
 Spoiler
Position- D-18
AC: 13
Equipped: Light crossbow in off hand, MW bolt loaded
Spells Remaining:

Ray of Frost 1/1
Detect Magic 1/1
Light 1/1
Sonic Snap 1/1

Magic Missile 0/2
Kelgore's Fire Bolt 1/1

Seeking Ray 1/1

Arcanists' Glove uses remaining: 1

[User]
 Robert the Blade - Round 3

Actions:
Begin Turn:  G4

Full-Round:  Run to  E17

Free: "You can't escape me!"

Stats and Status:

 Spoiler

Position:  E17

HP: 9/18
PP: 0/4
AC: 16 (+4 Chain Shirt, +2 Dex) T 12, FF 14 (14/10/14 while running)

 Psionically Focused

In Hands: Greatsword
On Belt: Loaded sling and 30 bullets

Question:  What sort of actions are possible with an Attack of Opportunity?  I know trip attempts are, what about touch attempts to start a grapple?

[User] I think you can only run in a straight line.

[User] Does "straight" in this context mean only north, south, or at a 45 degree diagonal?  I thought it worked the same as a charge, except that the only requirement was that you didn't run across rough terrain.

[User]
 G4 to E17 is fine.  It's a straight line; as far as I know, the trees do not count as obstructions or difficult terrain.

As to the AoO, I believe the standard is that if you can do it as part of a full-attack, you can do it as an AoO, so a grapple attempt should be alright.

[User]
 I don't guess I have a lot of options, so...

Withdraw from D-18, moving east, with LoS breaking around L-21.  I continue on
 Spoiler
to S-21.

End.

Sorry to cause more LoS checks, but clearly I didn't understand D&D movement as well as I thought.

[User]
 ref question:

 Spoiler

  SRD, Withdraw

The square you start out in is not considered threatened by any opponent you can see...If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

If my opponent is moving directly east, that should take him through two more threatened squares, E18 and F18.  Is my opponent's description of movement specific enough for me to take an AoO against him at this time, or should he be asked to describe his movement more precisely.  Obviously, if I can take an AoO, I will, but I didn't want to assume anything about his movement or rulings on possible ambiguous movement messages.

[User] Need a better description of your path Hustler.

[User]
 Hi Ref Scorer

@Bakkan

 Spoiler

Yes, If he moves through another threatened square, you get AoO then. So the good thing to do is ask him especifically his movement.

Ninja'D

[User] D-18 to E-19 to F-20 to G-21, and then straight east until LoS is broken.

[User]
 Robert the Blade: Round 4

 Spoiler

Double move to I7

End Turn

[User]
 Fiorella, Round 5

 Spoiler
Move to X-16, ready action to fire a Seeking Ray if my opponent comes within range, LoS, and has less than total cover.

Done, I'll go get a LoS check.

Stats:

 Spoiler
Position: X-16
AC: 15 (+2 tree)
Spells:
Everything except the two Magic Missiles

[User]
 Hi Ref Scorer

@refs

 Spoiler

Nothing to see here, except a text that says "Nothing to see here, except a text that says "Nothing to see here, except a text that says "Nothing to see here, except a text that says "Nothing to see here, ...

@Fiorella

 Spoiler

No LoS

@Robert

 Spoiler

No LoS

[User]
 Robert the Blade - Round 5

Actions:

 Spoiler

Begin Turn:  I7

Move:  Move to  M7

Standard:  Ready action to attempt to start a grapple if Firella comes within 5 ft of me.

Stats and Status:

 Spoiler

Position:  M7

HP: 9/18
PP: 0/4
AC: 16 (+4 Chain Shirt, +2 Dex) T 12, FF 14 (14/10/14 while running)

Psionically Focused

In Hands: Greatsword
On Belt: Loaded sling and 30 bullets

[User]
 Fiorella, Round 6

 Spoiler
Move to W-8, ready action to cast Seeking Ray if opponent is in range, LoS, and has less than total cover.

Done, another check.

Stats:

 Spoiler
Position: W-8
AC: 15 (+2 tree)
Spells:
Everything except the two Magic Missiles

[User]
 Hi Ref Scorer

LoS established

Fiorella is on  W8

Robert is on  M7

[User]
 I just realized I forgot to mention one of my feats automatically activated in round 3 when Robert was next to me.  I'll assume that means I can't do it now, so I won't account for it.  For the rest of my turn I will move south, breaking LoS after I leave W-8 and going
 Spoiler
back to X-16.  Deja vu.

Done.

[User]
 Robert the Blade - Round 6

Actions

 Spoiler

Move to S8

Will wait on rest of turn until after LoS done.

Not end of turn, need LoS

[User]
 High Ref Scorer

LoS established again...

Fiorella in  X16

Robert in  S8

[User]
 Robert

Move to  S14

Turn Done

[User]
 Eh, enough being cautious and such, worst comes to worst I can live to fight another day.

Second activation of gloves, fire Kelgore's Fire Bolt at opponent.

Damage:  (4d6)[ 19 ]

Reflex for half, DC 14 (curse the DC not scaling to caster level!)

Rest of turn is decided after that.

[User] OK, I think that's death if you fail the save, if not you're at 0 (since it rounds down).  I'll probably go ahead and move to X-22 just in case.

[User]
 Robert the Blade - Round 7

Actions:
Begin Turn:  S14
  Reflex Save  - (1d20+2)[ 18 ]  DC 14

Will post rest of turn after I see result of save.

[User]
 OK, well I'm still standing I guess.

Rest of turn:

Move to  S20

Stats and Status:

 Spoiler

Position:  S20

HP: 0/18
PP: 0/4
AC: 16 (+4 Chain Shirt, +2 Dex) T 12, FF 14

Psionically Focused

In Hands: Greatsword
On Belt: Loaded sling and 30 bullets

[User]
 Let's try to finish this with a Ray of Frost.

 (1d20+3)[ 13 ]
 (1d3)[ 3 ]

And if you're still alive, I'll move to Z-26.

[User] If your touch AC is still 12 as listed, that's game.  Well played, I learned a bit about movement here.  And at least you still get to level up.

[User] Yep, that should bring me down to -3.  Good game, I need to come up with a way to combat fast ranged attackers.

[User] I would suggest retraining to get the Quick trait at level up.  You could benefit from more landspeed, and your HP is high enough that -1 per level won't hurt you.

[User]
 High Ref Mav:

Fiorella gets the win and the loot, as well as the first place prize for winning round 60.

Robert comes in second.


[User]
 Arena Tournament, Round 70:  Om'nom'nom  vs.  Morekal 2.0
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Om'nom'nom  - Tanaric
 Morekal 2.0  - Master_Rahl22

All Gladiators, please declare final purchases (if any) and roll for initiative.

[User]
 Initiative:  (1d20+5)[ 14 ]

No purchases.

[User]
 No purchases

  Initiative  - (1d20+2)[ 13 ]

Um, which side do I start on?  My name at the top looks blue, but I don't see a blue spot on the map.

[User]
 It is blue... odd. Well, mine is red, so I'm taking red. You get green.

Edit: That's the right side. If I recall properly from my reading of matches, you're a wee bit colorblind?

[User]
 Om'nom'nom, round 1

 Spoiler
Starting in N-2.

Free action: Shout "Let's make this quick! Come on over!"

Move half speed to R-3.

Move Silently:  (1d20+2)[ 9 ]

Hide:  (1d20+11)[ 14 ]

Listen:  (1d20+4)[ 14 ]

Ready action:
 Spoiler
Spit a gob of acid if my opponent makes his presence known within 30 feet

Done.

Stats
 Spoiler
HP 10/10
AC 22/16/17
Square: R-3

Soulmelds shaped: Dissolving Spittle, Rageclaws

Expanded Soulmeld Capacity devoted to: Dissolving Spittle

Essentia Investment: Dissolving Spittle 2, Rageclaws 0

[User]
 Hah, yes thanks for clarifying.  I had trouble with this map last time.

 Morekal, turn 1

Actions/LOS:

 Spoiler

Start in M-25

Swift: Enter Stance of Clarity, +2 AC vs Om'nom'nom
Double move to H-11.

End of turn, but LOS would be nice.

Stats:

 Spoiler

Location: H-11
HP: 12/12
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 It's blue because the match set-up template is blue.  But since the background of this map is bluish, it was easier to make one circle green, which screws us up when we do creation 😦

@Om

 Spoiler

No LoS

@Mor

 Spoiler

No LoS

[User]
 Om'nom'nom, round 2

 Spoiler
Free action: Shout "Come now, surely you can't be  that  frightened of me. Come out, and let us dance!"

Move half-speed to U-6.

Move Silently:  (1d20+2)[ 10 ]

Hide:  (1d20+11)[ 22 ]

Spot:  (1d20+3)[ 4 ]

Listen:  (1d20+4)[ 20 ]

Ready action:
 Spoiler
Same conditions as the last one.

Done.

Stats
 Spoiler
HP 10/10
AC 22/16/17
Square: U-6

Soulmelds shaped: Dissolving Spittle, Rageclaws

Expanded Soulmeld Capacity devoted to: Dissolving Spittle

Essentia Investment: Dissolving Spittle 2, Rageclaws 0

[User]
 Morekal, turn 1

Actions/LOS:

 Spoiler

Listen in case my opponent was being noisy:   Listen  - (1d20)[ 20 ]
Move: Move to H10, H9, H8, H7, I6, J5, K4

Not done, need LOS

Stats:

 Spoiler

Location: H-10 through K4, as above
HP: 12/12
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Hi Ref Scorer

On'nom'nom is heard shouting  "Come now, surely you can't be that frightened of me. Come out, and let us dance!"

@On'nom'nom

 Spoiler

Morekal is in  K4

@Morekal

 Spoiler

On'nom'nom is heard somewhere to the north

EDIT: Sorry for the Blue-Green issue, corrected now

[User]
 One second.

@refs:
 Spoiler
How, exactly, did he beat a DC 22 spot check with a +0 spot modifier?

[User]
 @Tanaric

 Spoiler

When in the edge of clouds, you can see each other. Just as trying to hide in plain sight

[User]
 @refs:
 Spoiler
Uh... what? As far as I know, you ignore clouds in your space when considering whether you can see or not, but you can only see into 5-ft of clouds with concealment - which I used to hide - and nothing beyond 10 ft'.

Damage is done now, so it doesn't much matter, but I'm pretty sure I have it right in regards to the way the clouds work. 🤨

[User]
 @Tanaric

 Spoiler

😦 you're right... I screwed it...

Sorry sorry sorry...

I guess I stick with doing Round updates Only...

I edited it, but I think he already saw it..

Yet again sorry!

[User]
 @refs
 Spoiler
No problem. Everyone makes mistakes, and this is only a minor inconvenience.

[User]
 Om'nom'nom, round 3

Free action to mutter something about clouds spontaneously deciding not to provide concealment.

Move and break LoS. You lose sight of Om'nom'nom as he leaves S-8.

 Spoiler
Finish move to N-8.

Hide: (1d20+6)[ 26 ]  Including -5 penalty for full speed.

Move silently:  (1d20-1)[ 0 ]  Including penalty.

Listen:  (1d20+4)[ 12 ]

Spot:  (1d20+3)[ 6 ]

Ready action:
 Spoiler
Same as before.

Done.

Stats
 Spoiler
HP 10/10
AC 22/16/17
Square: N-8

Soulmelds shaped: Dissolving Spittle, Rageclaws

Expanded Soulmeld Capacity devoted to: Dissolving Spittle

Essentia Investment: Dissolving Spittle 2, Rageclaws 0

I totally did not act out of turn, and the strikes are just there for decoration. Cross my heart.

[User]
 Uh, I wasn't done with my turn.

 Morekal, turn 2 continued

Move: Move to S-5.
Swift: Use Sudden Leap maneuver.
  Jump  - (1d20+10)[ 25 ]

Jump to U-5.  Now you can take your turn 3.

 Spoiler

Location: U-5
HP: 12/12
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 1/1

[User] To be honest, you shouldn't have been able to see me there at all. I had a 22 on my hide check. 😉 Damage done already though, so.. turn coming shortly.

[User]
 Om'nom'nom, round 3 fo' realz.

5-ft step to T-7.

Standard action to spit on you.

Attack vs touch AC:  (1d20+6)[ 11 ]

Damage:  (3d6)[ 13 ]

Let's see how that goes first.

[User] Miss.  This message was too short.

[User] Turn done.

[User]
 Morekal, turn 3

Move: 5 foot step to T-6
Swift: Activate Law Devotion, +3 to attack
Standard: Initiate Sapphire Nightmare Blade
  Concentration DC = Om'nom AC  - (1d20+7)[ 16 ]   If it succeeds, you're flat-footed against this attack, and I deal an extra 1d6.  If it fails, I do normal damage and have a -2 penalty to the attack.

  Attack  - (1d20+9)[ 22 ]  (subtract 2 if Conc. failed)
  Damage  - (2d6+6)[ 13 ]  and  (1d6)[ 3 ]  if Conc. succeeded.

End of turn.

Stats:

 Spoiler

Location: T-6
HP: 12/12
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 1/1
Sudden Leap 1/1

[User] Miss and a (thank the gods) miss.

[User]
 Om'nom'nom, round 4

5-ft step to S-8 and spit at you again.

Attack vs Touch AC:  (1d20+6)[ 8 ]

Damage:  (3d6)[ 7 ]

Disappointing. Turn done.

[User]
 Morekal, turn 4

Move: 5 foot step to S-7
Swift: Recover maneuvers
Standard: Attack.
  Attack  - (1d20+9)[ 17 ]
  Damage  - (2d6+6)[ 12 ]

End of turn.

Stats:

 Spoiler

Location: S-7
HP: 12/12
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Om'nom'nom, round 5

5-ft step to R-9.

Spit again.

Attack vs touch AC:  (1d20+6)[ 20 ]

Damage:  (3d6)[ 10 ]

Done.

[User]
 Actually, just for kicks, I'll attempt to immediately hide.

 (1d20-9)[ -6 ]  including -20 penalty.

There we go. Turn done.

[User]
 Morekal, turn 5

Move: 5 foot step to R-8
Standard: Attack.
  Attack  - (1d20+9)[ 10 ]
  Damage  - (2d6+6)[ 16 ]

End of turn.

Stats:

 Spoiler

Ref note, realized my HP was wrong in the spoilers, fixed it now.
Location: R-8
HP: 6/16
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Om'nom'nom, round 6

You lose sight of Om'nom'nom as he moves east, not provoking an AoO.

 Spoiler
Full-round action: Withdraw to T-16 at half speed. Swift action to redistribute Essentia, just in case.

Move silently:  (1d20+4)[ 22 ]

Hide:  (1d20+11)[ 29 ]

Spot:  (1d20+3)[ 15 ]

Listen:  (1d20+4)[ 5 ]

Done.

Stats:
 Spoiler
HP 10/10
AC 22/16/17
Square: T-16

Soulmelds shaped: Dissolving Spittle, Rageclaws

Expanded Soulmeld Capacity devoted to: Dissolving Spittle

Essentia Investment: Dissolving Spittle 1, Rageclaws 1

[User]
 Morekal, turn 6

 Spoiler

Move: Move to R9, R10, R11, R12, S12, S13, S14, T15
  Listen  - (1d20)[ 15 ]
  Spot  - (1d20)[ 4 ]

Not done, need LOS.

Stats:

 Spoiler

Location: R-9 through T-15 as above
HP: 6/16
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 @Ref
 Spoiler
Even from five feet away, they each have concealment, so teh hide check is valid.

@Morekal
 Spoiler
No LoS

@Om'nom'nom
 Spoiler
Morekal is in T15

Still Morekal's turn.

[User]
 Morekal, turn 6 continued

Actions/LOS:

 Spoiler

Move: Move to T16, U16, T17, S17, R17, Q17, Q16, Q15

No more actions, but may revise this one based on LOWS check.

Stats:

 Spoiler

Location: T-16 through Q-15 as above
HP: 6/16
AC: 18, FF: 16, Touch: 14
Buffs: Stance of Clarity

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User] As Morekal moves into T16, he bumps into Om'nom'nom.  The rules are clear that he can't move through an opponent's square.  I believe it provokes an attack of opportunity.

[User] I'm unarmed, so no AoO. I'm almost positive that I benefit from total concealment based on my hide check, though.

[User]
 GM Kyeudo

From what I can glean from the SRD, madtinker is mostly correct and Tanaric is also correct. You cannot move through T16 because your opponent is there and you did not take an Overrun action, Grapple action, or similar. You cannot see Om'nom'nom because you did not beat his Hide check and he has concealment relative to you thanks to the cloud. Tanaric would not get an AoO if he were armed.

[User] Ok, then I end my turn in T-15 I guess.

[User]
 Om'nom'nom, round 7

Spit some more acid. No AoO because you can't see me, I believe.

Attack vs flatfooted touch AC:  (1d20+6)[ 16 ]

Damage:  (3d6)[ 7 ]

Roll vs concealment: (1-20 fails, rest hit)  (1d100)[ 32 ]

Let's see what happens there before I finish.

[User] That puts me at -1.  GG.

[User]
 High Ref Mav:

Om gets the win and the loot


[User]
 Arena Tournament, Round 70:  Ffnirr  vs.  Mesmenir
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Ffnir  - Daggaz
 Mesmenir  - Romeir

All Gladiators, please declare final purchases (if any) and roll for initiative.

[User]
 Mreowrrrr!  (Let's get it on, I come with my teeth and my claws.  Which is Catfolk for "no purchases" but then, Mesmenir knows that.)

Init  (1d20-2)[ 1 ]

[User] Ffnirr saunters over to the other side of the arena and rubs his Catfolk man-glands all over the opponent's starting area, marking his territory.  Satisfied, he meanders back to his end at his own leisure..

[User] And thats a DQ... death by stink-gland.

[User]
 High Ref Scorer
 For virtue of rolling init, Daggaz gets the victory and loot!

[User] First time I ever won a fight with a one 😉


[User]
 You have been staying at an inn in the metropolis of Pyn-Quey for about a week now.  This city has almost everything its inhabitants could want, except for a reliable one-stop shop of magical trinkets and arsenals.   Well, not since the last one blew up under mysterious circumstances.  You have asked around, and have determined that you will need a large sum of gold to start your own business and begin your road to financial-fame.

At a bulletin board in a local tavern, there is an advertisement for a resourceful individual or group to explore some ruins outside the city.  There has been strange reports and rumors about the place but the watch has been too busy to investigate, and there has been suspicions that a few mission persons cases lately is linked to the ruins.  The advert specifies for you to go see one Ms. Fernalia at xxx address for more information.  High reward is promised, and you can kep anything you find in the ruins.

[User] Grok sends out his best musk, puts on a nice silk jacket, and heads off to the address.

[User] You arrive at the address, and the domocile you are staring at easily takes up 1 fourth of the block by itself.  It looks spacious, well kept, and has guards posted the the gates surrounding the garden.  Two dwarves with horned helms and halberds stand tall (relatively speaking) at the front gate, and they turn to you after sniffing the air.

[User]
 Spoiler
Remember, my musk is pleasant!😁

Grok walks up to them, speaking in a raspy, inhuman but pleasing voice. "Good day, gentlemen! I'd like to inquire about the spelunking advertisement."

[User] Your musk, while pleasant, is still distinct in this city given its...distinct lack of other Troglodytes.  The two dwarves give you a once over, but look unconvinced.   "Are yer sure yer here fer the right job?  Yer look too NICE to be a...spelunker."   They chuckle a bit, anf you can't tell whether he's being sarcastic or not.  He may be referring to your silk jacket.

[User]
 Grok just smiles at the man. "I assure you, my good sir, that I am quite the spelunker.  Don't you agree? "

 Spoiler
Charm person, DC 18

[User]
 Spoiler
are you just casting a spell in front of them?  Not gonna try to conceal it?  You realize that might be a bad idea right?

[User]
 Spoiler
Oh. Right. Sleight of hand check: (1d20+3)[ 5 ]
....huh.

[User] One of them recognizes the gestures of a spell and immediately his hand reaches out to grab you! [AoO grapple]   "WHOA!  STOP what you are doing right now before things get UNPLEASANT!  What are you thinking?"

[User] Grok's eyes shoot open, and he lets the man take him to the ground. "Just a little charm to break the ice a bit. Watch." He casts prestidigitation, creating a little image of a crystalline bird that flies around, then dissipates. "See? Just a harmless charm..."

[User] "Are ye DAFT?  Ye should know better than ta walk up ta the front gates offa mansion and start waving yer hands around.  I'm not sure if Ms. Fernalia would want ta hire one such as yerself if you ain't smarter than this."   He lets go of you, but watches you carefully.

[User]
 Grok gets back up flashing a grin. "So... how about that job?"

 Spoiler
 (1d20+9)[ 21 ]

[User]
 The dwarf shrugs, retracting his weapon.   "Well, the decision ta hire isn't really mine ta make anyways.  Just BEHAVE yerrself around Ms. Fernalia.  Go on in."

Inside the large manor, servants lead you to a reception area, and you notice that much of the furniture is either sized for children or just plain too small.  A group of 2 humans and a gnome, all obviously equipped as adventurers walk past you with a nod.  Sitting in one of those too-small smalls is a halfling woman wearing a rich blue-colored dress.

Upon seeing you, she gestures to a larger chair made for normal-sized people.   "Ahh, please make yourself at home.  I am Ms. Fernalia, and I've been informed that you'll be of the people helping with the task at hand."   She waits for you to be situated.   "Now, as you know, there are numberous ruins not too far outside of this fair metropolis, barely 2 days' travel away.  My brother Lenwik had heard rumours of a forgotten stash of treasures in one of those ruins and went out to search for it.  That was 10 days ago.  Would you please search one of the ruins for me and bring my dear brother back to me?  He's all the family I have right now and reward will be significant.  15,000 gold if you can bring him back alive."

[User] Grok puts on an air of confidence, approaching the lady with bravado. He takes her hand into his own, looking into the distance dramatically. "My lady, I assure you. So long as your brother yet lives, I will not end my search for him. This I promise. Do not fret; Gro...orgondantess is here to aid you!" He puffs out his chest, looking like a buffoon but... oddly compelling nonetheless.

[User] Ms. Fernalia has a look ok concern, all frowns and no smiles.  At least up until now.  With your antics, silly as they are, she smiles, relaxing a little.   "I think you may be just the right man for the job, Gor...gondantess."   She sounds out your name trying to get it right.  She motions to a halfling servant standing nearby, and the servant leaves.   "Mikel there will bring you a map of the area surrounding the ruins so you can get to it.  In the meantime, would you please tell me a bit about yourself and your skills?  It would greatly reassure me."

[User] Grok speaks flamboyantly, gesticualting airily. "I am a sorceror and scholar of the draconic arts of some merit, as well as warrior, fast-talker, factotum, spelunker and sagacious scoundrel." As he says scoundrel, he bows with a flourish, grinning toothily.

[User] The halfling gives you a slightly amused look of incredulity.   "Oh really?  One or even two of those I can believe.  But all of those?  You must be the answers to my prayers.  Look, I am not in the business of sending people to their deaths.  Before Mikel gets back, perhaps you could...showcase some of your talents in the garden area?"   She gestures to the back garden, very large and full of rocks.

[User]
 Grok smiles, stepping outside. He casts a quick enchantment, then the air around him blows hard, lifting him into the air; dust flies everywhere, and he rises at least 50'. At the pinnacle of his ascent, he casts a spell, and there is a loud crack as the rocks all fly apart, many of them crumbling; Grok lands perfectly, and as a rock falls near him he swings out with a hand, clawing it in half.

 Spoiler
Casting magic claw, then updraft; at the pinnacle casting great thunderclap, and landing to claw one of the rocks.

[User]
 Ms. Fernalia claps as she stands up.  Walking towards you, she says,  "You have brought both a smile to my face and a revival of my faith.  The confidence you posses will sure be crucial in the timely recovery of my brother."

She looks behind her momentarily.   "Ahh, Mikel is back.  Here is the map to the ruins, or at least the aboveground environs.  I look forward to your safe return with Lenwik."

THe servant hands you the map then steps back.

[User]
 Grok bows, taking the map and going on his way.

 Spoiler
Well, let's go. Fast forward. Y'know.

[User]
 Your walk towards the ruins is actually somewhat pleasant.  The first day and night passed without much incident.  You had camped in the woods, and are currently finishing up some breakfast...

 Spoiler
Please make a Spot and Listen check for me

[User]
 Spoiler
In the future, please make spot & listen checks for me.
 (1d20-2)[ 11 ]
 (1d20-2)[ 9 ]

[User]
 Because you were pre-occupied with cleaning up, you did not sense the two powerful, muscled beasts sneak up behind you and charge you!  Luckily for you and unlikcily for them, their claws bounce off your hard skin, causing nothing more than a slight bruise!  The two Dire Wolverines howl in frustration at the resiliency of their supposed breakfast.

Roll initiatve!
You -  (1d20+3)[ 8 ]
Wolverines -  (1d20+3)[ 10 ]

[User]
 The massive, low-slung creatures with wedge-shaped heads and short thick legs are quicker than you and unleash a flurry or clawing and biting!  The first Dire Wolverine lands two solid swupeswith its claws, while its bite finds nothing but armor.  Meanwhile the second wolverine only gets one solid hit on you with its claw.  Now, your turn to act, brave adventurer!

 Spoiler
Dire Wolverine 1:  Two hits: 19 damage total.
Dire Wolverine 2:  One hit: 8 damage total.

[User]
 Grok, being assailed, casts a quick spell; in an instant, a gust of wind and dirt lifts him into the air, where he casts a potent spell at the beasts.

 Spoiler
Casting Updraft, which will take me 40 feet into the air (I believe, don't have my books with me) until the beginning of my next turn. Then, an extended great thunderclap; the wolverines both must make a reflex save or be knocked prone, a will save or be deafened for 20 minutes, and a fort save or be stunned for 2 rounds. DC 20. Fun spell.😁

[User]
 Both wolverines try mightily but fail to remain on their feet!  The first wolverine seems to have its senses knocked out of it while the second one shakes it off and gets up.  It growls as it can't seem to reach you this round, and waits for you to come down.

Your turn again!

[User]
 Grok lands with finesse, striking a pose and casting a quick spell. In the same motion he whips out a claw, attacking the wolverine.

 Spoiler
Shield, then using my feat to make a quick claw attack.
Casting defensively: (1d20+14)[ 31 ]
And claw attack: (1d20+7)[ 21 ]
Damage: (1d8+2)[ 3 ]

[User]
 Your clawing gives the wolverine a flesh wound only, but its return strikes are a whirlwind of misses as your new and improved protections render it next to impossible to hit you!  The other wolverine has come to its senses, but is still on the ground.

Your turn!

[User]
 Grok casts another spell, and his claws lengthen considerably. He reaches out to hack at his opponent once more.

 Spoiler
Magic claw, cast defensively- concentration check: (1d20+14)[ 32 ]
Attack: (1d20+8)[ 12 ]
Damage: (1d8+3)[ 6 ]
Curses. That's a miss.

[User]
 Spoiler
OOC - Magic Claw is a swift action?  Or is your attack a swift action?

The wolverine on its feet continues to snap at you, but your defenses are too good!  It howls in frustration.  Meanwhile, the other one begins to get on its feet, provoking an AoO from you.

It will then also try to bite you, and will miss.

[User]
 Spoiler
My draconic claw feat allows me to make 1 claw attack as a swift action whenever I cast a spell. Nifty.

Grok leaps forwards, clawing and snapping at the already wounded wolverine.

 Spoiler
Full attack!
Claw1: (1d20+6)[ 13 ] / (1d8+3)[ 11 ]
Claw2: (1d20+6)[ 10 ] / (1d8+3)[ 7 ]
Bite: (1d20+6)[ 26 ] / (1d6+2)[ 8 ]
Well. A full damage crit on my weakest attack. Interesting.

[User] What is best in life?

[User] You need to 1)  make the Attack of opporunity you got when the wolverine stood up.  2)  You need to make another attack roll to CONFIRM your critical hit.

[User]
 Spoiler
Riiiight. AoO: (1d20+8)[ 24 ]  damage: (1d8+3)[ 7 ]
Crit confirmation: (1d20+6)[ 18 ]

[User]
 Between your attack of opportunity swipe and your VICIOUS bite, the first Dire Wolverine starts running away, severely wounded.  The second one flies into a RAGE and renews its attack against you!

Its sharp claws miss wildly but its bite finds purchase!  7 Damage to the hero.

[User]
 Grok grins, and moves to a position where the two wolverines are in a line. The grin widens to a smirk, and he draws his hands back, gathering energy. Thrusting them forwards so that the wrists are together and the palms forward, he says the magical incantation:
    "HADOKEN!"

 Spoiler
Lightnign bolt SLA,  (8d6)[ 27 ]  damage to the both of them, reflex save DC 20 for half.😉

[User] The Dire Wolverine that was already running away is shocked by the lightning, and falls to the ground, lifeless.  Fried worg anyone?  The one that as attacking you also gets the FULL brunt of your electric fury, and it also starts running away, afraid!

[User]
 Grok speaks an incantation, and swings a claw forwards: the air ripples before him, after the fleeing wolverine.

 Spoiler
Blood wind, to give me a 30' range on my natural attack: (1d20+8)[ 17 ]
Damage: (1d8+3)[ 6 ]

[User]
 ooc - For your heroic deeds, you gain 900 exp.

The last Wolverine falls to the ground DEAD as you slap it from afar.  The forest is quiet once more, except for some birds flying away from all this commotion.  You are left to yourself to pack and continue.

[User] Grok merely shrugs, slings on his pack, and continues.

[User]
 You continue onwards.  Days pass into nights...which become days again.  It felt long, but it wasn't too bad of a journey.  Perhaps your efficient dispatching of the wolverines scared away other predators, but you were not botered again for the trip there.

Finally, your eyes catch sight of what appears to be some ruins.  Broken columns and ancient, crumbled cuildings dot the landscape.

[User] Grok heads in to aforementioned ruins.

[User]
 Spoiler
Roll me some spot and listen checks!  If you wish, you may also roll a search check.

As you head into the ruins, you see that there really isn't much of worth.  Everything valuable is either decayed or already taken.  There appears to be a trapdor inside one of the ruined buildings, and the door itself is missing, leaving just the hole downwards.  There may be other things of interest here if you search.

[User]
 Very well then... but if it's not so hard, please roll these passive things in the future. As well as stuff like saves.
Spot: (1d20-2)[ 10 ]
Listen: (1d20-2)[ 18 ]
Search: (1d20+3)[ 23 ]
Wow, 2 nat 20s! Sweet!😁

[User] You search around a little bit, and you manage to brush away some dust from a small and ancient mural of some sort.  The scene depicts a group of people kneeling in front of some large, red circle...possibly a portal of some sort, and a fiendish-looking creature stepping through said red circle.  You think you hear a few quiet moans coming from down the trapdoor...

[User] Never one to do things simply, Grok casts a great thunderclap right behind the trapdoor, blasting it open (and anything behind it).

[User] The trapdoor is completely obliterated, and the unfortunate zombie that was under it is also shredded to bits!  Looking down, you manage to see a few more zombie-like things shambling aroun, moaning.  You don't know if they're strong and/or smart enough to jump up the trapdoor to get at you.

[User] Grok starts breathing lightning at them.

[User] Two zombies drop instantly from your cone of shocking death, while an unknown number appear to have survived the onslaught or got lucky and got out of the way, avoiding the worst of it.  Some seem to notice you now, and walk towards the trap door...


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 "Uh... my head..."

Cleric walks up to the center door, and examines it for anyway to see what lays beyond.

[User] It's a solid metal door, but the hinges appear to be well maintained, so hopefully it won't squeek if you peek past it.

[User]
 As a precaution, Cleric bars the doors at I1 and K1, and goes to peek past the door at J2.

If needed, a "Move" Silently check:

 (1d20-1)[ 1 ]

[User] You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

[User] Cleric removes the bar from the door at I1, puts it at J2, and attempts to peer through the door at I1.

[User] Roll hide and move silently. =)

[User]
 (1d20-4)[ 12 ]
 (1d20-4)[ 8 ]

Fun fact: I forgot my AC penalty on my last check. Good thing it didn't matter.

Another fun fact: I had to delete and repost this because the rolls were coded wrong.

[User] You peer into a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2). Unfortunately, one of the Kobolds looks like he heard something, as he's standing up and glancing around.

[User]
 Cleric decides that an empty hallway is better than a group of Kobolds, and goes back to J2 to re-bar door I1. However, he also draws his Morning Star, in case it is needed.

Move Silently, if needed:
 (1d20-4)[ -1 ]

[User]
 All four kobolds hear you this time, and scamper to their feet, and head for the door.

Hmm, how to resolve the one kobold getting through while you try to bar it...opposed strength check?

 (1d20-1)[ 4 ]

[User]
 Strength check, alrighty.

I think I have a chance here, unlike my Hide and Move Silently checks. 😛

Str:  (1d20+2)[ 8 ]

[User] The repeated slams of kobolds are no match for a barred metal door, and you get the rod in just in time.

[User] Cleric hurries into the unbarred door, and stops to ponder whether to take the left or the right doorway. It takes only a few seconds, and he decides to forgo stealthiness for the element of surprise, and charges through the doorway on the right.

[User]
 You charge into a ten by ten room with an orc guarding a chest. Unfortunately, he's heard some odd noises, so neither of you surprise the other.

Init:  (1d20)[ 7 ]

[User]
 Initiative roll:  (1d20-1)[ 18 ]

When Cleric's turn comes, he charges at the Orc in a panic. (Not literal charge though).

Attack Roll:  (1d20+4)[ 19 ]  (+1 vs Orc)
Damage:  (1d8+3)[ 6 ]

Crit Confirm if needed:  (1d20+4)[ 13 ]

Edit: AC 13 (Touch 9, FF 14), HP 14

Also, I'm off to bed for tonight. Can't wait to pick this back up.

[User]
 The critical strike lops the orc's head off his shoulders, ending the fight in a single blow.

+150XP

On the orcs body, you find the following loot:
6000 copper pieces
A sapphire pendant on a silver chain(value 1600 GP)
Masterwork Half-Plate.

[User]
 I'd hate to give up this, but I rolled a 15 on my attack roll, and got a 19 after the +4.

If you still want to keep it, I'm ok with that. 😏

[User] All you needed was a thirteen, so you're good either way. =)

[User]
 Cleric puts the pendant around his neck, under his Holy Symbol. He switches his armor with the Orc's, and puts all the copper pieces into his pack.

He opens the treasure chest.

[User] In the chest he finds: 10 Plat

[User]
 Clerics smiles at his luck, and replaces the Platinum with all of his Copper, deciding that the trade is more than fair enough for him.

He crosses to the door on the opposite side of the hall and peers in.

MS:  (1d20-7)[ 8 ]
Hide:  (1d20-7)[ 5 ]

I love my MS and Hide checks. 😛

[User]
 Heh, the disadvantages of armor.

At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, whom you've just awoken, and who is trundling torward you furiously.

Init: (1d20+3)[ 14 ]

[User]
 (1d20-1)[ 19 ]  - Initiative

Cleric charges at the Badger if he goes first.

 (1d20+5)[ 7 ]  - Attack Roll
 (1d8+3)[ 9 ]  - Damage
 (1d20+5)[ 18 ]  - Possible Crit Confirm

If Cleric doesn't go first, he charges if possible. If not, he simply walks up and smashes the badger with his Morning Star, his attack roll is 2 lower than the rolled attack.

Edit: Cleric has AC 16, HP 14. If he charges, his AC drops to 14.

[User]
 You miss the badger, and he explodes in a frenzy of claws and teeth.

Claw attacks:
 (1d20+4)[ 13 ]
 (1d20+4)[ 17 ]

Bite Attack:
 (1d20-1)[ 7 ]

[User] Claw damage:  (1d2-1)[ 1 ]

[User]
 Cleric glares at the badger and smashes at it with his morning star.

 (1d20+3)[ 9 ]  - attack
 (1d8+3)[ 8 ]  - damage

 (1d20+3)[ 17 ]  - crit confirm

AC: 16 HP: 13

[User]
 His beady little eyes stare angrily at you from his furry face, as he continues his efforts to claw your face off.

Claw attacks:
 (1d20+4)[ 10 ]
 (1d20+4)[ 17 ]

Bite Attack:
 (1d20-1)[ 12 ]

[User]
 Claw Damage:  (1d2-1)[ 0 ]

Cmon, death by badger! =)

[User]
 Oh nooo.... 1 damage....

Cleric, pretty pissed off at this point, smashes the badger again with his morning star, giving a mighty shout.

 (1d20+3)[ 21 ]  attack roll
 (1d8+3)[ 6 ]  damage

 (1d20+3)[ 18 ]  crit confirm

AC: 16 HP: 12

[User]
 You took him down to 0, but unfortunately for you, injuring him sends him into a rage.

Claw attacks:
 (1d20+6)[ 26 ]
 (1d20+6)[ 22 ]

Bite Attack:
 (1d20+1)[ 12 ]

[User]
 (1d20+3)[ 23 ]  - Attack Roll
 (1d8+3)[ 7 ]  - Damage
 (1d20+3)[ 14 ]  - Crit Confirm

 "I'm getting really annoyed now! Taste my Morning Star WRATH!"

[User]
 If either previous claw hit, it does one damage.
And you finally killed a badger.
Why are you so proud of that?
XP: +150
Loot: sorry, but it's only a badger.

(if you didn't know, I'm now helping DM this)

[User] Cleric channels his prepared Virtue spell into a Cure Minor Wounds and casts it on himself. He glares at the corpse of the badger, and spits on it. He then travels to the end of the hallway and opens the door, too aggravated to bother with stealth.

[User] Mmm, what light/ability to see in dark do you have at the moment?

[User] Dwarven Darkvision to 60 ft.

[User]
 You enter a 15ft by 15ft room, with six goblins inside(A3, A4, A5, B3, B5, C4). There is a door on C3.

Init:
 (1d20+1)[ 11 ]
 (1d20+1)[ 11 ]
 (1d20+1)[ 4 ]
 (1d20+1)[ 7 ]
 (1d20+1)[ 9 ]
 (1d20+1)[ 21 ]

(Please confirm this is the right room, because it seems like I'm giving you the wrong one)

[User]
 (It seems to be right. What bad luck.)

AC: 16 (Touch 9, Flatfooted, 16)
HP: 11

Cleric curses under his breath and swings his morning star at the nearest goblin.

 (1d20-1)[ 7 ]  - Initiative
 (1d20+3)[ 4 ]  - Attack Roll
 (1d8+3)[ 10 ]  - Damage
 (1d20+3)[ 4 ]  - Crit Confirm, if needed

[User]
 No joy, unfortunately. The one nearest to you takes a swipe with his morning star, while another four take the opportunity to hurl javelins at you.

Morning Star:
 (1d20+2)[ 6 ]

Javelins:
 (1d20+3)[ 7 ]
 (1d20+3)[ 23 ]
 (1d20+3)[ 15 ]
 (1d20+3)[ 19 ]

--Dmg--

Morning Star:
 (1d6)[ 4 ]

Javelins:
 (1d4)[ 2 ]
 (1d4)[ 1 ]
 (1d4)[ 1 ]
 (1d4)[ 1 ]

[User]
 Pretty lucky on damage, all things considered.

Confirming crit on one javelin:
 (1d20+3)[ 12 ]

Addtl Dmg if crit:
 (1d4)[ 3 ]

[User]
 (Gotta love it when crit confirms fail)

Cleric lets out a curse, and smashes the nearest goblin again.

 (1d20+3)[ 8 ]  Attack Roll
 (1d20+3)[ 6 ]  Crit Confirm
 (1d8+3)[ 9 ]  Damage

AC 16 HP 9

[User]
 Once more, with feeling. And the gobbie who was low on init.

Morning Star:
 (1d20+2)[ 8 ]

Javelins:
 (1d20+3)[ 17 ]
 (1d20+3)[ 14 ]
 (1d20+3)[ 14 ]
 (1d20+3)[ 8 ]
 (1d20+3)[ 9 ]

--Dmg--

Morning Star:
 (1d6)[ 1 ]

Javelins:
 (1d4)[ 4 ]
 (1d4)[ 2 ]
 (1d4)[ 3 ]
 (1d4)[ 3 ]
 (1d4)[ 2 ]

[User]
 Cleric winces at the javelin that struck him, and attacks (and perhaps for the last time) the morning star Goblin, hell-bent on taking down one, at the very least.

 (1d20+3)[ 9 ]  - Attack roll
 (1d8+3)[ 6 ]  - Damage
 (1d20+3)[ 10 ]  - Crit Confirm

AC 16 HP 5

[User]
 Once more, with feeling.

 (1d20+2)[ 19 ]  (1d6)[ 1 ]
 (1d20+3)[ 19 ]  (1d4)[ 1 ]
 (1d20+3)[ 17 ]  (1d4)[ 2 ]
 (1d20+3)[ 7 ]  (1d4)[ 3 ]
 (1d20+3)[ 20 ]  (1d4)[ 1 ]
 (1d20+3)[ 11 ]  (1d4)[ 4 ]

[User]
 AC 16, HP 0

Cleric realizes that his death is nigh, and decides to give up after one last attack. He casts Inflict Light Wounds on the nearest Goblin.

 (1d20+3)[ 18 ]  Touch Attack on nearest Goblin
 (1d8+1)[ 8 ]  Damage

The stress of casting the spell causes Cleric to drop to -1 HP. He falls unconscious and is now dying.

Looks like it's time to roll up a new character.

[User] Fraid so. At least you took the green bastard with you.