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

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

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

DM notes:
 Spoiler
 Sheet.

[User]
 Going to follow the advice given by Chilepepper:

 Spoiler

 Originally Posted by Adumbration
 Is there any way to speed up the process of exploring the map? I'd really love to take another shot at the dungeon, but the idea of another 2-3 pages of "I turn left. I turn right" fills me with dread. Especially when I'm already familiar with the map. (Well, most of it.)

 Originally Posted by chilepepper
 Just give parameters for your direction choices.  What I did is say "I follow the left hand wall, opening all doors on my left, ignoring right turns and right hallways and straights when I could go left."  Theoretically, you'll see all the dungeon that way, unless there are 'islands' of non-passage.

So... After exiting the starting room, Swiftkiller will follow the left hand wall, opening all doors on his left, ignoring right turns and right hallways and straights when he could go left.

He'll be prodding the squares he'll be treading with the 10-foot pole he is carrying.

[User] To be clear, you are opening doors to your left, not only going left for the purposes of exploration?

[User] Might as well open the doors, while at it. Get some action.

[User] You find a pit.

[User] Going to continue. You can leave out mentioning pits in the future, unless Swift actually falls into one.

[User]
 You are opening all doors you come past or just at the left of you?

You reach room 16.

There is a monstrous humanoid in the center of the room. I don't know how it looks like. It doesn't have stuff.

Initiative  (1d20)[ 15 ]

[User]
 Just on the left. However, as Chile stated, that will end up with every door/room open, barring some strange incident.

Initiative:
 (1d20+8)[ 28 ]

[User]
 I'm guessing that will win the initiative.

Swift charges up, his short sword slashing at this enemy.

Charge attack (+2 attack, -2 AC)
 (1d20+12)[ 26 ]
Damage:
 (1d4+7)[ 9 ]

[User] Forgot to mention: Swift has the stance Child of Shadow active, and he has readied Shadow blade technique, Burning blade, Counter charge and Wolf fang strike as his maneuvers.

[User]
 Your attack hits it.

It tries to claw you:

 (1d20+5)[ 19 ]
 (1d4+2)[ 6 ]
 (1d20+5)[ 9 ]
 (1d4+2)[ 3 ]

[User]
 I guess one attack has a chance to hit..

 (1d100)[ 87 ]  low misses

[User]
 Please roll miss chance for the first attack... It will hit, dealing 6 damage, unless it fails on a 20% miss chance check.

Meanwhile, I'll be preparing my actions.

EDIT: Ninja'd. Just a sec.

[User]
 Swift uses Burning blade as a swift action, and then, fighting defensively (-4 to attack, +2 AC) attacks the creature.

Attack:
 (1d20+6)[ 25 ]
Damage:
 (1d4+7)[ 11 ] + (1d6+1)[ 3 ]

[User]
 That's a critical threat. Confirming:
 (1d20+6)[ 9 ]
Damage:
 (1d4+7)[ 8 ]

[User]
 Hit, it goes down.

150xp, no loot.

[User]
 Swift drinks down a potion of Faith healing (Pandorym) and is healed to full hitpoints.

He then continues his search.

[User] You should note which door you take..

[User] Swift continues from the door which he opened. This will keep the chain intact, I think.

[User] Alright. You come back from the other side of the second door anyway. Soon I will give you a new map but just east of that door there is a large red card hanging from the wall.

[User] Swift will ignore it... for now. At the very least until he remembers to buy a pair of nice, thick gloves.

[User]
 Black dot is a large green note card hanging from the wall.

You just gonna ignore all cards right?

[User] Yah. Pretty much. Every time I think about doing something with them I get this sudden image of Admiral Ackbar shouting "It's a TRAP!" in my mind.

[User]
 People are extremely paranoid in the dungeon for no reason really.

You open the door to room 2.

There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. A note attached to the wall above the cake reads something else.

[User]
 Sigh. I'm not going to get peace until I do this. Swift pulls the lever.

If he survives the consequences - if any - he will continue on his way.

[User] Give me a reflex roll.

[User]
 Reflex:
 (1d20+9)[ 10 ]

EDIT: Facepalm.

[User]
 You fall up! After a few turns, you fall down!

 (2d6)[ 7 ]  falling damage up.

 (2d6)[ 6 ]  falling damage down.

[User]
 During the "few turns" between 2d6s of death, Swift drinks down his last potion.

After the second fall, he is at 4 hp.

EDIT: He'll stagger off and continue his quest.

[User]
 You aren't interested in the cake or the note above it?🤨

Some way forward you come from the other side of the same room. There is a bullseye in front of the door to it.

[User] Continuing.

[User]
 Some distance into the same hall you trigger a trap.

Acid comes at you!

 (1d20+8)[ 12 ]
 (1d3)[ 3 ]

[User]
 Into the hall! You trigger a dart trap that shoots in front of you.

Then you trigger another acid trap.

 (1d20+8)[ 9 ]
 (1d3)[ 2 ]

[User]
 You reach room 3.

Opening the door reveals the following room:

 Spoiler
 {table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. They have equipment. There is a door at A5 south, E5 south and D1.
Initiative: (1d20+2)[ 22 ]
 (1d20+1)[ 5 ]

You are outside A5 south. The elf is in front of you.

[User]
 Initiative:
 (1d20+8)[ 25 ]

By the way, what AC do the traps target? This is important.

[User]
 Touch AC

You won initiative..

[User]
 Swift attacks the one closer to him, using a supernatural technique.

Shadow blade technique:
Roll 1:  (1d20+10)[ 28 ]
Roll 2:  (1d20+10)[ 28 ]

I'll see the rolls before I decide which to use.

[User]
 Damage:
 (1d4+7)[ 9 ] + (1d6)[ 3 ]  cold.

[User] The elf drops. Mr Toothy casts a color spray! Will save.

[User]
 In that case, Swift took no damage from the traps.

He is also immune to Mind-affecting, so a Color spray won't affect him. (He is insane, literally. Willing deformity: Madness.)

He moves up close and his sword bursts into fire (Burning blade.)

Attack:
 (1d20+10)[ 16 ]
Damage
 (1d4+7)[ 11 ] + (1d6+1)[ 5 ]

[User]
 I will note that you are always FF unless you find the trap before it is triggered.. So you are FF and it is a touch attack..

The toothed one falls too:

Possessions masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy noble’s outfit

The elf: Studded leather, light shield (wooden) longsword, longbow, 10 arrows.

150xp, 300gp.

[User] Oh, okay. All the stuff in the sack and moving on. I pretty much spoiled his chances with that lever, but let's see how far he gets. (He is at 1 HP.)

[User]
 Room right south of the one you just finished:

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:[roll]1d20 [/roll]

[User]
 Initiative:
 (1d20+8)[ 27 ]

[User] Go ahead.. No point in rerolling..

[User]
 Swift surges ahead, determined to end this fight as soon as possible.

Using Burning Blade as a swift action, in conjunction with Shadow blade technique.

Attack:
 (1d20+10)[ 28 ]
 (1d20+10)[ 28 ]

[User]
 The hell? That's a coincidence.

Damage:
 (1d4+7)[ 10 ] + (1d6+1)[ 4 ] fire+ (1d6)[ 6 ] cold.

[User]
 20 damage? Yeah its dead... Rolling the same on 4 same kind of attacks? Really??

150xp, 2 short swords, 4 darts.

[User]
 I will give you a map soon.. You reach the next room:

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

[User]
 Continuing on the same path.

EDIT: Ignoring that room with flags. Damn you're a ninja.

[User]
 Room 1.

Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5|||||
6||||| [/table]
There is a door at A-3, which you are just outside of,  another at A-5, E5  and D6. There is a metallic humanoid standing in the room looking at you.
Initiative: (1d20+2)[ 20 ]

[User]
 Initiative:
 (1d20+8)[ 28 ]

Swift has Child of Shadow active, and has readied Counter charge, Burning blade, Shadow blade technique and Wolf fang strike.

[User]
 Wow. This has been an extraordinarily lucky streak of rolls.

Swift attacks, using Burning blade and Shadow blade technique.

Attack (if these are both 28 again, there's something wrong with the roller):
 (1d20+10)[ 28 ]
 (1d20+10)[ 16 ]

[User]
 Swift uses the higher check, forfeiting his extra cold damage.

Damage:
 (1d4+7)[ 9 ] + (1d6+1)[ 4 ] fire.

[User]
 It goes down. (150xp, no loot)

Beyond those doors is the exit out of this level and the vending machines. I don't know if you can rest safely here.

[User]
 Yay! Swift goes immediately to one of the vending machines, purchasing 3 potions of Faith healing (Pandorym).

He gulps one of them down, regaining full hitpoints. After that, he will continue on the original path.

[User] There is a large red button on a raised stone table in the center of the room. Something is written on it.

[User] Moving on... Not going to fall for that one again.

[User]
 Aww.. Scared? Don't trust you will roll straight 28s to save you?

Room 15. Eastern door.

There is a 7ft tall hobgoblin, hairy, primitive, with horns, a scimitar and studded leather.

 (1d20+6)[ 15 ]

[User]
 My luck is against creatures. Against traps I roll natural 1s. 😉

Initiative:
 (1d20+8)[ 15 ]

[User] You win the tie.. Go.

[User]
 The goblin advances, his sword bursting into flames.

Burning blade+Shadow blade technique.

Attack:
 (1d20+10)[ 14 ]
 (1d20+10)[ 11 ]

[User]
 This time, both attacks miss.

It attempts to hit you with the scimitar.

 (1d20+6)[ 7 ]
 (1d6+2)[ 3 ]

GAH!

[User]
 Swift shouts out "Wolf Fang Strike!" And hits with both of his short swords.

Attack #1:
 (1d20+8)[ 9 ]
Damage:
 (1d4+7)[ 10 ]

Attack #2:
 (1d20+8)[ 15 ]
Damage:
 (1d4+7)[ 9 ]

EDIT: The dice gods are capricious today.

[User]
 This one crit-killed someone yesterday... Lets see...

 (1d20+6)[ 16 ]
 (1d6+2)[ 5 ]

[User]
 Swift runs out of fancy tricks, and goes for the kidneys.

Attack:
 (1d20+10)[ 26 ]
Damage:
 (1d4+7)[ 8 ]

[User]
 The other goblinoid looks happy you don't have more damaging tricks, because it hits him nicely.

 (1d20+6)[ 9 ]
 (1d6+2)[ 7 ]

GAH!

[User]
 Swift tries that one again.

Attack:
 (1d20+10)[ 13 ]
Damage:
 (1d4+7)[ 11 ]

[User]
 Miss.

 (1d20+6)[ 14 ]
 (1d6+2)[ 7 ]
 Also, he drinks a potion with his move action. You get AOO I guess.

[User]
 Miss.

Attack:
 (1d20+10)[ 22 ]
Damage:
 (1d4+7)[ 8 ]

[User]
 Make that one the AoO? Here comes his attack, then.

Attack:
 (1d20+10)[ 25 ]
Damage:
 (1d4+7)[ 8 ]

[User]
 Well it is a Standard action to drink the potion, so basically switch their order. Doesn't matter, because both hit..

And it is your turn again.

[User]
 Roger.

Attack:
 (1d20+10)[ 16 ]
Damage:
 (1d4+7)[ 10 ]

[User]
 Miss.

It tries to slice you.

 (1d20+6)[ 14 ]
 (1d6+2)[ 5 ]

It drops. Masterworked studded leather, masterworked scimitar, 150xp.

[User] All right, Swift will continue his methodical exploration.

[User]
 You trigger an acid trap in the hall.

 (1d20+8)[ 10 ]
 (1d3)[ 3 ]

The next room:

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch.

[User]
 Swift opens the chest carefully, looting it's contents before moving on.

EDIT: Takes 3 damage from the trap, by the way.

[User] 5 platinum pieces. Will continue in about 5-10 min.

[User]
 Room 11. Note that you can't enter the room to the north of that one without opening doors to your right as well..

As you open the door, acid flows towards you in a stream.

 (3d4)[ 4 ]  DC14 reflex for half.

Initiative:  (1d20+3)[ 23 ]

[User]
 Reflex save:
 (1d20+9)[ 18 ]

Initiative:
 (1d20+8)[ 13 ]

[User]
 It goes to hit!

 (1d20+1)[ 16 ]
 (1d4)[ 1 ]

[User]
 Swift takes 1 damage, due to being flat-footed.

To make up for that, he lunges forward with a burning blade. And a shadowy sword.

Attack:
 (1d20+10)[ 12 ]
 (1d20+10)[ 17 ]

[User]
 I choose the higher check, forfeiting cold bonus damage.

Damage:
 (1d4+7)[ 9 ] + (1d6+1)[ 4 ] fire.

Any description on "it"?

[User]
 Oh right.. 😳

A metallic bug, dog sized. Glass eyes all over the body. Pincers attack.

 (1d20+1)[ 5 ]
 (1d4)[ 1 ]
 (1d20+1)[ 17 ]
 (1d4)[ 3 ]

[User]
 It misses.

Swift attempts a two-pronged attack of his own, a WOLF FANG STRIKE!!!!!

Attack #1:
 (1d20+8)[ 16 ]
Damage #1:
 (1d4+7)[ 9 ]

Attack #2:
 (1d20+8)[ 26 ]
Damage #2:
 (1d4+7)[ 9 ]

[User]
 You trash it. 150xp.

Remember, can't reach room to the north with same procedure..

[User] Oh, all right, I'll visit the room. Happy now? 😛

[User]
 Wait one second. Before he goes, Swift uses a potion of faith healing.

EDIT: All right, going in at full hitpoints.

[User]
 😁

Opening the door reveals the following:

{table]|A_|B_|C_|D_
1|||1|
2||||2
3||3||[/table]

Door at A3 west. There are 3 squirrel like creatures hanging from the walls at 5, 10 and 15 elevation (5*their number).

 (1d20+3)[ 23 ]
 (1d20+3)[ 19 ]
 (1d20+3)[ 10 ]

[User]
 Initiative:
 (1d20+8)[ 21 ]

[User] The room is filled with darkness! Your turn.

[User]
 Swift takes a step back from the doorway, readying an action to attack the first poor bugger to come out.

He is 5 feet north of the A3, outside.

Readied attack (rolled for quickness' sake):
 Spoiler

Attack #1:
 (1d20+10)[ 27 ]
Damage #1:
 (1d4+7)[ 11 ]

[User] Nothing happens this turn.

[User] Swift continues his readied action. He also hides as a move action.  (1d20+15)[ 21 ] . (Using the cover brought by the doorway and the natural darkness.)

[User]
 These things need to eat ya know?

Nothing happens. How long are you waiting like that?

[User] Until the magical darkness disappears. If it doesn't disappear within an hour, Swift will get bored, close the door and leave them alone, following the walls, wandering towards south until he encounters the first unvisited room.

[User] After 30min (minus the rounds you waited already) it disappears.

[User] He takes a look inside.

[User] There are squirrels. They look at you, waiting.

[User]
 Oh for kermit's sake...

Swift moves to attack #1.

Attack:
 (1d20+10)[ 12 ]
Damage:
 (1d4+7)[ 9 ]

[User]
 As you step into the room, the darkness returns..

You suffer  (1d6)[ 2 ]  damage and make a fort save. It is chilly.

Also, you miss.

The other 2 squirrels appear randomly and strike at you before disappearing.

 (1d20+6)[ 16 ]
 (1d20+6)[ 14 ]

They deal 1 damage on a hit.

Listen check every round (as a no-action) to pinpoint. Can repeat as move action.

[User]
 "Bloody squirrels..." Swift mutters, withdrawing from the room.

Fort save:
 (1d20+3)[ 12 ]

[User]
 You take 1 point of strength damage.

You are outside the room I guess.

[User] The squirrels appear in the hall at 5, 10 and 15ft above ground.

[User]
 Swift lunges at the squirrel at 5-feet high, using both of his swords. (Wolf fang strike). Let me know if I need to tumble to get to it.

 (1d20+8)[ 9 ]
 (1d4+7)[ 9 ]
 (1d20+8)[ 10 ]
 (1d4+7)[ 8 ]

[User]
 You miss. one of the squirrels does something. Darkness is around you.

 (1d6)[ 2 ]  damage. Fort save. DC13. Save or 1 strength damage.

The squirrels strike again and vanish.

 (1d20+6)[ 19 ]
 (1d20+6)[ 7 ]

[User] I'll have to sleep on this. Will be back tomorrow with a new, dazzling tactic! 😉

[User]
 Currently at 5 HP, with 1-2 strength damage (depending on the next roll): Fort save  (1d20+3)[ 15 ] .

Swift curses the buggers and flees north, taking the turn to the east. (2 move actions.) 60 feet of movement. End of turn.

[User]
 You aren't being followed.

(Note, I can't update more at the moment. Will return for a hour or two.. In about 2 hours)

[User]
 If they don't follow, Swift will circle around to the vending machines to buy 2 potions of Faith healing. He'll use one, too.

Then he'll head south, in search of new, yet unsearched rooms. (I can't remember where I stopped following the wall...)

[User] I'm sorry but I'm kinda out of it for today so we will have to continue this some other time, OK?

[User]
 Originally Posted by Sliver
 I'm sorry but I'm kinda out of it for today so we will have to continue this some other time, OK?

Sure thing.

[User]
 Along the way you trigger an acid trap   touch attack against FF AC  - (1d20+8)[ 23 ]   (1d3)[ 3 ]  and find a large blue note card hanging from the wall. You reach room 4.

Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1, which you are just outside of. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative: (1d20)[ 1 ]

[User]
 Initiative:
 (1d20+8)[ 9 ]

The trap deals 3 damage, leaving Swift with 7 hp.

[User]
 Lighting his swords on fire, Swift moves up and stabs with both of his blades. (Wolf fang strike + Burning blade).

Attack #1:
 (1d20+8)[ 13 ]
Damage #1:
 (1d4+7)[ 10 ] + (1d6+1)[ 6 ]  fire.

Attack #2:
 (1d20+8)[ 12 ]
Damage #2:
 (1d4+7)[ 11 ] + (1d6+1)[ 2 ]  fire.

EDIT: Against his FF AC.

[User]
 Your attacks glance off his armor, he seems to focus on you and thrust the Ripper forward.

 (1d20+5)[ 19 ]
 (2d6+6)[ 13 ]

[User]
 Now that's just plain bad luck. Swift is dead. 😛

I don't think there's anything I could've done to prevent that, apart from what I did. If even one of my attacks had hit, there would've been a good chance of one-hitting the bastard. But the dice gods decided otherwise.


[User]
 Arena Tournament, Round 51:  Greg  vs  En
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Greg - bayar
 En - curtis
 All Gladiators, please declare final purchases (if any) and roll initiative.

[User] INITIATIVE:  (1d20)[ 4 ]

[User]
 High Ref Talic
 En wins, by virtue of attendance!


[User]
 Ok, here it is. These are the rules-
Queen on her color
Use standard notation (a1 R to a2) in which P is pawn, R is Rook, N (yes, not k), is knight, B is Bishop, Q is Queen, and K is King.
Please also use a writen description (two squares to the right) along side the standard notation to reduce confusion.

This is Chess in the Playground

Silent Hunter as White vs. Egiam as Black

[User] e2 P to e4. Move the Pawn over the King two squares up.

[User]
 Turn 1-Black

Ditto.  E7  P to  E5 . King pawn two forward.

P.S. Thanks for the description, I had my numbers wrong. 😳

[User]
 Turn 2- White
 B1  N to  C3 .

Left side knight jumps over to third column from black's right.

[User]
 Turn 2- Black
 D8  Q to  F6
Queen diagonnal two squares down left.

P.S. Knight in standard notation is spelled "N", not K. This prevents confusion with the King.

[User]
 Sorry, my mistake.

 Turn 3- White
 G1  N to  F3

Other knight goes up two, left one.

[User]
 Turn 3- Black
 F8  B to  C5

moving bishop diagonal 3 squares

[User]
 Turn 4- White
 F1  to  B5 .

Right side bishop moves diagonally four squares.

[User]
 Turn 4- Black
 C7  B to  C6
Moving bishop pawn one square up.

[User]
 Turn 5- White
 B5  B to  A4 .

Left side bishop moves diagonally down one.

[User]
 Turn 5- Black
 D7  P to  D6

Pawn to right of black king (my perspective) forward 1 square.

[User]
 Turn 6- White
 0-0

Castling on the King's side.

[User]
 Turn 6- Black
 F6  Q to  G6

I move my Queen 1 Square to the left (my perspective).

[User]
 Turn 7- White
 D2  P to  D4 .

Moving the pawn in front of my Queen up two.

[User]
 Turn 7- Black
 C5  B  D4
My bishop moves 1 square towards your right side, taking the pawn in D4.

[User]
 Turn 8- White
 E3  N to  D4

The knight on your left hand side captures the bishop that just took my pawn.

[User]
 Turn 8- Black
 C8  B to  H3

My bishop moves as far a possible.

[User]
 Turn 9- White
 D1  Q to  F3

My Queen moves level with the bishop that just moved.

[User]
 Turn 9- Black
 G6  Q to  G2   X
My Queen moves 4 squares towards you, taking the pawn in front of the king.
 Checkmate  (I believe, please final check) 🙂

Good game.

[User]
 No, it isn't checkmate.

 Turn 10- White
 F3  Q to  G2 .

My Queen takes your Queen.

[User]
 Hmm.... Oops, I think I missread a few turns ago. I gues I will
 Turn 10- Black
 H3  Bishop to  G2 .
I take your queen.

[User]
 Turn 11- White
 G1  K to  G2 .

My King takes your Bishop.

[User]
 Turn 11- Black
 E5  P to  D4

My forewardmost pawn takes your Knight.

[User]
 Turn 12- White
 C3  N to  E2 .

My left-side knight moves from my perspective down one and right two.

[User]
 Turn 12- Black
 F7  P to  F5
My pawn in between my knight and King moves forward 2 squares.

[User]
 Turn 13- White
 E4  P to  F5 .

My pawn takes the pawn you just moved.

[User]
 Turn 13- Black
 G8  N to  H6

The Knight on my left side moves outward and forward.

[User]
 Turn 14- White
 E2  N to  D4

My knight captures the pawn furthest from you.

[User]
 Turn 14- Black
 B7  P to  B5

My Pawn in front of my right-side Knight moves forward and outward 2 squares.

 Spoiler
 Here is the arrangement of my pieces in simplifyed format from White perspective:
Rank 8 (from left to right): R, N, K, R
7: P,P,P
6: P, P, N
5: P

and files (top to bottom your perspective):
A: R, P
B: N, P
C: P
D: P
E: K
F:-
G: P
H: R, P, N

and your pieces from your perspective:

1: R, B, R
2: P, P, P, P, K, P
3: -
4: B, N
5: P

A: B, P, R
B: P
C: P, B
D: N
E: -
F: P, P, R
G: K
H: P

Is this right?

[User]
 Spoiler
Yeah, that's correct

 A4  B to  B3 .

My bishop moves one square to your left.

[User]
 Turn 15- Black
 C6  P to  C5

My pawn moves adjacent to your knight.

[User]
 Turn 16- White
 D4  N to  B5

My knight captures the Pawn second from your right.

[User]
 Turn 16- Black
 A7  P to  A6

My pawn in front of my Queen-side rook advances one square.

 Spoiler
 Just out of curiosity, what RPG's do you play?

[User]
 Turn 17- White
 B5  N to  C7   X

My knight moves up two and right one, putting your King in check.

 Spoiler
Mostly freeform, although I do have  d20 Modern . I run a couple at AJJE Games. I also have the  Baldur's Gate  boxset, which I'm currently working through.

[User]
 Turn 17- Black
0-0 (or whatever)
I castle on my kings side.
NVM that

Edit:  E8  K to  D8

I move king one square (duh) sideways closer to the knight.

The sun got in my eye! 😉

[User]
 Turn 18- White
 C7  N to  A8

My knight captures the rook on your right.

[User]
 Turn 18- Black
 B8  B to  D7

I move my knight in the corner sideways, in line with the my King vertically.

[User]
 Turn 19- White
 C1  B to  G5  *X*

I move my lowest ranked Bishop four diagonally and put your King in  Check .

[User]
 Turn 19- Black
 D8  K to  C8
King one square closer to the Knight in the corner.

[User]
 Turn 20- White
 A1  R to  D1

The rook on your right moves three spaces along the back row.

[User]
 Turn 20- Black
 H6  N to  F5

My knight closer takes the pawn beside your bishop.

[User]
 Turn 21- White
 B3  B to  A4

The other bishop moves one square towards you.

[User]
 Turn 21- Black
 H7  P to  H5

moving rook pawn forward 2 squares

[User]
 Turn 22-White
 A4  B to  D7  *X*

My right-side bishop takes your knight and puts your king in  Check .

[User]
 Turn 20- Black
  H5  P to  H4
furthest pawn over on your right forward 1 .

Edit:
 C8  K to  D7
I take your Bishop with my king

[User]
 Turn 23- White
 A2  P to  A4

The pawn furthest on your right moves two squares.

[User]
 Turn 23- Black
 H8  R to  A8

I swoop my rook across the board sideways to take your  Knight

[User]
 Turn 24- White
 D1  R to  D5

My rook moves five squares.

[User]
 Turn 24- Black
 F5  N to  D4
Moving knight adjacent to your rook.

[User]
 (Must have eaten my reply)

 Turn 25- White
 C2  P to  C3

Moving my pawn one square, adjacent to your knight.

[User]
 Turn 25- Black
 D4  to  C2

I move the knight towards you on your left side.

[User]
 Turn 26- White
 B2  P to  B4

I move the pawn next to your knight two squares.

[User]
 Turn 26- Black
 C5  P to  B4

I move my pawn beside your rook and take one of your pawns.

[User]
 Turn 27- White
 C3  P to  B4

The pawn in front of my knight captures the pawn you just moved.

[User]
 Turn 27- Black
 C2  N to  B4

I take your recently moved pawn with my knight.

[User]
 Turn 28- White
 D5  R to  A5

I move my rook near your knight three spaces.

[User]
 Turn 28- Black
 D6  P to  D5

I move the pawn in front of my king 1 square.

[User]
 Turn 29-White
 F2  P to  F4 .

I move the pawn to the right (from your view) of my King two squares.

[User]
 Turn 29- Black
 A8  R to  H8

I move my rook in the back rank sideways across the board.

[User]
 Turn 30- White
 F1  R to  B1 .

I move my back rank rook five squares along it.

[User]
 Turn 30- Black
 B4  N to  C2

I move my knight forward and towards your king.

[User]
 Sorry for interrupting your Chess game, but I thought I might be of service. If this isn't of interest to you, apologies, feel free to ignore this.

 http://www.chesshere.com/

That's an online chess website. You can set up an account in about five minute's time, and then either run a game in real time or invite a friend to play correspondence chess with you.

I just figured that it might be a bit of a pain for you guys to be using letters and numbers to play and that it would be nicer to have a real chess board to run in, but what do I know. Just figured I'd offer.

[User] Thank you for the recommendation.

[User]
 Thanks for that- we might use it for the next game.

 Turn 31- White
 A5  R to  D5  +

I move my rook three spaces, take one of your pawns and put your King in  Check .

[User]
 Turn 31- Black
 D7  K to  E6

I move my king diagonally towards your king.

[User]
 Turn 32- White
 D5  R to  A5

I move the rook next to your king back to its previous position.

[User]
 Turn 32- Black
 H5  P to  H4

I move my pawn beside your bishop forward.

[User]
 Turn 32- White
 A5  R to  A6  +

I move my rook on your furthest right up one, take your pawn and put you in  Check .

[User]
 Turn 33- Black
 E6  k to  F5

I move my king diagonally closer to your king, beside your bishop.

[User]
 Turn 33- White
 A6  R to  A7

I move the rook I moved earlier one square.

[User]
 Turn 34- Black
 G7  P to  G6

I move my pawn beside my rook forward.

[User]
 Turn 35- White
 A7  R to  C7 .

I move the same rook two spaces along that row.

[User]
 Turn 35- Black
 F5  K to  G4

I move my king diagonally closer to yours and is now flanked by to a pawns of both colors and your bishop.

[User]
 Turn 36- White
 C7  R to  C2 .

That same rook captures your knight.

[User]
 Turn 36- Black
 H4  P to  H3  +

I move my rightmost pawn forward, to result in  check .

[User]
 Turn 37- White
 G2  K to  F2 .

I move my King along the row.

[User]
 H8  R to  E8

I move my rook 3 squares sideways.

[User]
 Turn 38- White
 C2  R to  E2 .

I move my rook two spaces, next to my King.

[User]
 E8  R to  F8

I move my rook one square so I is in line with your pawn.

[User]
 Turn 39- White
 A4  P to  A5

I move my pawn on your right one space.

[User]
 F8  R to  F4  +

I move my rook forward to take your pawn and  Check .

I found that you can actually rename the title of the post, as above.

[User]
 G5  B to  F4 .

My Bishop captures your Rook.

[User]
 G4  K to  F4

I take your bishop with my king.

[User]
 A5  P to  A6

I move the pawn on your far right one square.

[User]
 F4  K to  G4

I move my king one square to your right.

[User]
 A6  P to  A7 .

My pawn moves towards your back rank.

[User] I'm on holiday from 23-30 March.

[User]
 I surrender.

*Shakes hand*

[User]
 Resignation accepted.

*Shakes hand*


[User]
 The small city of Lagarr was a bit more bustling today than it usually was, thanks to the local celebration of the changing of the seasons from Winter to Spring. Although small, Lagarr had always been large enough to provide some of the luxuries one usually found in larger cities like Greyhawk, and it was quite known for this fact in the region. The markets were always filled with the cries of vendors peddling their wares, the traffic of buyers looking for a good deal on their purchases. Indeed, on this day of days the marketplace had been a bit too rowdy, and as such the city guardsman had been ordered by Tarrow for a bit of double duty to keep any would-be troublemakers from taking advantage of the situation. While there were a few scuffles here and there, there was nothing overly major, though as Tarrow would say, it did not hurt to be safe.

It was still a bit routine, though, since this sort of thing happened every year at the beginning of Spring. What was not usual, however, was Tarrow summoning you to his home later that night, wishing to speak with you all over a matter he deemed quite serious, though the details weren’t given.
So it was that, as night had only recently fallen, a rather eclectic group of individuals converged on the modest home of Tarrow Schick, city jailor...

[User]
 Kuro

Kuro stands outside Tarrow's house.  His sword is drawn, held extended at shoulder level.  He doesn't move.

[User]
 Akhmed

Glad the blasted winter was finally ending, Akhmed still pulled his robes tightly around him. The dark skinned, tall, skinny young man found all but the hottest of weather to be uncomfortably cold.

And he oft complained about it.

Despite the interminably cold air as night descended, the evoker found himself, with the others, awaiting an audience with one Tarrow Schick. It held promise to be a lucrative affair. Or, at least, to involve lucre.

His time here had been rather profitable, actually. He had met up, and befriended a young - and most importantly capable - minstrel, and together they had booked several shows in taverns and inns around town. They had made a bit of spending money...but Akhmed's own wanderlust was beginning to kick in. And this little business opportunity promised at least some modicum of excitement.

Or at least it got him out of the usual circuit of booking shows at one seedy establishment after another. And given the others who were here - such as the oddly at-arms half-orc bearing religious garb like a jester's foolery - seemed interesting.

Akhmed gives the half-orc a look-over, eyeing his sword and bearing. " Ah, friend, my own arms do hurt in watching you point your weapon forth as such. Perhaps you might, in this time, consider it safe enough to put it away, hrm? "

[User]
 Kuro

Closer inspection shows the sweat beading on the half orc's brow.   "Hullo,"  he says through clenched teeth,  "Nine hundred fifty eight.  Nine hundred fifty nine."

He shakes his head at Akhmed's suggestion.

[User] The pockmarked face of the young bard standing beside Akhmed breaks into a wide grin.   "Exercise?"  he says in a surprisingly deep voice.  "At this time of night?  You'll wear yourself out, good sir!"   He leans up against the house next to the door, waiting for Tarrow's summons to enter.

[User]
 Rodk

The half-orc guard squints in the torchlight and can't seem to stand still.  He paces around and keeps shining his city pin with the hem of his blue cloak.  He is well-groomed but has a sharp tang of nervous sweat about him.

 "This is very unexpected.  I hope this is not about the, uh, mishap with your performance, Mr. Vin.  Did anyone knock?  The jailer is a busy man.  We should not keep him waiting."

Rodk eyes the other half-orc warily.  He opens his mouth as if he's about to say something but then remains silent.

[User]
 Sylvi glares at Rodk, still sore at him about the misunderstanding and subsequent altercation the previous week.  "Of course we did. We are not as simple as you seem to think."  She bites her lip, and when she speaks again it is in voice much less agitated, and slightly more concerned  "but it's not like him to keep guests waiting, and he did say this was important."  If much longer is allowed to pass, the elf slips her set of (very illegal) tools from a pouch on her belt and drops to one knee infront of the door, taking her time in opening it.

(ooc: taking a 20 on this check, so it will take two minutes and give her a total of 30 on her Open Lock.)

[User]
 Kuro
 "Nine hundred ninety nine.  One thousand."

He transfers the sword to his other hand and awkwardly sheaths it.   "Penance, not exercise, and, no. I didn't knock."

He massages his tortured shoulder.

[User] Vin laughs and shakes his head.  "Oh, now, I'm sure it isn't about that good Rodk.  It's not your fault.  Prisoners are uncouth fellows and simply do not know how to behave civilly."   He shrugs at the other half-orc.   "Well if no one has knocked, that might be a good start."   He raps on the door three times.

[User]
 Rodk

Rodk scowls in Sylvi's direction but doesn't make eye contact.   "Not sure why  criminals  were invited,"  he grumbles.

[Rodk will react if Sylvi starts picking the lock.]

[User]
 Sylvi

The elf grins wildly at Rodk, delighted to know her very presence makes him uncomfortable  "because unlike, say, guardsmen, we actually need to be  good  at our job to get by."

[User]
 Kuro

Kuro thinks for a moment.   "If you're a  known  criminal, how good can you be?"

[User] Coughing to cover his snicker, Vin avoids getting into the conversation and knocks again, this time a little louder.


[User]
 A mere hour ago, a man in a white suit came to your cell.  You vaguely recognize him as one of the doctors, one you haven't seen since you were admitted.  He opens the door, and two of the guards come into the room and put you into a jacket you have became all too accustomed to.   They drag you into a room where some others are already strapped down to tables.

As soon as the last man is strapped in, they begin injecting you with various liquids, most of which you do not recognize.  You begin to feel faint.  You pass out mere moments later.

A white rabbit in a suit coat flashes across your vision.

A door slams.

A sneeze echos on for hours.

A bell rings.

You wake up, still hooked onto the table by thick leather straps.  There is a hole in the ceiling, a canon ball lodged into the wall.  Shouts and gunshots echo through the building, you see smoke rising outside.  You look around to the others around you, wondering what you are going to do next.

 Spoiler
If everyone could post out of character remarks in spoilers, I would appreciate it.  The same goes for any rolls you make for skill checks.

[User] Geoffrey strains against the straps and looks around and groans. He flops back down on the table and lies still.  "Oh God. I'm locked to a table and they're probably going to come and kill us. Well, let 'em, I say."

[User]
 Emilio

The slight boy with the blond hair takes the prospect of being in a combat zone in a less accepting manner.

 "HERR DOCTOR! HERR DOCTOR!,"  he shouts. His bare arm whips against the restraint of the chord.

 Spoiler
Strength check against the straps:  (1d10+1)[ 2 ]

[User] The gaunt red haired child leans forward a bit, looking at the hole, the cannonball. His eyes have an alien look to them, a deep, bright green, perk and alert, and his mouth gapes slightly. He says nothing, and doesn't bother to try the restraints.

[User]
 "Sir Knight? Sir Knight!"  a voice rang out in despair. He'd been complaining about that rotten pepper grinder for months on end now, and had eventually resolved to paint one of his hands black with soot, having conversations with that instead of the kitchen implement. The leather straps held back the softly twitching hand, far out of sight of Edward's eyes. Sure, it was his hand, and he should have been able to know if it was there, but what he was worried about was the knight, not the hand.

The fingers flapped together a couple of times like a little mouth, and Edward seemed to calm down. Not a word had been spoken, but perhaps in Edward's mind there had been an entire speech.

After Edward had fully calmed down he adjusted his head and looked around.
 "It seems there is a breakout in the process. Arkham Asylum is like a revolving door"
Edward's muscles strained and tested the strength of the straps.

Reposting character sheet:

 Spoiler
 From the casefiles of Dr. Hieronymous Q. Wilson
 Subject:  Edward Night
 Age:  23 going on 24 soon
 History:  When a restaurant downtown, The White Horse, closed without giving any notion for several days some of the people who had reservations there made complaints to the police. The case, not being of a high priority, was handled only three weeks later. Upon entering the building the police discovered a truely gruesome scene. In the kitchen there was a large fat woman, later identified as the cook, impaled upon a rotissery. The kitchen's tiled floor was an ocean of blood. The woman had suffered several knife cuts and jabs, even after her immediate death when the rotissery stake cut through her heart. This, however, was not what frightened the officers involved most. More worrying was the basement, which was a stockpile of dead children. Urchins and street rats, taken in by the woman, only to be slaughtered and subsequently served in the restaurant as stew, or meat pies, or suckling pig. Several of the officers had dined in The White Horse before. The most startling discovery of all though, was to find a little boy there, about twelve years old. The police decided that he'd probably been one of the cook's victims, and he'd fought back. The doors, however, had been locked, and the poor kid had been locked in with the corpses for over three weeks. When the officers discovered the boy was talking to a large black pepper grinder, which he had pilfered from the kitchen and referred to as 'Sir Knight', they realised the strain had been too much for the boy and he was sent down to the asylum.

Off course, they hadn't been able to properly evaluate the gravity of the situation by then. Further research and tenuous interviews with the boy made it apparent that he hadn't been just another street urchin. He'd been seen in the restaurant occasionally, and the waiters testified that he was the cook's son. The cook had apparently had the habit to take in men late at night for fornication. One of these nights resulted in the boy, but having a kid didn't stop her habits. Whenever one of her late nigth friends came over she'd lock up the boy in the basement, the very basement where she'd killed all those children, or "the place with the mice and the rats and the bugs and the shuffling sounds in the dark" as the boy would describe it. Edward is scared stiff when we put the lights out at night or when he finds a spider in his room.

The leading cause for his trouble also seems to be the only thing that kept him on his feet all those years. Comics. That's right, those little rags they sell at the newspaper stand next to the tabloids and the pornography. The only charitable thing his mother ever did for him was give him comics. One every week, to read by the dwindling light of a candle as he was locked up in the cellar. Each and every one of these comics was an issue of the Batman, with in the back a crossword. He managed to identify, during this period, with not one, but two of the characters from it's pages. One a minor villain, the other the main hero. In daily life Edward is obsessed with puzzles and wordplay, but on rare occasions he resorts to a more heroic self. He becomes his imaginary friend, 'Sir Knight', the dark pepper grinder. It was the knight who 'slayed' his mother, not Edward. Edward was locked in the basement all that time, in the dark...

Not included in original document:
 Psychiatric Condition:  Dissociative Identity Disorder, Posttraumatic Stress Disorder (causing, amongst others, flashbacks), Phobias (concerning anything that reminds him of the basement), obsession with riddles & puzzles.

 Stats:
Strength: 2
Dexterity: 3
Endurance: 2
Willpower: 1
Intelligence: 5
Charisma: 1

As his alter ego, the knight:
Strength: 4
Dexterity: 3
Endurance: 3
Willpower: 1
Intelligence: 2
Charisma: 1

 Skills:
Acrobatics: 2
Ambiguity: Regular: 2, Knight: 1
Athletics: 2
Awareness: Regular: 3, Knight: 1
Deception: Regular: 3, Knight: 1
Dodge: 3
Extraordinary Weapons: Regular: 1 , Knight: 6
Honesty: 1
Medicine: 1
Ordinary Weapons: Regular: 1 , Knight: 5
Riding: Regular: 1 , Knight: 3
Running: Regular: 3, Knight: 1
Sleight of Hand: Regular: 2, Knight: 1
Sneak: Regular: 4, Knight: 1
Swimming: 1

[User]
 Spoiler
Looking around:
Awareness check:  (1d10+3)[ 8 ]
Testing straps:
Athletics or Strength check:  (1d10+2)[ 4 ]

[User]
 None of your attempts seem to break the bonds.

Glancing around the room, Edward sees something glint on the floor.  Light reflects of a sharp kitchen knife.  It is sitting in the middle of the room, and equal distance from all the patients, who form a semicircle around it.

 Spoiler
Note that this is not Arkham Asylum.  It is also one week after D-Day, so American soldiers are getting close.

[User]
 A knife! Interesting, I could use it to cut my bonds. If only I could reach it, but no, in order to reach it I'd have to free myself from my bonds, for which I'd need the knife. A classic red herring. No, no, it has to be something else...

Edward's fingers slipped across the leather straps, slowly checking them for weaknesses, tears or buckles, while his head tilted back and his eyes focused on the cannonball.   Mere distraction?   he wondered.

 Spoiler
I realise quite well this isn't Arkham. For anyone having delusions that they're a fictional character residing in that very place the difference may be harder to make out though, especially considering they're bat crazy. I, on the other hand, know fully well this is actually Hopsydaisy's Home for the Mentally Deficient.
That last bit was a joke.


[User]
 Arena Tournament, Round 50:  Sandman  vs.  Fannir
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 AlterForm - The Sandman
 stupnick - Fannir
 All Combatants, please roll initiative.

[User]
 Sandman Init  - (1d20+7)[ 21 ]

No purchases yet.

[User]
 High Ref Talic
 Sandman wins, on account of attendance!


[User]
 Arena Tournament, Round 50:  Pup I  vs.  Ricochet
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 pup3k - Pup I
 Adumbration - Ricochet
 All Combatants, please roll initiative.

[User]
 High Ref Talic

[b]All combatants are disqualified.  Future opponent in winning bracket will get a bye.

 (1d2)[ 1 ]

1 = Pup1 will go in loser's bracket for this round.
2 = Ricochet will go in loser's bracket for this round.

Whoever is not selected will be in loser's bracket for next round.


[User]
 200 ft cube, we start in the middle of opposite sides.

2 rounds of prep time. No movement during prep.

[User]
 Initiative  - (1d20+12)[ 9 ](21)

You see a dark-skinned (think grey rather than tan/brown) human on the other side.

 Spoiler
I will use my  Hide in Plain Sight .

Suddenly, the human disappears from your sight.   Hide  - (1d20+28)[ 8 ](36)

[User]
 Initiative:   (1d20+9)[ 16 ]  [25]

You can see a young girl in a light blue uniform standing casually at the other end before she assumes a ready stance.

 Spoiler
I'm going to assume a ready stance with Robilar's Gambit

[User] Well, you won initiative ... so, you're up!

[User]
 Spoiler
I'm going to sit on a ready action to attack anyone that comes within striking range, keeping Robilar's Gambit up(you get +4 to hit and damage on me)

Spot:  (1d20+10)[ 13 ]  [23]

[User]
 Spoiler
Moving 65 feet (less than speed, -5 penalty) towards the girl.
Double move - closed 130 feet.
In other words, 70 feet away.

  Hide  - (1d20+23)[ 1 ](24)
  Move Silently  - (1d20+23)[ 2 ](25)

Done!

Edit: If you beat the hide/ms you can open the spoiler.

[User]
 The young woman moving forward cautiously, glancing about for any sign of the opponent and keeping in a defensive posture.

 Spoiler
Taking a single move forward/daigonally 30 feet, looking for you. Keeping Robilar's Gambit up(Enemies get +4 to hit/damage, attacks on me provoke).

Spot:  (1d20+10)[ 29 ]

[User]
 moving forward cautiously

Assuming you are actually moving, can you put that outside the spoiler, since I don't want to open the spoiler if it contains other information I should not have access to.

Just so I have an idea where/how you're moving.

[User]
 Sure, sorry.

Moving Diagonally forward 30 feet(Single Move) having Robilar's Gambit Active(+4 to hit and Damage against me, but attacks on me provoke)

[User]
 In any case, I know I can reach you, so I am going to charge (KB's houserule of being able to take full attack at the end of charge for fighters)

You see a whirling thing of death hurling towards you.

Full Attack (15-20 crit threat)
  Pri1  - (1d20+26)[ 13 ](39)   (1d6+3)[ 5 ]  +  (4d6+2)[ 15 ]  skirmish
  Pri2  - (1d20+21)[ 11 ](32)   (1d6+3)[ 4 ]  +  (4d6+2)[ 17 ]  skirmish
   Pri3  - (1d20+16)[ 3 ](19)   (1d6+3)[ 6 ]  +  (4d6+2)[ 20 ]  skirmish
   Pri4  - (1d20+11)[ 6 ](17)   (1d6+3)[ 9 ]  +  (4d6+2)[ 17 ]  skirmish
  Sec1  - (1d20+26)[ 10 ](36)   (1d6+2)[ 6 ]  +  (4d6+2)[ 18 ]  skirmish
  Sec2  - (1d20+21)[ 8 ](29)   (1d6+2)[ 3 ]  +  (4d6+2)[ 15 ]  skirmish
  Sec3  - (1d20+16)[ 18 ](34)   (1d6+2)[ 5 ]  +  (4d6+2)[ 14 ]  skirmish
Crit Confirmations, if needed:

 Spoiler

   Pri1CritConf  - (1d20+27)[ 9 ](36)   (1d6+3)[ 8 ]
   Pri2CritConf  - (1d20+22)[ 17 ](39)   (1d6+3)[ 7 ]
   Pri3CritConf  - (1d20+17)[ 12 ](29)   (1d6+3)[ 7 ]
   Pri4CritConf  - (1d20+12)[ 2 ](14)   (1d6+3)[ 9 ]
   Sec1CritConf  - (1d20+27)[ 17 ](44)   (1d6+2)[ 5 ]
   Sec2CritConf  - (1d20+22)[ 9 ](31)   (1d6+2)[ 3 ]
  Sec3CritConf  - (1d20+17)[ 10 ](27)   (1d6+2)[ 7 ]

Now, trying to hide again ...
  Hide  - (1d20+8)[ 5 ](13)

[User]
 Originally Posted by squirr31y
 Sure, sorry.

Moving Diagonally forward 30 feet(Single Move) having Robilar's Gambit Active(+4 to hit and Damage against me, but attacks on me provoke)

Thanks. Did not need to know the Robilar's Gambit part ... although, it wouldn't change what I'm doing.

And, I have craptalicious rolls for hiding!

 Edit:  If my calculations are correct,  you're taking 129 points of damage.  (AC 26 - 4 = 22) Scratch that. You're taking 50 less, so 79. But, next round, my attacks overcome all your DR.

Of course, you're getting 7 AoO on me.

 Edit #2:  And, upon reaching you, my AC is 42 (touch 36)

[User]
 Shifting her body so as to better take her blows, the young woman strikes in the openings that the opponent presents to her.

Attacks of Opportunity from Robilar's Gambit:
The following attacks are without your Dex to AC, due to Unexpected Attack, damage is nonlethal
AoO1:  (1d20+23)[ 36 ]  Damage:  (1d6+9)[ 14 ]  unarmed +  (9d10)[ 52 ]
AoO2:  (1d20+23)[ 43 ]  Damage:  (1d6+9)[ 15 ]  unarmed +  (9d10)[ 52 ]
AoO3:  (1d20+23)[ 41 ]  Damage:  (1d6+9)[ 13 ]  unarmed +  (9d10)[ 42 ]
AoO4:  (1d20+23)[ 34 ]  Damage:  (1d6+9)[ 11 ]  unarmed +  (9d10)[ 52 ]
AoO5:  (1d20+23)[ 39 ]  Damage:  (1d6+9)[ 13 ]  unarmed +  (9d10)[ 47 ]
AoO6:  (1d20+23)[ 35 ]  Damage:  (1d6+9)[ 10 ]  unarmed +  (9d10)[ 53 ]
AoO7:  (1d20+23)[ 37 ]  Damage:  (1d6+9)[ 11 ]  unarmed +  (9d10)[ 61 ]

Spot:  (1d20+10)[ 24 ]

If my spot makes it, a full attack routine if you're still standing, against your normal AC:
Flurry of Blows
Unarmed1:  (1d20+21)[ 39 ]  Damage:  (1d6+9)[ 14 ]
Unarmed2:  (1d20+21)[ 24 ]  Damage:  (1d6+9)[ 10 ]
Unarmed3:  (1d20+16)[ 23 ]  Damage:  (1d6+9)[ 15 ]
Unarmed4:  (1d20+11)[ 30 ]  Damage:  (1d6+9)[ 12 ]
And keeping a ready stance.

Crit Confirmation for AoO2: [roll]1d20+23[/roll]

[User]
 Roller isn't working in previous post after edit, trying to roll for Crit Confirmation here:

 (1d20+23)[ 35 ]

Edit:
Ow, I'm looking at 461 Damage your way form AoO land before any DR, rolled fairly high. Also, I didn't see any dodge bonuses on your sheet that were currently applied, so your AC after moving without Dex was 33, right?

[User] Where is  Unexpected Attack  from?? Based on the wording of it ... If it truly removes my DEX to AC, I'm dead (well, knocked out) ... Just remember that I have Uncanny Dodge.

[User]
 Unexpected Attack was from Path of Shadows. Fun book for rogues. It is a painful feat, and does actually state that it denies dex instead of making them flat footed. Prereqs of Combat Reflexes and BAB +5

That, and Robilar's Gambit, are what this char was built around.

[User]
 Originally Posted by squirr31y
 Unexpected Attack was from Path of Shadows. Fun book for rogues. It is a painful feat, and does actually state that it denies dex instead of making them flat footed. Prereqs of Combat Reflexes and BAB +5

Ah, so 3rd party  and  3.0? 😉

Well, if that's the case ... I'm out. Good job!
Had it not been for that feat, I'd still be standing and the table would be reversed 😁

Next round I'd get 15 attacks, at +5 to hit and damage ... If I'd then also make the hide check (not likely, with that -20 penalty), then you would have a 50% miss chance on your AoO.

[User] Yeah, the original build that I adapted this one from was a Level 20 straight rogue built to fend off the Tarrasque alone while the rest of the party prepared. She isolates opponents one at a time for devastation, or annoys a handful of people that gang up on her. Always feels cheesy one on one, unless I'm against another Tank

[User]
 A "what if" roll, just to make myself feel better:

Dervish Dance (15-20 crit threat)
  Pri1a  - (1d20+31)[ 12 ](43)   (1d6+8)[ 12 ]  +  (4d6+2)[ 15 ]  skirmish
  Pri1b  - (1d20+31)[ 14 ](45)   (1d6+8)[ 10 ]  +  (4d6+2)[ 18 ]  skirmish
  Pri1c  - (1d20+31)[ 13 ](44)   (1d6+8)[ 10 ]  +  (4d6+2)[ 16 ]  skirmish
  Pri2a  - (1d20+26)[ 10 ](36)   (1d6+8)[ 12 ]  +  (4d6+2)[ 17 ]  skirmish
  Pri2b  - (1d20+26)[ 19 ](45)   (1d6+8)[ 13 ]  +  (4d6+2)[ 12 ]  skirmish
  Pri3a  - (1d20+21)[ 10 ](31)   (1d6+8)[ 10 ]  +  (4d6+2)[ 13 ]  skirmish
  Pri3b  - (1d20+21)[ 8 ](29)   (1d6+8)[ 9 ]  +  (4d6+2)[ 13 ]  skirmish
  Pri4a  - (1d20+16)[ 14 ](30)   (1d6+8)[ 12 ]  +  (4d6+2)[ 13 ]  skirmish
  Pri4b  - (1d20+16)[ 20 ](36)   (1d6+8)[ 13 ]  +  (4d6+2)[ 12 ]  skirmish
  Sec1a  - (1d20+31)[ 5 ](36)   (1d6+7)[ 12 ]  +  (4d6+2)[ 21 ]  skirmish
  Sec1b  - (1d20+31)[ 10 ](41)   (1d6+7)[ 10 ]  +  (4d6+2)[ 16 ]  skirmish
  Sec2a  - (1d20+26)[ 2 ](28)   (1d6+7)[ 9 ]  +  (4d6+2)[ 10 ]  skirmish
  Sec2b  - (1d20+26)[ 5 ](31)   (1d6+7)[ 13 ]  +  (4d6+2)[ 18 ]  skirmish
  Sec3a  - (1d20+21)[ 9 ](30)   (1d6+7)[ 10 ]  +  (4d6+2)[ 15 ]  skirmish
  Sec3b  - (1d20+21)[ 6 ](27)   (1d6+7)[ 13 ]  +  (4d6+2)[ 15 ]  skirmish

 Spoiler
Crit Confirmation
  Pri1aCritConf  - (1d20+32)[ 10 ](42)   (1d6+8)[ 13 ]
  Pri1bCritConf  - (1d20+32)[ 9 ](41)   (1d6+8)[ 12 ]
  Pri1cCritConf  - (1d20+32)[ 9 ](41)   (1d6+8)[ 9 ]
  Pri2aCritConf  - (1d20+27)[ 8 ](35)   (1d6+8)[ 10 ]
  Pri2bCritConf  - (1d20+27)[ 16 ](43)   (1d6+8)[ 12 ]
  Pri3aCritConf  - (1d20+22)[ 18 ](40)   (1d6+8)[ 10 ]
  Pri3bCritConf  - (1d20+22)[ 5 ](27)   (1d6+8)[ 12 ]
  Pri4aCritConf  - (1d20+17)[ 11 ](28)   (1d6+8)[ 13 ]
  Pri4bCritConf  - (1d20+17)[ 6 ](23)   (1d6+8)[ 12 ]
  Sec1aCritConf  - (1d20+32)[ 5 ](37)   (1d6+7)[ 13 ]
  Sec1bCritConf  - (1d20+32)[ 14 ](46)   (1d6+7)[ 10 ]
  Sec2aCritConf  - (1d20+27)[ 5 ](32)   (1d6+7)[ 11 ]
  Sec2bCritConf  - (1d20+27)[ 11 ](38)   (1d6+7)[ 13 ]
  Sec3aCritConf  - (1d20+22)[ 18 ](40)   (1d6+7)[ 13 ]
  Sec3bCritConf  - (1d20+22)[ 4 ](26)   (1d6+7)[ 12 ]

  Hide  - (1d20+8)[ 2 ](10)

Edit: Oh, and ... no DR against these attacks 😁
😩 if only ... if only 😉

[User] Yeah, even with my DR I'm seeing lots of hurt there. I'm not sure how important an actual full attack routine is to you, but I know Double Hit lets you attack with two weapons as a single attack action(while, say, Spring Attacking) and there's a couple of feets that let you Spring Attack up to 3 times a turn(for 6 hits in a move forward, move away full round action). Think one of them was Bounding Assault, from either CA or PHBII. I know that monsters that move in and out away from my character can be devastating, as are ranged characters.

[User]
 The full attack is a class feature.

I get to move my speed (70 feet) and make full attack (7 attacks). I get +5 to attack and damage with each attack.

Once per day, I get to double my attacks for 1 round. And once per day I get to make one extra attack at my highest bonus.

What I really need to do is move in, make two attacks (one with each weapon) and move out ... That way I know I can overcome DR for the next round, during which I can make a full attack.

[User]
 Originally Posted by GalaGalaxia
 What I really need to do is move in, make two attacks (one with each weapon) and move out ... That way I know I can overcome DR for the next round, during which I can make a full attack.

Maybe just Spring Attack + Double Hit might be feats worth investing in. Double Hit is in Miniature's Handbook, I think, if you want to take a look at it. Prereq of Two Weapon Fighting and Combat Reflexes, I think...

[User]
 Double Hit is for AoO only.

Bounding Assault, however, is the one you're thinking of. But there was no room for that in the build thus far.

Unless I give up Improved Crit, Greater TWF, or Sense Weakness (which reminds me -- you only benefitted from DR5/- for the first round of attacks ... not that it makes a difference, just saying)

Edit: The downside about Bounding Assault is that I can only make attacks with 1 weapon. But, I think there's a TWF type spring attack somewhere.

[User] Ah, forgot about that part of Double Hit...I do want to say there was a feat for two weapon fighting while spring attacking, but Bounding Assault can also get you a second attack, so...Maybe something to think about for later feats. I know I need more DR if I want to become the impenetrable front line.


[User]
 200 ft cube, middle of opposite sides.

2 rounds or prep.

[User]
 Initiative  - (1d20+12)[ 8 ](20)

Prep:

 Spoiler
Using  Hide in Plain Sight

  Hide  - (1d20+28)[ 18 ](46)

The gray-skinned human on the other side of the room disappears from view.

[User]
 (d20+3)[ 22 ]

All day spells:

 Spoiler

Overland flight [18 hours]
Mind Blank, Personal [24 hours]

Prep rounds: (I assume no physical moving or aggressive actions, but spells/buffs?)

 Spoiler

Round 1 - Quickened Schism [13]
Round 1 - True Metabolism [15]
Round 1 - Psionically Focused
Round 2 - Schism'd Touchsight [5]
Round 2 - Quickened True Seeing, Psionic [15]
Round 2 - Greater Teleport [15]
Round 2 - Psionically Focused

PP spent: 63
PP left: 283

During round 2, the elf spontaneously disappears and reappears 50ft directly above you, somehow floating.

EDIT: I currently have atleast 2 ways to "see" you, should you be using any non-epic and non-deity forms of invisibility.

[User]
 I assume no physical moving or aggressive actions, but spells/buffs

Correct. And, you won initiative it seems ☹

Edit:

 EDIT: I currently have atleast 2 ways to "see" you, should you be using any non-epic and non-deity forms of invisibility.

Not invisible, though. Just hiding. Can you see through concealment?

[User]
 Alrighty then 😁

 Spoiler

Schism Standard - Energy Wave [Electricity] [19] (Augmented for +6)
Free - Quickened Energy Wave [Eletricity] [19]
Move - Psionically Focused
Standard - Microcosm [19] (Augmented for 2)
Swift - Activate BoB, 2 charges
BoB Standard - Insanity [19] (Augmented for 6)

PP spent: 76
PP left: 207

Okay, here's what happens. I unleash a wave of electricity directly towards you -  (19d6)[ 76 ]  damage, reflex DC 28 for half. I then do it again, but slightly weaker, and only a split second afterwards.  (13d6)[ 47 ] , reflex DC 28 for half. Then I attempt to put you into a deep slumber, forcing you to slowly die of starvation and dehydration - If you're below 120hp by this point, you fall into this state, no save. Then I attempt to send you insane. Will save DC 30 to avoid becoming permanently insane.

EDIT: I believe I can through touchsight.

[User]
 Indeed, touchsight would do that.

Alrighty ... two saves, will only miss on 1s

 (1d20+29)[ 47 ]
 (1d20+29)[ 36 ]

Awaiting result to see what I do.

[User]
 Oops. Forgot the Will save:  (1d20+18)[ 21 ]

Edit: Argh!! Just my luck ... a "3"? What does insanity do?

Edit #2: And, I forgot to use spoiler tags ... Not that it really matters now.

[User] Assuming  this :  (1d100)[ 12 ]

[User] You lucky bugger! 😛

[User]
 Aha! ... in which case, assuming I was on side A-B at the beginning:

A B
C D

... I run towards C

 Spoiler
 ... taking my chances once I get about halfway to instead head towards D

  Hide  - (1d20+8)[ 6 ](14)

Edit: By the way, you forgot to SMB again 😉

[User]
 It's your turn, by the way. Just trying to put some distance between us, depending on what else you have up your sleeve.

... taking my chances on a good roll next round as well 😦

[User] Sorry, was on the phone to my girlfriend. So, how far away are you? Also, I assume you have evasion?

[User]
 Yes, I have evasion, and I am about  170 ft  190 ft from you.

Edit: miscalculated

[User]
 Righto. As I can no longer see you, let's do the following (Feel free to read my spoilers btw, just so you know what's what)

 Spoiler

Standard - Re-Manifest Touchsight, augmenting to 19 PP for a 200ft emanation. I can now sense where you are at all times. [19]

Free - Quickened Greater Teleport to 50ft above you [19]

Move - Psionically Focused

PP spent: 38
PP left: 169

Your turn.

[User]
 Very well ...

 (1d100)[ 56 ]

Edit: Bummer. I am now at "A". I was previously only a few "squares" from corner D. 70ft/x4 😛

Your turn. ☹

[User]
 I could quite happily just sit here and laugh while you run around impotently, and as a telepath I'd be quite inclined to do so. However, to put you out of your misery ...

How far away are you?

If you're within 72.5ft...

 Spoiler

Standard - Crisis of Life - Fort DC 29 or die, if you pass you take  (11d6)[ 40 ]  damage [19]
Free - Quickened Crisis of Life - Fort DC 27 or die, pass for  (7d6)[ 26 ]  damage [19]
Move - Psionically Focused

If not ...

 Spoiler

Free - Quickened Teleport as before [19]
Standard - Crisis of Life - Fort DC 29 or die, if you pass you take  (11d6)[ 42 ]  damage [19]
Move - Psionically Focused

PP spent: 38
PP left: 131

[User]
 The latter (we were at D, I fled to A).

Fort  (1d20+21)[ 22 ]

[User] Wth?? I roll a nat 1 on something like that 😡

[User]
 Woo! Oh, I do apologise, I was manifesting Recall Death, not Crisis of Life. The effects/PP match up, I simply confused the names. :/

Anywho, good game?

[User]
 Yes, very good game 🙂

Flying beings messing with my mind ... not a good match 😛

In the end, instead of running that one round, perhaps I should have attacked. But I knew that my attacks couldn't take you out in one round, and I'd rather have you spend PP to get within range.

[User]
 Bow1  - (1d20+25)[ 19 ](44)   (1d8+3)[ 10 ]  +  (2d6+2)[ 12 ]  skirmish
  Bow2  - (1d20+25)[ 2 ](27)   (1d8+3)[ 6 ]  +  (2d6+2)[ 12 ]  skirmish
  Bow3  - (1d20+20)[ 1 ](21)   (1d8+3)[ 7 ]  +  (2d6+2)[ 9 ]  skirmish
  Bow4  - (1d20+15)[ 9 ](24)   (1d8+3)[ 4 ]  +  (2d6+2)[ 5 ]  skirmish
  Bow5  - (1d20+10)[ 17 ](27)   (1d8+3)[ 7 ]  +  (2d6+2)[ 10 ]  skirmish

[User]
 I was quite worried about running out of PP. In the end, I was just gonna wait till you're all confused and babbling, then planeshift us both to the elemental plane of fire, and quicken a shift out for me. 😛

EDIT: I'd take 22 damage, then heal 10 the round after (True Metabolism ftw :smallbigtongue:)

[User]
 Yes, that would've been quite the ending.

Failing that insanity save (well, and the fort that killed me) really messed things up.

[User] Tbh, you were gonna fail one sooner or later, I would've just bombarded you with save after save until your mind turned to mush.

[User]
 Yeah, the bow doesn't kill anyone 🫤
My dervish dance, however, could potentially be quite lethal, if we were ever in melee 😛

Dervish Dance (15-20 crit threat)
  Pri1a  - (1d20+31)[ 18 ](49)   (1d6+8)[ 11 ]  +  (4d6+2)[ 14 ]  skirmish
  Pri1b  - (1d20+31)[ 3 ](34)   (1d6+8)[ 10 ]  +  (4d6+2)[ 17 ]  skirmish
  Pri1c  - (1d20+31)[ 19 ](50)   (1d6+8)[ 12 ]  +  (4d6+2)[ 17 ]  skirmish
  Pri2a  - (1d20+26)[ 6 ](32)   (1d6+8)[ 11 ]  +  (4d6+2)[ 17 ]  skirmish
  Pri2b  - (1d20+26)[ 15 ](41)   (1d6+8)[ 12 ]  +  (4d6+2)[ 15 ]  skirmish
  Pri3a  - (1d20+21)[ 6 ](27)   (1d6+8)[ 13 ]  +  (4d6+2)[ 9 ]  skirmish
  Pri3b  - (1d20+21)[ 15 ](36)   (1d6+8)[ 9 ]  +  (4d6+2)[ 17 ]  skirmish
  Pri4a  - (1d20+16)[ 16 ](32)   (1d6+8)[ 10 ]  +  (4d6+2)[ 14 ]  skirmish
  Pri4b  - (1d20+16)[ 1 ](17)   (1d6+8)[ 9 ]  +  (4d6+2)[ 22 ]  skirmish
  Sec1a  - (1d20+31)[ 4 ](35)   (1d6+7)[ 13 ]  +  (4d6+2)[ 11 ]  skirmish
  Sec1b  - (1d20+31)[ 1 ](32)   (1d6+7)[ 11 ]  +  (4d6+2)[ 17 ]  skirmish
  Sec2a  - (1d20+26)[ 3 ](29)   (1d6+7)[ 10 ]  +  (4d6+2)[ 18 ]  skirmish
  Sec2b  - (1d20+26)[ 17 ](43)   (1d6+7)[ 11 ]  +  (4d6+2)[ 15 ]  skirmish
  Sec3a  - (1d20+21)[ 18 ](39)   (1d6+7)[ 13 ]  +  (4d6+2)[ 14 ]  skirmish
  Sec3b  - (1d20+21)[ 9 ](30)   (1d6+7)[ 10 ]  +  (4d6+2)[ 9 ]  skirmish

[User]
 Originally Posted by Niezck
 Tbh, you were gonna fail one sooner or later, I would've just bombarded you with save after save until your mind turned to mush.

Or until you ran out of PP 😏


[User]
 As you push through the massive gates of Morgrave’s front entrance, the first thing that strikes you is the sound. Dozens of hopefuls mill about in the huge room, chattering to each other, the echo of the room making the whole place reverberate with the sound of voices. The clatter of armor and the sound of boots on stone, the clear, sharp sound of weapons being sharpened and inspected complementing the chatter and raising quite the ungodly din in the huge room.

The room itself is richly decorated, with huge, sprawling carvings on almost every surface. On one wall, an arcanist flings powerful, arcane magic at an ancient dragon. Another, sprawling vines choke an entrance as a band of relic hunters seek entrance to some long-forgotten tomb. A third bears a scene of a student hunkered down, a wide array of arcane implements at his fingertips as he inspects some manner of artifact. On the ceiling, there’s a squared-off spiral from the center framed with a molding of raised stone, filled with a long string of text in draconic, the school’s motto, if the plaque near the door it to be believed.

As the hopeful applicants milled and chattered, the in was tremendous. But suddenly, a single, sharp tap, like metal on stone cut through the roar, and the hopefuls fell silent. Another tap, and all the head turned to view as a redheaded dwarf woman strode from the faculty office and towards the raised platform on the far wall from the door. She was clad in simple white robes with black accents. Her hair was braided and pulled up into a tight bun atop her head, and a circlet of woven silver rested on her brow. The tap sounded again, and it was collectively realized the assembled that it was something to do with her footwear. As she ascended the steps, you see how, as glimpses of steel-shod boots are visible under the hem of her robes.

She strode confidently across the stage and surveyed the crowd as she stepped behind the podium, which sank automatically to adjust to her height. She cast one more glance before she began to speak.  “Good morning, hopefuls.”  She began.  “You all know why you’re here. You all seek to join the newly-formed acquisitions department of Morgrave University. And the smart ones among you know not all of you will be accepted. So, before we go any further in the process, we have a mission for you all, a test to ensure you all have what it takes to be faculty here at the prestigious Morgrave University.”  She redhead said with a sly smirk.

“The city sewers are a dangerous place, but nothing compared to what you will face if accepted to the department. And so, twelve warforged staff members are milling about below the city. They’ve been instructed to avoid contact with anyone wandering the sewers, and if they are cornered, to activate these.”  She mentioned, holding up a golden disk the size of an orange with six wings forged of the finest gold filigree.  “These are your objective. They’re small, they’re fast, they fly, and their only purpose in existence is to return to me as fast as possible. If it reaches me of it‘s own power, you’ve failed. Bring me one of these in the next 24 hours, and you will be recognized as a Morgrave staff member. I don’t care how it gets here, as long as it’s intact when you get it here, and in your possession.”  The dwarf woman explained.  “The test begins at high noon. I’ll be answering your questions until then.”  She added, a wicked gleam in her eye, her voice still deceptively cheerful. The massive magical clock behind her was gesturing the time, only ten minutes to noon.

[User]
 The two men standing there, somewhat relaxed, with an attiude as if they knew what they were doing, were putting on a rather convincing act. They were closely paying attention to every word, and the shorter one was worrying about how to catch one of these miraculous golden discs. Calabog and Ellesendra (If that's how you spell it) were standing behind them, the lizardman wrapped tightly in a cloak, the Litoran being a bit more obvious about her bestial heritage.

The man in the silvered breastplate turned slowly to the taller man in black armor, glasses glinting in the light.  "How do you think we should do this, Dentrag? I'm wracking my brains, but your input, and alternate point of view, may actually be helpful on this."

Dentrag chuckled, blackened armor shaking slightly, hand just on the pommel of the enourmous sword he carried, fingers running along the dragon's teeth that were engraved into the steel.  "You've got a plan already, Ixpath. In any case, we take the first Warforged we find, smash him into the walls a few times, and have Calabog grab the disc when he tries to release it. Alternatively, we could have Elle use that magical wall of wind she used on the Orcs, do you remember? It would be hard to fly off in that."

Ixpath covered his mouth by placing his hand over it, mumbling to himself, for about a minute.  "Mm, yes, those do seem like good ideas. Of course, we'll have to see what Calabog comes up with. He never fails to amaze me with that astounding ingenuity. In any case, i'm pretty sure that they wouldn't want us to 'Kill' one of their Warforged, since they do cost a significant sum, the enslaved ones. Anyway, i'm going to ask the tester about that."

With that note, Ixpath picked up the shield he had set down on the ground, and walked up to the Tester.
 "Pardon me, good dwarf, but would we be allowed to... Disable the Warforged that are carrying these discs? I ask merely because if we are, things would be a lot... Simpler. Is there a problem with that?"

He bowed slightly, and crossed the claws that he wore on his hands, a mark of respect among his people.

((How's that? Is that okay?))

[User] The dwarf woman smirked.  "That's perfectly legal... If you can pull it off. These aren't just any warforged. They're professors here. I'm frankly more concerned that some of you are going to get injured. They've been instructed to avoid combat directly, but they've been in the tunnels for a few hours now. I wouldn't be surprised if they've set up some pretty devious pitfalls for you. lot."  She replied, her steel-gray eyes immediately returning to scanning the room.

[User]
 ((Probably shouldn't have put a period after You, but i digress.)

 "Thank you, Good dwarf."  Ixpath bowed once more, backed away five feet, turned around sharply, and strode towards Dentrag.  "Guess your plan is go.
She says we're free to maim or disable the Warforged, IF we can pull it off. And unless Calabog has a better plan, your way seems better. I'll get ready to do battle, if we need to. " On this note, Ixpath pulled out a small sharpening stone and started, well, sharpening his claws.

 "Excellent. I've always liked my way better. Seven minutes to go, and nothing to do but wait..."  Dentrag started pacing in a small oval, occasionally glancing at the clock and muttering under his breath, something about murder and hundreds of ways to kill people. Not a exceedingly good topic.

((Not my best post, but i'm waiting on Sorrowful.))

[User]
 ((Terribly sorry I'm late. If my first post isn't very good forgive me. I'm also not used to controlling two characters...))

Under his cloak, Calabog shook with the ecstasy of greed. With eyes burning with lust and sharp with intelligence he quickly tallied the value of everything hung, displayed and arranged, even what was worn by other contenders. He liked to keep his options...open.

His musings did not miss the eyes of Eldress. The frustrated kink of her brow would have been missed by all but those deeply familiar with the Letoran race. Her proud and frustrated stance was a bit more obvious.

"Once we get in can we...take it?" Calabog whispered to his wife, his voice raspy with hope.

"No." Came the blunt reply. Crestfallen and frustrated, Calabog turned his mind to what he did best; scheme. It didn't take long before the light of greed was rekindled in his eyes. Quietly he slunk to the center of the crowd, it wasn't easy going, he was jostled and nearly stepped on many times. Finally he found the kind of spot he was looking for, a nice thick throng of people near the middle of the crowd. Relying of the animosity of the crowd to hide his small form, he shouted his question.

"Are we allowed to kill other contestants?"

[User] The dwarf woman sighed and rubbed the bridge of her nose, leaning onto the podium.  "How simple do I have to make this? Come back with the disks. That's it. Everything else is secondary. Theoretically, if we  did  discover you were to have killed a fellow contestant in this competition, then we would have no option but to report you to the city guards. However, the sewers are full of dangers of all sorts. It would hardly be unthinkable of for someone to go missing."  The professor explained, anxiously tapping one steel boot on the stage where her podium stood.

[User]
 Calabog smirked and moved back to the group, weaving his way through the crowds. Eldress glared at him as he came.

"What was the point of the unnecessary sneaking?" She growled into his ear.

Calabog shrugged, a knowing smile on his face. "If she were to say no, then I would have been the main suspect for any...accidents that would occur."

Calabog turned to address Ixpath and Dentrag, his hands articulating his plans as he spoke. "So...My plan is we wait until some meathead takes the disk, then ambush them. We get the disc, they get an early grave, and I get any valuables they've got. Any  questions?"

[User]
 The dawrfess glanced up at the big clock above her, expectantly. the second hand swept lazily to that turning point in all these lives, high noon. She smiled, a cruel, unpleasant smile.  "Alright, ladies and gentlemen. If that's all the questions then it's about time i let you go. Three..."  Every body in the room began jostling for position near the door.  "Two..."  The press was tight and hard, the strongest and largest making the front easier.  "One! Happy hunting!"  Everyone in the room waited with baited breath. The bell tolled, a deep, ominous sound. Before the first sound was done, the doors had opened, and the crowd poured through like a tidal wave, whooping, leaping, and charging, all eager to be on the hunt.

The front lawn is a single long cobblestone path, leading off into the city. A ring of cobblestone surrounds the tower. On each cardinal face of the building, there's a similar path, and about fourty feet from the door, a square, steel patch, inconspicuous as you walked in, and suddenly very important. A sewer opening. The majority of the crowd roared straight for that one, pushing and shoving as they tried to get down the narrow hole one at a time. Others went further out into the city, seeking alternate ways into the tunnels, that weren't quite so crowded.

[User]
 "Mmm, Yes, yes i do, Calabog. First of all, isn't standard procedure to SPLIT the loot, not just have one member take it all? Did Eldress even pray for spells that would help us set up traps? What if nobody gets a disc, or the people with the discs overpower us? What about the other people who have similar ideas? I would suggest we tail one of the warforged, and eventually mug him/her/it if nobody comes. I'm not a thaumaturge, I'm just a dragon-spirit."

Looking slightly annoyed, Ixpath tapped his left foot as he said this. The claws rattled against the armor, playing it like a drum. He turned to Dentrag after having finished speaking, and made some strange gesture. Dentrag nodded, pushing into the crowd.

 "Talk later. We'll get to the sewers first."

[User]
 Rolling.
 (1d20+4)[ 10 ]

(So i guess that's partial save?))


[User]
 Map: Any preference?

Buff Rounds: Can we do All Day + 5?  We're both full casters, so it shouldnt favor one side over the other much...

[User]
 Can we have all-day + EDIT:8, missed a buff I want instead? And any map as long as it's simple is also fine by me.
EDIT: Fixed to 6.
Buffs:

 Spoiler

All-Day:
- mage armor
- false life: : Roll in post 2 down. (Was 16)
Buff Rounds:

1) Expeditious Retreat
2) Spectral Hand:  (1d4)[ 2 ]  damage to self
3) Spell Turning... I have to roll the numbers openly, since we don't really have a DM. Not like it really matters.  (1d4+6)[ 8 ]  levels turned.
4) Greater mirror image: Roll in post down (was a 5) images.
5) Invisibility
6) Fly

OO:

 Spoiler

No need for this anymore

.

Assuming everything's okay, my initiative is  (1d20+15)[ 28 ] .

EDIT:

 Spoiler

HP: 60 (+14)/60
Spells left:
0th – Light, Arcane Mark, Detect Magic, Read Magic
1st – Obscuring Mist, Ray of Enfeeblement, Ray of Enfeeblement, Shield
2nd – Touch of Idiocy, Touch of Idiocy, Glitterdust
3rd – Suggestion, Slow, Empowered Ray of Enfeeblement, Empowered Ray of Enfeeblement
4th – Bestow Curse, Celerity, Celerity, Enervation, Enervation
5th- Feeblemind, Feeblemind, Wall of Force, Baleful polymorph
6th – Dispel magic (greater), Disintegrate, quickened touch of idiocy
7th – Finger of death

[User]
 One of my rolls in spoilers didn't work, rerolling it here.

 Spoiler

Greater mirror image reroll:  (1d4+4)[ 5 ]

[User]
 And I forgot another, rolling it here.

 Spoiler

False life temp hp:  (1d10+10)[ 16 ]

[User]
 8 is excessive...most people wont let you have 4.

I can do 6 +AD at the maximum.

[User] 6 will work, I'll edit to reflect that.

[User]
 Buffs:
 Spoiler
All Day: Bead of Karma: DMM Persist Ironguard, Greater Anticipate Teleporation, Contingency [Ray Deflection; When I would be hit by a ray], Superior Resistance, DMM Persist Righteous Might, Greater Luminous Armor ( (1d3)[ 3 ]  Str damage, cured by 2 lesser restorations  (1d3)[ 3 ]  and  (1d3)[ 1 ] , Greater Mighty Wallop on Weapon, Greater Magic Weapon on Weapon and Armor Spikes, DMM Persist Wraithstrike
Standard1: Shield of Faith
Swift1: Conviction
Standard2: Shield
Swift2: Shield of Warding
Standard3: Freedom of Movement
Swift3: Duelward
Standard4: Sheltered Vitality
Swift4: Haste
Standard5: Divine Power
Swift5: Greater Mirror Image  (1d4+4)[ 8 ]  +1 for rounds, max 8
Standard6: Ferocity of Sanguine Rage
Swift6: Delay Death

Initiative  (1d20)[ 20 ]

Sorry for the delay, so many buffs...

As for the map...would you be fine with the standard collums, or would you like something more elaborate?

[User]
 Columns map is fine, and I'll take...
 (1d2)[ 1 ]
1 = top
2 = bottom

[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 ||
 11 |
 12 |||||||||||[/table]
Ok then, I'll start in F8.

You go first.

Also, you are scanned by Detect Evil.  Please tell me...are you evil?

EDIT: I have blindsight covering the entire arena, so please tell me your starting location and visual description as well.

[User]
 Okay, starting location is E3. My  spectral hand  will start in E6.
You see a human wizard of about thirty years of age, seeming to come right out of one of the universities of magic.
Unfortunately, you also see 7 other copies of him.
He has a ring on each hand and carries a single shuriken in his hand and two (!) backpacks on his back. [Not sure how he does that, really.]
He is also wearing a cloak and a belt.
First turn actions:
Spellcraft DC 17/21 to identify (I'm not sure if metamagic adds to the DC as if the spell was of higher level).
 Spoiler
It's a quickened touch of idiocy.

. The spectral hand begins to glow with a dark light before moving to F7 and touching you. Touch attack (I assume my BAB and STR apply normally to this.):  (1d20+7)[ 15 ]  No save, but SR applies.
No SR and attack hits:
 Spoiler
Take  (1d6)[ 6 ]  INT, WIS, and CHA penalty.

.
----------------------
Next, I'll cast a Spellcraft DC 21
 Spoiler
Greater Dispel Magic

. Dispelling effect: list all buffs (or just how many, I guess) that I can dispel.
OO:
 Spoiler
Belt of battle for a standard, using my move.

.
----------------------
Then I'll whack you with a Spellcraft DC 19
 Spoiler
Enervation

.  Ranged touch attack (ray)  (1d20+8)[ 17 ] .
No save, but SR allowed.
No SR and attack hits:
 Spoiler
Take  (1d4)[ 4 ]  negative levels.

----------------------
Lastly, I'll five-foot-step to D2. End turn.
----------------------
Also, since you're buying equipment during the first turn (though before I move), I'll remember to (OO)
 Spoiler
put a greater dispel magic (several days before) into my ring of greater counterspells.

. My spellcraft is +24, so if it's below DC 25, don't bother spoilering it.

Status et al (OO)
 Spoiler

HP: 60 (+14)/60
Spells left:
0th – Light, Arcane Mark, Detect Magic, Read Magic
1st – Obscuring Mist, Ray of Enfeeblement, Ray of Enfeeblement, Shield
2nd – Touch of Idiocy, Touch of Idiocy, Glitterdust
3rd – Suggestion, Slow, Empowered Ray of Enfeeblement, Empowered Ray of Enfeeblement
4th – Bestow Curse, Celerity, Celerity, Enervation
5th- Feeblemind, Feeblemind, Wall of Force, Baleful polymorph
6th – Disintegrate
7th – Finger of death
Belt of battle - 1/3 charges remaining.

EDIT 2: Also forgot my altitude: I'm flying at 40 ft unless I say otherwise.
EDIT 3: Forgot to say I'm not evil. So here's your formal declaration of not-evilness.

[User]
 Well, the two touch attacks miss and your dispel...just...doesnt work.

 Spoiler
Countered with Ring of Counterspelling.

My blindsight sees your mirror images and raises you one...they dont work.

Across the room from you stands a tall man encased in glowing gold armor.  In his hand he wields a Giant Flail that glows brightly.  EDIT: And there are 9 of him 😛

 Spoiler
Move, Single Attack, White Raven Tactics, Spell Theft...

He runs across the room at you and swings his flail once.

Attack  (1d20+25)[ 37 ]  melee touch attack
Damage  (8d8+25)[ 56 ]

After that, he makes a sharp gesture with his hand; it begins to glow softly, then more and more as your magical protections are drawn to it.  (He casts Spell Theft.)

Please list all of your buffs.

My turn is not yet completed.  The rest of it will be determined after learning how many buffs I steal.

[User]
 That's a spell and/or spell-like, right? Level, please?
And is it NOT a touch spell or area spell?

[User]
 Yes, 5th level.

Its a targeted spell.

Let me guess...you had spell turning up?

[User] He does, and it bounces. A while back, Doc Roc ruled that this completely turns the spell around (Thelas acts as the caster and gains stolen buffs, but you use your CL and all that). This would be the third time this particular interaction has happened AFAIK.

[User]
 Originally Posted by Claudius Maximus
 He does, and it bounces. A while back, Doc Roc ruled that this completely turns the spell around (Thelas acts as the caster and gains stolen buffs, but you use your CL and all that). This would be the third time this particular interaction has happened AFAIK.

Since you mentioned buffing took a long time... have fun with all your dispel rolls, if I guessed what the spell does correctly. (Not in SRD, and I don't think I have the book.)

[User]
 Well, one of the times it bounced back was against me...or both of them, I dont remember.
EDIT: It was both.  And both times afterwards I got hit with a feeblemind 😦

I am prepared this time.  The spell does nothing.

 Spoiler
Countered by Ring of Counterspells.

After his spell fails, he continues whacking you with his flail.

 Attack   (1d20+25)[ 26 ]  touch attack
Damage  (8d8+25)[ 63 ]
 Attack   (1d20+25)[ 36 ]  touch attack
Damage  (8d8+25)[ 64 ]
 Attack   (1d20+20)[ 28 ]  touch attack
Damage  (8d8+25)[ 70 ]
 Attack   (1d20+15)[ 20 ]  touch attack
Damage  (8d8+25)[ 71 ]

End Turn.

[User]
 Just wait one moment...

Quote: my first post of the actual battle (last edit: before your post following it).
EDIT 2: Also forgot my altitude: I'm flying at 40 ft unless I say otherwise.
How are you hitting 40 ft up? If you are actually hitting me, that's match. If not, though...

[User]
 Forgot to mention, sorry: I have wings.

You're character didnt seem as unoptimized as you made him out to be.  He had a spell turning up, and had good tactics...GDM is a great spell to open with.  I just HATE getting my buffs dispelled and got a few things to defend myself against it.

[User]
 Okay, good game.
How do you have two spells from the ring? Is it something other than the one from the MIC I'm using, or do you just have two of it?
And how are you getting touch attacks for [toomany]d[morethan6]+[alot]?

[User] Olo: how did you cast two spells per round, every round?

[User]
 I have 2 rings 😁  I am considering using Spell Immunity for Dispel Magic.

As for my attack...I have Persisted Wraithstrike to give me touch attacks, Greater Mighty Wallop to increase the effective size category of my weapon, Large size due to Persisted Righteous Might, 30 Strength, Ferocity of Sanguine Rage for extra damage, GMW to give myself a +4 weapon...etc, etc.

Tl;dr: Buffs.

EDIT: Claudius: The secret of my build:

Claudius:
 Spoiler
This is just for Claudius!
 Spoiler
I use Prestige Paladin + Battle Blessing.

[User]
 Olo:

 Spoiler
Well, someone had to be first to notice that. It doesn't sit well with me though, but nice find.

[User]
 Claudius:
 Spoiler
Thank you.  I really like this build...Im very versatile, and a great melee fighter...not to mention practically unkillable 🙂


[User]
 Standard 200' cube. We start on opposite sides, in the middle.

If you need prep rounds we can, but I don't.

[User]
 No actions for the first two rounds. I have no prep...

Initiative:  (1d20+15)[ 33 ]

[User]
 I'm a caster...I'll take all the prep rounds I can get!  Two seems like a reasonable comprimise.

Six looming fiends face you across the arena.  Out in front are two flame-shrouded Balor, holding whips and swords in hand.  To the left, behind, are two blue-tinted Gelugon devils, frost already formed on their spears.  To the right, behind, are two vulture-like Vrocks, claws extending towards you.

If you have true seeing that reaches 200':

 Spoiler
A tiny humanoid perches on the shoulder of one of the ice devils.

Prep Rounds

 Spoiler
Round 1:
Amber: Circle of Protection from Evil
Balor 1: Unholy Aura on all seven creatures
Balor 2: Unholy Aura on all seven creatures
Gelugon 1: Gelugon casts Fly on Amber
Gelugon 2: Gelugon casts Fly on itself
Vrock1: Mirror Image   (1d4+3)[ 7 ]  images
Vrock 2: Mirror Image  (1d4+3)[ 5 ]  images

Round 2:
Amber: Quickened Summon 2 Colossal Fiendish monstrous spiders.  Cast Repulsion, 100' range.
Balor 1: Unholy Aura on all seven creatures
Balor 2: Unholy Aura on all seven creatures
Gelugon 1: Gelugon casts Fly on itself
Gelugon 2: Redundant Fly on Amber
Vrock1: Heroism on Glabrezu 1
Vrock 2: Heroism on Glabrezu 2

At the end of the preparations, a pair of mammoth black spiders appear about 20' towards Amber's side of the arena, each about 10' off centre.

Initiative:

Amber and spiders:  (1d20+7)[ 11 ]
Balor 1:  (1d20+7)[ 24 ]
Balor 2:  (1d20+7)[ 27 ]
Gelugon 1:  (1d20+3)[ 19 ]
Gelugon 2:  (1d20+3)[ 4 ]
Vrock 1:  (1d20+1)[ 14 ]
Vrock 2:  (1d20+1)[ 4 ]

[User]
 Looks like I won Initiative, so here goes. I assume if I take you down, that means I win? Anyway.

Elistan spreads his wings and launches into flight towards his opponent. He strikes out with his fists as he draws close, while simultaneously activating his magical belt, slowing time just enough that he can land several more blows!

Charge Attack, Power Attack for -5 AC/+5 Damage. If the first attack hits, make a Fort Save DC 26 or die.
Attack  (1d20+29)[ 48 ]  Damage  (4d8+15)[ 27 ]  +  (1d12)[ 8 ]
Attack  (1d20+29)[ 48 ]  Damage  (4d8+15)[ 31 ]  +  (1d12)[ 11 ]
Attack  (1d20+29)[ 34 ]  Damage  (4d8+15)[ 34 ]  +  (1d12)[ 10 ]

Activating Belt of Battle for all three charges. Full Attack, same PA.
Attack  (1d20+27)[ 39 ]  Damage  (4d8+15)[ 26 ]
Attack  (1d20+27)[ 46 ]  Damage  (4d8+15)[ 30 ]
Attack  (1d20+27)[ 47 ]  Damage  (4d8+15)[ 29 ]
Attack  (1d20+22)[ 28 ]  Damage  (4d8+15)[ 32 ]
Attack  (1d20+17)[ 24 ]  Damage  (4d8+15)[ 22 ]
Attack  (1d20+12)[ 13 ]  Damage  (4d8+15)[ 33 ]

[User] Crit Conformation: Attack  (1d20+27)[ 38 ]  Damage  (4d8+15)[ 42 ]

[User]
 Okay, to clarify a couple things:  Can you see invisibility?  At what range?  If you can't, make a spot check beating hide  (1d20+43)[ 57 ]  to know where Amber is.

What path are you taking towards the other end of the arena?  If you go straight towards the other side, presumably to attack something, you'll draw attacks of opportunity from at least six creatures en route.  Or do you have a way of avoiding Attacks of opportunity.

Also, make a DC 27 will save to break through a barrier that you hit half-way across the arena.

Because yeah, if you get past all these things, and have a way to charge in something other than a straight line, I'm dead.

[User]
 I can't see invisibility. I didn't know you were invisible. But I can't make that Spot Check, so what's your formation? I'll just assume you are in the space in the middle of your troops and aim for that part. And I was flying pretty high, I would assume. Probably 20ft above the ground. But anyway, unless they have Combat Reflexes, they can't make AoOs when Flat Footed.

Will Save  (1d20+24)[ 38 ]

Edit: If I can't reach you, for some reason, I suppose just transfer those attacks to the creature in the front rank. Since PbP makes picturing the map so difficult.

[User]
 wrong post

Well I'll just keep the rolls here

 (1d8)[ 8 ]
 (1d7)[ 2 ]
 (1d6)[ 6 ]
 (1d5)[ 3 ]
 (1d4)[ 4 ]
 (1d3)[ 1 ]
 (1d2)[ 1 ]
1d1 = 1

[User]
 Absolutely.   Here's the configuration  Assume all this is centred on the centre line, for now.

[SPIDER (40'x40')] 20'space  [SPIDER 40'x40']

[20' space]

[BALOR 10'x10'][/BALOR 10' x 10']
GELUGON 10X10]GELUGON 10X10'][VROCK 10X10][VROCK 10X10]

Ha!  I just realized that I forgot to post all-day spells.  Is it all right if I do so, or do I need to go without?

Edit: Vrocks and Gelugons do have combat reflexes, AoO's may still come into play, depending on where you place yourself.

[User] Go ahead. You can have 'em. So I can't get to you at all? Well, then attacks go to the Balor. Either one.

[User]
 All day spells:

 Spoiler
Mind Blank, Moment of Prescience, Planar Tolerance

You're hitting the balor on AC 39, so by my math, that's 169 HP.  Impressive!  But he's still around.

Balor 2 (arbitrarily, the one that you attacked) responds with an attempt to dominate you (Will DC 27 to avoid).  He then hits you with a telekinetic thrust (quickened SLA).  Touch Attack:  (1d20+28)[ 38 ] .  Opposed check  (1d20+28)[ 29 ]

Balor 1 unloads a full attack:
Vorpal Sword  (1d20+34)[ 53 ]   (2d6+13)[ 18 ]
Vorpal Sword  (1d20+29)[ 37 ]   (2d6+13)[ 22 ]
Vorpal Sword  (1d20+24)[ 35 ]   (2d6+13)[ 21 ]
Vorpal Sword  (1d20+19)[ 33 ]   (2d6+13)[ 22 ]
Flaming Whip  (1d20+32)[ 40 ]   (1d4+8)[ 11 ]  slashing plus [roll]1d6 fire.  Opposed strength check [roll]1d20+19]
Flaming Whip  (1d20+32)[ 45 ]   (1d4+8)[ 9 ]  slashing plus [roll]1d6 fire. Opposed strength check [roll]1d20+19]

If either whip attacks hit, make opposed strength checks or be dragged against the Balor and take  (6d6)[ 23 ]  fire damage.

More in the next post.

[User]
 Just a reminder that we still need the will save

Gelugon 1 steps 20' north and aims a cone of cold so as to avoid the balors but hit Elistan.  Reflex save 20 or take  (13d6)[ 44 ]  cold.

Vrock 1 flies to directly above Elistan and releases spores that automatically deal  (1d8)[ 6 ]  damage.  It claws once  (1d20+17)[ 24 ]  damage  (2d6+6)[ 17 ]

The two colossal spiders take a 5' step towards Elistan and try to bite him.   They attempt to smite good, but I don't think that works against him (if it does, add 20 to damage rolls)
Spider 1 Attack  (1d20+29)[ 40 ]  damage  (4d6+17)[ 29 ] , Fort DC 30 or take  (2d8)[ 7 ]  strength damage.
Spider 2 attack  (1d20+29)[ 34 ] , damage  (4d6+17)[ 36 ] ,Fort DC 30 or take  (2d8)[ 10 ]  strength damage.

Oh, because the spiders are close enough to attack already, all of these attacks are as if flanking is occurring.  I'm assuming that you've got some way of eliminating flanking, but if not,  you're losing dex to ac  and all attacks are at +2.

I've got to go to a meeting.  I'll continue with actions for Amber and the other two fiends ASAP.

[User]
 I've gotta go for a bit as well. Here's my Will and my Ref. I'll do the rest when I get back.

Will:  (1d20+24)[ 28 ]
Reflex:  (1d20+24)[ 36 ]

[User]
 How far off the ground is Elistan?  I may have to adjust placement of the new spiders.

Elistan hears brief spellcasting from the vicinity of the gelugon that used cone of cold.  Amber's action, round 1:

 Spoiler
For orientation, assume that Elistan attacked from the north.

Free action - dismiss the Repulsion effect
Swift - Casting Quickened Summon Monster IX to bring in another pair of colossal spiders
Standard - Cast Haste on the cluster of fiends and the two new spiders (the first two spiders are too far away).
Move - fly up and southeast until Amber is 5' away from the south wall, 5' north of the east fiendish spider on the wall, 20' east of the centre line.  Spider should then provide total cover from Elistan's current position.  This should be less than the 70 of movement she has available to her.

Another pair of massive spiders appear, this time side by side on the wall directly above where the centre gelugon and vrock were standing, immediately adjacent to Elistan.  These two spiders, along with the six fiends, seem to accelerate in their movements.

The two new spiders immediately reach forward to attack Elistan:
Spider 3: Attack  (1d20+30)[ 44 ]  Damage  (4d6+18)[ 32 ] , Fort DC 30 or take  (2d8)[ 5 ]  strength damage
Spider 4: Attack  (1d20+30)[ 50 ]  Damage  (4d6+18)[ 28 ] , Fort DC 30 or take  (2d8)[ 6 ]  strength damage

The second gelugon steps around the Balor to stand 10' to Elistan's right.  He stabs once with his spear:  Attack  (1d20+25)[ 27 ]  Damage  (2d6+9)[ 13 ] .  On a successful hit, Elistan makes a Fort save DC 25 or is Slowed for  (1d6)[ 2 ]  rounds.

The final Vrock strides around the Balor and moves immediately to Elistan's left.  He activates spores, doing  (1d8)[ 6 ]  damage to Elistan,  (1d8)[ 4 ]  damage to the other Vrock, and  (1d8)[ 7 ]  damage to the already-hurt Balor.  He claws at the winged elf, probably ineffectually:  (1d20+18)[ 24 ]  for  (2d6+7)[ 12 ]

To summarize - there is a Vrock immediately to your left, a Vrock behind/below you, a gelugon directly to your right, and two balors in front of/below you.  There are 2 spiders directly above you, taking up a 40x40x80' wide space.  There are two spiders 15' behind you, with a 20' gap between.  Amber is invisible.  By my understanding, a listen check that beats  (1d20+16)[ 35 ]  gives the following information:

 Spoiler
She's in front of and above you.

[User]
 Checking for a critical on the attack by the second spider:  (1d20+30)[ 47 ]  Additional damage:  (4d6+18)[ 36 ]

Oh crap, and the two spiders would have gotten a second attack each, because of the haste.  Here goes:

Spider 3: Attack  (1d20+30)[ 46 ] , Damage  (4d6+18)[ 31 ] , Poison  (2d8)[ 5 ]
Spider 4: Attack  (1d20+30)[ 32 ] , Damage  (4d6+18)[ 30 ] , Poison  (2d8)[ 4 ]

Edit:  Man, this "legion of helpers" thing is time consuming!  Your move.

[User] Whoolp!  I missed your note about "make a fort save or die, in your first round of attacks.  Fortitude save by Balor:   (1d20+26)[ 46 ]

[User] Yeesh, I wish we could add die rolls at the end of posts.  I screwed up the balor's damage and the opposed strength check for the whip.   (1d6)[ 5 ]  fire damage,  (1d20+19)[ 39 ]  opposed strength check to avoid being dragged up against the Balor.

[User]
 Too late. I be dead. 😁

Oh well. That's why I wanted to be able to get to you in the first charge. It would have gone differently then. Thanks for the fun!

[User]
 Actually, I have like 3 HP left.

Fort Save  (1d20+20)[ 25 ]
Fort Save  (1d20+20)[ 35 ]
Fort Save  (1d20+20)[ 40 ]

And Str Check. Subtract as needed if the Fort vs Str damage fails.
 (1d20+6)[ 24 ]

Now I'm dead!😁

[User] That's a scary flurry of blows you've got going, though!  Good match.


[User] to be deleted