[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

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

There is a door at G-3, and another at F-6.

DM notes:
 Spoiler
3, 1, 3

[User]
 Tareth
 "Well, looky here, a real dungeon. Bet I can find some magical beasts in here!"

After this terrible piece of roleplaying, Tareth will bind a Blink Vest and Kruthick Claws (with one essentia in the last).
This will give me 10ft dimension door as a standard action and +6 to hide and move silently.

He will then carefully move to G3 and examine the door.  Take 20 on search check

[User] You find that there are hundreds of concealed copper wires laced over the door. They seem to carry a current of some sort.

[User]
 Tarith won't even bother. He'll dimension door 5ft to get on the other side of the door.

In the next room, asuming there are no enemies, he will search for traps. He'll also be vewwy quiet in the pwocess.

  Search  - (1d20+5)[ 21 ]
  Hide  - (1d20+8)[ 24 ]
  Move Silently  - (1d20+8)[ 24 ]

[User]
 You find yourself in complete darkness.

I've wanted to say this for so long...

 It is pitch black. You are likely to be eaten by a Grue.

[User]
 Woops, usually play something with darkvision. Silly me...

DD (dimension door) back into previous room, light my hooded lantern and pop back in.
I take it my rolls still count?

[User]
 You find yourself in a hall that runs to the north and south. To the north, it extends for thirty feet before teeing into a east/west hall. To the south, it extends for twenty feet before turning east.

Fifteen feet to the north, there is a door on the eastern side of the hall.

Ten feet to the south, there is an east-running hall connected to the one you're in. You can barely make out that there is a pit in it, but you cannot see how wide it is.

At the eastern bend to the south, there is a door on the south wall.

Edit: Yes, you can still count your rolls. Which square did you want to search first?

[User]
 Eh... all of them? 😁

Moving south, towards the one door. I will make a search check every couple of steps. Also searching the door when I get there. These should be enough:
  search  - (1d20+5)[ 17 ]
  search  - (1d20+5)[ 11 ]
  search  - (1d20+5)[ 10 ]
  search  - (1d20+5)[ 19 ]
  search  - (1d20+5)[ 17 ]
  search  - (1d20+5)[ 14 ]
  search  - (1d20+5)[ 23 ]
  search  - (1d20+5)[ 12 ]
  search  - (1d20+5)[ 6 ]
  search  - (1d20+5)[ 17 ]

Edit: looks like I'm screwed...

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

[User]
 Sounds ominous *spooky*.

Anyway, I'm off to bed but don't hesitate punishing and torturing my character some more!

[User]
 If you continue all the way south to the door:
 Spoiler
You note as you pass the eastern split that the pit is fifteen feet wide.

Upon reaching the door, you see that the eastern bend continues for twenty feet before turning north.

You see no traps on the door.

[User]
 Tarith will quietly open the door and attempt to peek inside.
  move silent  - (1d20+8)[ 12 ]
  listen  - (1d20+4)[ 17 ]
  spot  - (1d20)[ 14 ]

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

There is a door at B-1 (which you are standing just outside of), another at A-4, and a third at F-5, on the south side of the room.

Two seemingly human figures are seated around a small campfire in the room.  Spot checks, please.  (Didn't see that you already rolled it.)

You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.

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

They see you at the same time you see them.

Roll initiative.

[roll]1d20+1[/roll]
[roll]1d20+2[/roll]

[User]
 Let's try that again.

 (1d20+1)[ 8 ]
 (1d20+2)[ 13 ]

[User]
 Initiative  - (1d20+5)[ 23 ]

Assuming I win this round. I will charge head first at human 2 (B4).

  attack  - (1d20+7)[ 20 ]  (+5 attack, +2 charge]
  damage  - (1d6+4)[ 9 ]

Stats:
HP 11
AC 13 (15 -2 charge)

[User]
 He goes down hard.

The elf stands up and steps closer to you, longsword flashing in a quick arc aimed at your neck.

 (1d20+2)[ 10 ]
 (1d8+1)[ 5 ]

[User]
 The elf misses by a hair. Tarith retaliates by jabbing the long spine running on his right arm at his assailant.

  Attack  - (1d20+5)[ 14 ]
  Damage  - (1d6+4)[ 5 ]

[User]
 The elf calmly sidesteps the blow, then turns in a flash and tries behead you again.

 (1d20+2)[ 14 ]
 (1d8+1)[ 2 ]

[User]
 AC 15
HP 11/11

That's a narrow miss as Tarith feels the wind of the blade surging past his face. He continues their little dance with his own attack.

  Attack  - (1d20+5)[ 8 ]
  Damage  - (1d6+4)[ 6 ]

[User]
 The elf deflects your blade with the precise movements of a well-trained warrior, then makes an  equally precise  surprisingly ungainly counterattack.

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

[User]
 Bla bla bla, combat discription, bla bla BLOOD, KILL, MAYHEM!!!

I'm gonna do a set of rolls here, so unless something about the combat changes you can asume these my next three rounds.

  Attack round 1  - (1d20+5)[ 10 ]
  Damage  - (1d6+4)[ 8 ]
  Attack round 2  - (1d20+5)[ 6 ]
  Damage  - (1d6+4)[ 9 ]
  Attack round 2  - (1d20+5)[ 16 ]
  Damage  - (1d6+4)[ 5 ]

Edit: 😦

[User]
 Lalalaflufffluffflufflalala

 (1d20+2)[ 5 ]   (1d20+2)[ 15 ]   (1d20+2)[ 21 ]
 (1d8+1)[ 5 ]  [/roll]1d8+1[/roll]  (1d8+1)[ 9 ]

Edit: He's down and bleeding on your third swing.

[User]
 The second attack is going to hit (the third as well, but the elf will be down by then, so the swing won't count, right?). Can you make your roll for that attack? I really don't want to eat that 9 damage from attack 3 🫤.

With the elf down, Tarith will Coupe de Grace him and the other combatant and will inspect their belongings, see what he can pick from the dead.

[User]
 (1d8+1)[ 5 ]  Whitetext

150 xp, and a loot list to follow tomorrow morning.

[User]
 Tarith is still alive!

After securing his newfound treasure, Tarith will investigate the room further. Are there any chests or other important features to be found here?

If not, he will search the door at A-4 for any traps. Taking 20 on the check (for a total of 25).

[User]
 Take what you like from the following: Longsword, longbow, studded leather armor, buckler, nineteen arrows, rapier, light crossbow, ten bolts, nicer looking studded leather armor, noble's outfit, and 12 gp, 150 sp.

You find no traps on the door.

[User]
 Do I know if the nicer studded armor is masterwork or magical in nature? I will sort through their possessions later and note on my sheet which I'm taking with me. Most likely the armor and the bow.

Tarith will open the door, fully expecting it to blow up in his face.

[User]
 Do you have a means of determining if it's magical or not?

Opening the door reveals a hall running to the north and south.

To the north, it runs for twenty feet before ending in a door.

To the south, it runs for thirty feet before turning east. It splits to the west ten feet down.

[User]
 My means was asking you... Do I at least know if its masterwork?

Swift action to pour an essentia point into Blink Shirt, will dimension door 20ft to the northern door. Will then take 20 on checking out the door. (25 search total).

[User] Yes to masterwork, no to traps.


[User]
 This story begins in the old world of Greyhawk, this story is not of the heroes triumph over a repressive villain in troubling times. It is the story of the villians, that made it so heroes would have to be called to arms.

 Derek,Leonin,Urgock,Charles
You are all asleep, but the same message comes to all of you from a soft woman's voice. She is asking you for a task of dirte imort to her. "My follower, you have been chosen by me for your skills. Your destiny is my task I give to you now, The long lost orbs of the dragon kind must now be found."  You quickly begin to relize that this mysterious voice in your head is nothing other than the dragon queen Tiamat. You quickly accept the task. "These orbs where the reason that me and my children had lost the dragon campaign thousands of years ago, they must be destroyed so no other mortal can gain control over them. With this act I will be able to assert my dominance over Bahamut in our long conflict."  You ask her where you must begin your journey to complete her quest. " In the forgotten city, in the heart of the sea of dust."  As Tiamat says those words, instantly you see the land passing before your eyes. From your home she is giving directions to a place in the middle of a desert. When the world stops moving past your eyes you see a large body of a mummified dragon. In the dragons mouth you a cavern leading down. "The sands of time have revealed the last battle of the dragon campaign, in the caverns beneath you will find the knowledge needed to find the orbs. Good luck mortal."  After she says those words you wake up with a jolt, and you are now sleeping inside of a small cave alone, you can see the light of day peeking out of the entrance of the cave.

 Svern, Sazuku
You are living in the same cave system under a large ruin in the sea of dust. There are also many other tribes living under ground with you aswell. During the next night after you fall asleep you both receive the same dream.  "Svern/Sakuzu, I need you."  The voice you hear is from a soft female voice.  "The Orbs of Dragon Kind must be found and destroyed, To complete this you must travel through the sea of dust to the forgotten city."  You recogniize this woman as Tiamat, the Dragon queen.  "With the destruction of these orbs, no mortal or god will be able to create a new set. With the orbs destroyed my children will have their full power in the new dragon wars that will ensue."  You ask her how you complete her task, She responds with this answer.  "You and four others that I have sent to you will travel to the forgotten city."  When she says your destination you see the body of a mummified dragon, that both of you recognize as the final battlegrounds of the last dragon war. " You will recognize your companians by the symbol I will leave by where they are sleeping. Good luck."  The last image you see after you wake up is the holy symbol for Tiamat made of blood red lines on a black field.

What is everyone doing?

[User]
 "Hmph.  What a dreary place to bring me, though excitement awaits.  How kind of the madam dragon to allow me a few luxuries from home at least."

Stretching, Leonin walks bundles up his posessions, and walks to the mouth of the cave, casting protection from good, and phantom steed.  He'll start riding off.

 "Well, destiny awaits I suppose."

[User]
 After an hour's meditation to gian his spells (listed on the Sheet) Urgock looks around the cave and says gruffly
 "Nothing to see here. Best be moving along."
 Urgock then steps out of the cave and surveys his surroundings.

[User]
 Ssvern didn't normally like being disturbed in his sleep, but a message from his Queen was always refreshing. For all the services he had done for her up to now, he had to be close to be eligible for his transformation into a Dragonborn of Tiamat.

After hearing the message, from his goddess, he stood up and started heading towards the exit. On his way out he buffed himself with his usual abilities. First, he waved his hand over his eyes, allowing himself to see the unseens, then, his usual environmental protection was applied. He stepped out in the desert to see the conforting sun.

He sat in the desert, doing his daily Searching for the Dragon ritual, meditation period common to many kobolds. 15 minutes later, he stood up, looked at the sky and breath a massive line of fire upwards. He was ready to take on another day.

" Now let's find these guys I'm supposed to work with... "

[User] Darek stands up.  " 'In the caverns beneath me.' Could she mean these caverns?"  as he says this he goes deeper into the caves.

[User]
 Sazuku scratches his head. Thinking more then likely the others will have this same symbol at the edge of their bed. But how would he know that? He's not one of them booboo crybaby wizards who sits around a crystal ball all day to watch his team-mates sleep... Kind of creepy when he thinks about it...

But Sazuku will not ignore Tiamat's request! As a giant kobold, there is no one more befitting of such a journey!

Sazuku wastes no time. But wonders how he's going to find his chosen team-mates. He then wakes up other kobold and starts talking about his vision to anyone who will listen. Snooping around their bed for a bloody symbol like the one on his bedsheet. So basically he's walking around in the middle of the night with a bloody bedsheet making incoherent ramblings about Tiamat choosing him for this special quest.


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

[User]
 Tali uses ancient Gnomish trick to tell which doors to bar:
 Eni mini miny mo....

Baring the ones on either side, he prepares to move out through the center door, first taking care to put out the torches on the wall. He opens the door several inches and peaks through the opening, bow in hand.

 Spoiler

If applicable, Hide  (1d20+16)[ 19 ]
MS (1d20+12)[ 26 ]

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

[User]
 Tali creeps along the coridor, and peeks into the first door on the right.

 Spoiler
Creep to the K5 door.
MS  (1d20+12)[ 27 ]
H    (1d20+16)[ 23 ]
S    (1d20+7)[ 17 ]
L  (1d20+7)[ 19 ]

[User]
 You see a 10ft by 10ft room, with an Orc guarding a chest. The orc has a falchion, and you've taken him by surprise.

(He's in the lower left corner, chest is in lower right)

[User]
 Have at you!
Loosing an arrow at the orc, Tali then ducks around the corner.

 Spoiler
For surprise round,  (1d20+6)[ 11 ]
Damage (1d8+1)[ 8 ]
Then 5 foot step to the right 1(In the hallway)

[User]
 He's got 13 FF AC, so time for init.

Orc Init:  (1d20)[ 19 ]

Orc Stats:
HP: 5
AC: 13

[User]
 Init: (1d20+4)[ 16 ]
I think you're going first...

[User]
 With an orcish roar(what else could it be?), he comes out swinging. (If you've got a melee weapon in hand, insert AoO here)

Roll to hit:  (1d20+4)[ 18 ]
Damage roll:  (2d4+4)[ 10 ]

[User]
 I think that partial cover from stepping to the right saved you, phew.

Orc is in K3

[User]
 Tumbling away, Tali attacks again.

 Spoiler
Really? Thank god, I thought that you had just KO'd me.
Tumble back 1 space, then move right 1 space(ending at I 1).
Tumble (1d20+8)[ 27 ]
Attack  (1d20+6)[ 14 ]
Damage (1d6+1)[ 6 ]  And Skirmish (1d6)[ 2 ]

[User]
 I thought I had too, until I looked on my board where I moved him and remembered the value of cover. =)

The Orc topples to the ground, the bright shaft protruding from his throat. He's still alive, but clearly out of the fight.

+150 XP
-Loot-
+800 SP

[User]
 Coup De Grace-ing the orc to make sure it is dead, Tali attempts to recover her arrow, then moves on to the next door.

 Spoiler
Should I assume normal Arrow Recovery rules, even though they suck/
 (1d2)[ 2 ] , on 2 arrow is usable.
 And the Sp is from the chest, yes? If not I'll loot is after making a search roll:
 (1d20+7)[ 10 ]
Moving to K5 door.
MS  (1d20+12)[ 29 ]
H    (1d20+16)[ 25 ]
S    (1d20+7)[ 13 ]
L  (1d20+7)[ 22 ]

Oh, and is there going to be shops or is the money useless/

[User]
 Yeah, standard crappy arrow recovery rules.

Sp is from the orc, chest is seperate. Of course, you can also loot his falchion, if you wish.

-Chest Loot-
A crude ivory carving worth 800 GP
140 GP

There will be shops...eventually. I wouldn't be surprised if you leveled a couple times before reaching one, though.

Next door coming up in a sec.

[User] After looting, you very stealthily open the door to an oddly shaped, but thankfully empty room, with three more wooden doors leading elsewhere.

[User]
 Tali will move to the L2 door and look inside.

 Spoiler

I actually have CP this spoiler block, as I figured I'm going to be using it alot.
MS  (1d20+12)[ 17 ]
H    (1d20+16)[ 24 ]
S    (1d20+7)[ 25 ]
L  (1d20+7)[ 9 ]

[User] You see a cramped, unlit, five foot wide hallway twenty feet in length. Two more wooden doors are visible, one to the left, and one at the end.

[User]
 Move to door on left, open+look in.

 Spoiler

MS  (1d20+12)[ 18 ]
H    (1d20+16)[ 17 ]
S    (1d20+7)[ 12 ]
L  (1d20+7)[ 22 ]

[User] In a particularily messy 15ft by 15ft room, you see two zombie kobolds(M2,N2) feasting on the remains of one of their brethren. They're far too preoccupied with their dinner to notice you.

[User]
 Tali attacks the closer zombie, then quickly ducks behind cover.

 Spoiler
Attack (1d20+6)[ 10 ]
Damage (1d6+1)[ 5 ]
5 foot step M2.

[User] The zombies shamble slowly out of the room after you, their meal forgotten in the urge for a newer, fresher one(they're at N1, N2 respectively)

[User]
 Tali tumbels backwards, and fires another arrow.

 Spoiler

Tumble: (1d20+8)[ 26 ]
Attack vs zombie at N2: (1d20+6)[ 21 ]
Damage: (1d6+1)[ 4 ]

Also, dropping the bow.

[User]
 Definitely a hit, but despite the arrow sticking out of him, he seem unfazed.

Im not sure where you're at, but thanks to tumble, it should be within charge range. N2 thus charges you, and gets his one attack off, while his slower brother remains a square behind him.

 (1d20)[ 12 ]

[User]
 Taking out his dagger, he gives the zombie a slash.

 Spoiler
Attack (1d20+1)[ 5 ]
Damage (1d3)[ 1 ]
5 ft step to the right.

You know, I'm not sure that I can actually kill these things....

[User]
 The zombies, being zombies, are far too concerned with more important topics, like your sweet, delicious brains, to be worried about giving you attacks of opportunity.

The both crowd torward you(I assume you're at K1?) resulting in one at K2, and one at J1. Unfortunately, their slow speed leaves them without the ability to press their attack.

[User]
 Realizing this is a loosing battle, Tali grabs his bow and tumbles away.

 Spoiler

AOO- (1d20+1)[ 21 ]
Damage (1d3)[ 1 ]

Tumble (1d20+8)[ 20 ]
Moved to H1

[User] The zombies shamble after you, with the injured one in front, who manages to push through the door to H2, with the other one hot on his heels.

[User]
 Tali jogs back to the first room, and closes the door. Then She bars the door with bar from the door at I2. After securing the door, she counts to 5, then slowly opens the I2 door.

 Spoiler

MS  (1d20+12)[ 13 ]
H    (1d20+16)[ 26 ]
S    (1d20+7)[ 13 ]
L  (1d20+7)[ 23 ]

[User] You throw open the doors to a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2) They apparently have no idea that you're here.

[User]
 Tali takes aim at one of the kobolds and lets fly, then ducks back under cover.

 Spoiler
Attack vs E2 (1d20+7)[ 26 ]
Damage (1d6+1)[ 6 ]
5 ft step to I1
If applicable-MS  (1d20+12)[ 28 ]
H    (1d20+16)[ 17 ]

[User]
 He dies instantly, and you hear a tumult as the kobolds scamper around, drawing weapons, and heading torward your door.

Init:
 (1d20+1)[ 14 ]
 (1d20+1)[ 3 ]
 (1d20+1)[ 19 ]

[User]
 Init: (1d20+4)[ 7 ]
Tali moves back to get a clear shot.

 Spoiler
When my turn comes around, assuming I'm not next to a kobold, Move down 1 then left 1, to J2.
Attack nearest: (1d20+7)[ 27 ]
Damage(skirmish included): (2d6+1)[ 5 ]

[User]
 The first kobold kicks the door in, then charges through, along with one compatriot, both of which are carrying spears. Due to circumstances, only one gets to attack you.

Attack:  (1d20)[ 17 ]

[User] Didn't connect, so it's your init, you can take an attack in addition to moving if you like.

[User]
 Moving back, Tali shots again.

 Spoiler
I thought I was. i had a great roll and everything. Oh well. Here goes.
Move back 1, and left 1.
tumble (1d20+8)[ 21 ]
Attack (1d20+6)[ 10 ]
Damage (2d6+1)[ 8 ]

Edit, and my last roll was a 27, too.😩

[User]
 Oh, my bad, I completely overlooked the spoiler. Yeah, you can use the original attack, which drops him instantly.

The other rushes up, and attempts to stab you with his spear.
 (1d20)[ 9 ]

[User]
 Figuring that a good tactic will remain good, Tali repeats her performance.

 Spoiler

Tumbler (1d20+8)[ 19 ]
Attack (1d20+6)[ 18 ]
Damage (2d6+1)[ 8 ]

[User] And another one bites the dust, leaving two kobolds dead in this room, one in the other, and one unaccounted for.

[User]
 Stealthily, Tali creeps up to the door, trying to get a better look into the room.

 Spoiler

Move to I2
MS  (1d20+12)[ 15 ]
H    (1d20+16)[ 35 ]
S    (1d20+7)[ 20 ]
L  (1d20+7)[ 20 ]

[User] As you peer quickly around the doors edge, you see the last kobold on the far side of the fire, holding up his sling, and watching the door intently. However, he seems to have not noticed your quick look.

[User]
 Tali moves forward 10 feet, and fires another arrow at the kobold.

 Spoiler

Attack (1d20+6)[ 23 ]
Damage (2d6+1)[ 4 ]

[User]
 He takes his readied action, and pops a bullet at you before taking an arrow, and falling to the ground.

Attack: (1d20+3)[ 7 ]
Dmg: (1d3-1)[ 0 ]

Laying on the ground, down, but not quite out(0hp), he shouts loudly in draconic, then sends one last bullet your way before the exertion overtaxes him, and he slumps to the floor, helpless.

Attack: (1d20+3)[ 20 ]
Dmg: (1d3-1)[ 2 ]

[User]
 Tali quickly goes over and coup de grace's him, making sure that he's good and dead, then slowly moves over to the other door and peeks through.

If everything seems clear, Tali will check the room for loot before moving on.

 Spoiler

MS  (1d20+12)[ 25 ]
H    (1d20+16)[ 34 ]
S    (1d20+7)[ 9 ]
L  (1d20+7)[ 18 ]

[User]
 +300 XP

Loot found:
2100 silver pieces.
Their weapons and such, of course.
1 dose of antitoxin(value: 50GP)
1 Masterwork dart(Value: 300gp, 5 sp)

[User]
 Realizing that it will be to heavy to carry with out seriously encumbering herself Tali puts the coins in her bag and leaves that in the starting room, though she pockets the antitoxin and her theive's tools. She then moves to the next set of doors and looks through.

 Spoiler

MS  (1d20+12)[ 30 ]
H    (1d20+16)[ 21 ]
S    (1d20+7)[ 15 ]
L  (1d20+7)[ 20 ]

[User]
 You look into a 10ft by 10ft room, with a lone spear wielding Kobold(A2) guarding a chest(A1).

Init:  (1d20+1)[ 17 ]

[User] Initiative: (1d20+4)[ 14 ]

[User]
 He pegs a bullet at you with a sling.

Atk:  (1d20+3)[ 8 ]

Dmg:  (1d3-1)[ 2 ]

[User]
 In a variation of her normal attack routine, Tali attacks first, and then falls back.

 Spoiler

attack (1d20+7)[ 17 ]
Damage (1d6+1)[ 5 ]

Move back 1, right 1.

[User]
 Variety is the spice of life, but this kobold is having none of either. He faceplants in the stone floor as swiftly as the earlier ones did.

+150XP

[User]
 Tali looks over the room for hidden doors, then closely examine the chest and surrounding area. She'll disarm any traps, then loot the chest.

 Spoiler
search (1d20+7)[ 24 ]
if necessary, Disable device (1d20+7)[ 12 ]

[User]
 No traps.

Presuming you also loot the kobold himself:
Obsidian Gem(val 14 GP)
3 Tanglefoot bags.

In chest:
1 potion, CLW.
20 GP

[User]
 Tali takes her loot and moves it to the back room. Then, she goes to the last door out of the starting room, carefully unbars it, and looks through.

 Spoiler

hide (1d20+16)[ 31 ]
MS (1d20+12)[ 15 ]
Listen (1d20+7)[ 11 ]
Spot (1d20+7)[ 12 ]

[User]
 Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.

Your keen eyes note the presence of something small and metallic in one of the corners.

[User]
 Tali approaches the object, making sure she gets a good look at it before going to touch it.

 Spoiler

hide (1d20+16)[ 23 ]
MS (1d20+12)[ 13 ]
Listen (1d20+7)[ 26 ]
Spot (1d20+7)[ 24 ]
Search  (1d20+7)[ 19 ]

[User] It's a MW piton, apparently left here by an earlier traveller.

[User]
 Taking the piton, Tail moves to the door in the middle of the hall and looks through it.

 Spoiler

hide (1d20+16)[ 32 ]
MS (1d20+12)[ 21 ]
Listen (1d20+7)[ 27 ]
Spot (1d20+7)[ 23 ]
Search (1d20+7)[ 9 ]

[User] In a particularily messy, dark 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren. Fortunately for you, they are far too engrossed in their meal to notice your arrival.

[User]
 Remembering the other zombies, Tali quickly shuts the door, and bars it if possible with the remaining door bar. She then moves on to the last door and peaks through it.

 Spoiler

hide (1d20+16)[ 30 ]
MS (1d20+12)[ 13 ]
Listen (1d20+7)[ 18 ]
Spot (1d20+7)[ 26 ]
search (1d20+7)[ 22 ]

[User]
 Doh, I used the same flavor text for both groups of zombies, didn't I? Oh well. =)

In the center of a 15ft square dark room, an lone kobold is standing, wearing nothing but a floppy cloth hat, which bears the word "Sorrc" on it. He notices you about the same time you see him.

Init:  (1d20+1)[ 4 ]

You also note another wooden door in the center of the east wall.

[User]
 Tali moves back, firing an arrow as she does so.

 Spoiler

I'll go first no matter what due to his roll.
Init: (1d20+4)[ 21 ]
attack (1d20+7)[ 15 ]
Damage (2d6+1)[ 12 ]

[User]
 And, he bites the ground.

+300 XP

[User]
 Tali looks over the room, searching for any loot(including the body).

 Spoiler

hide (1d20+16)[ 20 ]
MS (1d20+12)[ 19 ]
Listen (1d20+7)[ 9 ]
Spot (1d20+7)[ 13 ]
search (1d20+7)[ 10 ]

[User] 4000 CP found on his body, as well as, of course, his hat.

[User]
 Tali puts on the hat, and puts the coppers with the rest of her loot back in the main room. Afterwards, she moves to the other door. After checking for traps and attemping to disarm any that she finds, she opens the door.

 Spoiler

hide (1d20+16)[ 32 ]
MS (1d20+12)[ 14 ]
Listen (1d20+7)[ 11 ]
Spot (1d20+7)[ 14 ]
search (1d20+7)[ 24 ]
Disable device (1d20+7)[ 8 ]

[User]
 You see a 15 by 15 ft room with in an orc in it.
Unfortunately, it also has an orc in it.
Making a total of two orc in it.
Time to roll init.

(One orc heard you)
 (1d20)[ 10 ]  <- surprise-round-acting orc
 (1d20)[ 15 ]  <- not surprise-round-acting orc

(In case you didn't know, I'm now helping out DM this)

[User]
 Initiative- (1d20+4)[ 23 ]

Am I in the surprise round as well, or just the orcs?

[User]
 You are in the surprise round, yes.
And since you beat the orcs, go.

[User]
 Tali fires at the surprised orc, then steps to the right.

 Spoiler

attack (1d20+7)[ 11 ]
Damage (1d6+1)[ 4 ]
Five foot step to take cover behind the door.

[User]
 You'll miss. Both orcs will move in a way you can't really see.

Tyndmyr:

 Spoiler

They're taking total defense and moving to positions that flank the door.

.

Your move, sir.

[User]
 Tali moves back 10 feet, attempting to see the orcs at a different angle. If successful, attack!

 Spoiler

attack (1d20+7)[ 23 ]
Damage (1d6+1)[ 6 ]  if skirmish applies: (1d6)[ 3 ]

[User]
 Wait, are you in the 15x15 foot room or out of it?

I think I misunderstood where you were.

[User] Sorry, you're right. I meant to say that I move back 10 feet and right 5 feet. I think that works. Essentially, move back and over so that I can see the room from a different angle.

[User]
 You can see the falchion of one orc standing in Q4 (you're in S2, right?).

You can try to attack, but I'm giving the orc 40% cover for the wall.

[User] I'll still attack. Concealment- (1d5)[ 3 ] . A 1 or a 2 misses.

[User]
 That drops the first orc.
The second orc moves towards you and tries to kill you by means of falchion.

 (1d20+4)[ 10 ]
 (2d4+4)[ 6 ]

[User]
 Tumbling, Tali withdraws and fires at the new threat.

 Spoiler

Tumbling left 15 feet.
Tumble- (1d20+8)[ 27 ]
attack (1d20+7)[ 13 ]
Damage (2d6+1)[ 10 ]

[User]
 And the new 'threat' drops.

XP: +300
Loot: +80 gp

Now what will you do?

[User] First, do a victory dance as I go up a level. Then, move all the loot back to the main stash. Before I do more, should I up all my stats and such now, or later?

[User] Up your stats when you take an 8-hour rest.

[User]
 Tali moves to the new door, and quickly peeks inside, after checking for traps.

 Spoiler

hide (1d20+16)[ 18 ]
MS (1d20+12)[ 25 ]
Listen (1d20+7)[ 15 ]
Spot (1d20+7)[ 26 ]
search (1d20+7)[ 16 ]

[User]
 Looking quickly inside room P7, you see a grand hall with high, arched ceilings. It's twenty by twenty feet in size, but the ceiling appears to be a solid forty feet high, and decorated with dwarfish stonecarvings.

Unfortunately, the room also appears to have four orcs relaxing in the center(Q8, Q9, R8, R9). All are carrying falchions, but the furthest one(R9) appears to have a torch crudely fastened to the haft of his falchion, casting a dim, flickering light over the scene. They haven't noticed you yet, fortunately.

[User]
 Tali shoots and then takes a five foot step in order to take over behind the door.

 Spoiler
Attack (1d20+7)[ 12 ]
Damage (1d6+1)[ 4 ]
Attacking orc at Q8.

[User]
 FF 13, so no joy.

Init:
 (1d20)[ 15 ]
 (1d20)[ 17 ]
 (1d20)[ 12 ]
 (1d20)[ 5 ]

[User] I'm really failing at remembering to do initiative: (1d20+4)[ 23 ]

[User]
 I'm just going to guess that I get go go again...

Tali moves backward, then strafes left, firing as soon as she is able to see through the door.

 Spoiler
Move back 5 feet, then left 5 feet.
Attack the closest orc that I can.
attack (1d20+6)[ 18 ]
Damage (1d6)[ 2 ]  Skirmish (1d6)[ 5 ]
Note that if he's within 30 feet, the skirmish should apply and add 1 to both the attack and damage.

[User]
 You're within 30 ft, so yup, you drop him, and the other three spend their turn scrambling to you. The closest to you gets off a swing, but the others can't get in range.

Falchion:  (1d20+4)[ 22 ]
Dmg:  (2d4+4)[ 10 ]

[User]
 Tumbleing 5 feet back, she then continues back 20 at a normal pace, firing at the orc that attacked her.

Attack (1d20+7)[ 20 ]
Damage (2d6+1)[ 8 ]

[User]
 He cleverly blocks your shot with his face. Two down, two to go. (You should be in or about at R2 atm).

The orc nearest you charges with a loud cry, falchion upraised. The one behind can't manage to get through, so he's following 5 ft behind.

Falchion:  (1d20+6)[ 14 ] (Due to charge)
Dmg:  (2d4+4)[ 11 ]

[User]
 Tumbleing 5 feet back, she then continues back 20 at a normal pace, firing at the orc that attacked her.

 Spoiler

Tumbel (1d20+9)[ 16 ]
attack (1d20+7)[ 20 ]
Damage (2d6+1)[ 12 ]

[User]
 Nother one down.

Last orc also charges.

Falchion:  (1d20+6)[ 16 ]
Dmg:  (2d4+4)[ 8 ]

The above includes the charge bonus.

[User]
 Why change something that works?

Tumbleing 5 feet back, she then continues back 20 at a normal pace, firing at the orc that attacked her.

 Spoiler
attack (1d20+7)[ 22 ]
Damage (2d6+1)[ 6 ]

[User]
 Another orc falls.
Let's see... four cr 1/2s = el 3, so 900 XP.
Loot: +200 gp. And the table really likes you today. +1 full plate. First magic armor drop, I believe.

[User]
 Taking the money and full plate back to her stash, she then drinks her potion of cure light wonds (1d8+1)[ 6 ]

Is there another door in that room?

[User]
 That is indeed the first magic armor drop, nice.

Two doors on the far wall, one on the north end of the wall, one on the south.

[User]
 Tali moves to the southern door, opening it and peeking inside.

 Spoiler

hide (1d20+17)[ 34 ]
MS (1d20+13)[ 27 ]
Listen (1d20+8)[ 20 ]
Spot (1d20+8)[ 26 ]

[User]
 For reference, updating the map. You're peering into the bottom right room.

You peer into a narrow hallway, lit by a torch, held in the offhand of an orc wearing fullplate, with a longsword in his right. A door is at the far end, but unfortunately, the orc is standing directly in front of it(R13). Doesn't look like he's seen you yet.

[User]
 Tali has had some bad experiences with orcs recently, but if she doesn't take this one out then the next combat will attract it. She Shoots it, then imediatly attempts to hid behind the wall.

 Spoiler
attack (1d20+7)[ 9 ]
Damage (1d6+1)[ 2 ]
Five foot step to 11,
Hide check if able(I think it falls under sniping)
hide (1d20-3)[ 16 ]

[User]
 You can indeed use hide in these circumstances as per the sniping rules, but it's a nasty modifier.

He spots you after your arrow misses him, so on to init.

 (1d20+4)[ 9 ]

[User] Roll (1d20+4)[ 8 ]

[User]
 The orc takes a move action to I2, then attempts to stab you with his longsword.

Atk: (1d20+5)[ 11 ]
Dmg: (1d8+3)[ 9 ]

[User] Wait, were are we again? I though we were in the bottom right, not the starting area...

[User]
 Ha! I sneer at your low rolls.

Now if only mine would be better...

Well, seeing as the strategy hasn't failed yet, Tail tumbels back 5 feet, and over 5 feet, then fires and arrow.

 Spoiler

end up at q9.
attack (1d20+7)[ 20 ]
Damage (2d6+1)[ 10 ]
Tumble (1d20+9)[ 14 ]

[User]
 The arrow connects, striking through a small crack in the armor, and he looks rather badly weakened by the blow. Despite his clear pain, he manages to step over to you, his ugly face twisted into a mask of hatred, and stab at you once more.

 (1d20+5)[ 19 ]
Dmg:  (1d8+3)[ 10 ]

[User] Well, that's all she wrote. I'm dead.

[User]
 Aw...only two hp left on the orc, too.

Yeah, rocket tag is definitely an issue sometimes.


[User]
 Arena Tournament, Round 66:  Joshua Balukar  vs.  Oro
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Joshua Balukar - Master_Rahl22
 Scorer - Oro
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Reporting in

 Initiative
 (1d20-3)[ 6 ]

Purchases:

One potion Bull's Strength

 Ready to Go!

[User]
 Initiative  - (1d20+1)[ 6 ]

No additional purchases.  Buena suerte.

This ought to be interesting trying to keep these matches straight since we're currently fighting in two rounds. 😛

[User]
 Joshua Balukar, turn 1

I'm assuming I start on the left, but I am red-green color blind.  If I'm wrong, please correct me.

Actions:

 Spoiler

Start in M-2, holding greatsword and power stones of Animal Affinity and Metaphysical Weapon.
Standard: Manifest Animal Affinity to gain +4 Strength.   Manifester level check, DC 3  - (1d20+1)[ 5 ]
Move: Move to K-11
Free: If manifester level check succeeded, drop empty power stone.

End of turn.

Stats:

 Spoiler

Location: K-11
HP: 17/17
AC: 15, FF: 14, Touch: 11
PP: 2/5
Buffs: Animal Affinity (+4 Str) 40/40

[User]
 You're ok, you're on the left.

  Oro Turn 1

 Spoiler

Start in  M26

Double Move at half speed to  H26
 Hide   (1d20+5)[ 6 ]
 Move Silently   (1d20)[ 12 ]
 Spot   (1d20-2)[ 7 ]
 Listen   (1d20-3)[ 15 ]

 End of Turn

STATS

 Spoiler

Oro started @  M26
Oro ended @  H26
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

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

No consumables used yet

[User]
 Joshua Balukar, turn 2

Actions/LOS:

 Spoiler

Standard: Manifest Force Screen
Move: Move to K-21
  Spot  - (1d20+3)[ 12 ]
  Listen  - (1d20+2)[ 19 ]
Hide and Move Silently with a -22 penalty = No

Not done, need LOS.

Stats:

 Spoiler

Location: K-11
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 39/40
Force Screen 10/10

[User]
 Refs:

 Spoiler

Monkey

Balukar:

 Spoiler

No LoS

Oro:

 Spoiler

No LoS, you hear someone approaching from the Southwest.

[User] Ok, I'm done.  Your turn again.

[User]
 Oro 2nd Turn

 Spoiler

Move: Draw potion of bull's strength.
Free: Draw Greatsword
Standard: Total Defense

 Hide   (1d20+5)[ 23 ]
 Move Silently   (1d20)[ 13 ]
 Spot   (1d20-2)[ 15 ]
 Listen   (1d20-3)[ 15 ]

 End of Turn

STATS

 Spoiler

Oro started @  H26
Oro ended @  H26
HP 13/13
AC 23 (10 +4 Armor, +1 Shield, +3 Dex, +5 Total Defense) T 13(18) FF 15

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

No consumables used yet

[User]
 Joshua Balukar, turn 3

Actions/LOS:

 Spoiler

Move: Move to J21, I21, H21, G21, F21, E22, D23, E24, F24
  Spot  - (1d20+3)[ 12 ]
  Listen  - (1d20+2)[ 22 ]

Not done, need LOS.

Stats:

 Spoiler

Location: K-21 through F-24 as above
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 38/40
Force Screen 9/10

[User]
 High Ref PsiDog

Ref Stuff

 Spoiler
No LoS with Oro in the mist. Oro did nothing audible last turn to report.

Joshua however is noisy. DC -1 to hear, Oro gets an improved success.

Joshua

 Spoiler
No LoS

Oro

 Spoiler
No LoS
You hear more movement move north from somewhere to the southwest to somewhere of to your northwest.

[User]
 Joshua Balukar, turn 3 continued

Actions/LOS:

 Spoiler

Move: Move to G25, H25, H24, I24, I25, J24, K24, L24, M24
I'll revise my movement if I spot Oro at any time.

Not done, need LOS.

Stats:

 Spoiler

Location: F-24 through M-24 as above
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 38/40
Force Screen 9/10

[User]
 High Ref PsiDog

Refs:

 Spoiler
Josh fails his spot check and waltzes happily past Oro.
Three cheers to the Edit Stamp Committee!

Joshua

 Spoiler
No LoS

Oro

 Spoiler
You see Josh enter G25, move to H25, leave LoS, reenter LoS at I25 and then leave LoS again for good. You hear his footsteps recedes to the South.

Total Defense precludes AoO so no rewinds are necessary.

[User] Ok, I'm done.  Go ahead.

[User]
 Oro 3rd Turn

 Spoiler

Drink potion of bull's strength and throw empty vial beyond edge of arena to prevent sound.( H27 )

I'm uncertain as of what kind of action is that throw, I would think it is a move action. However, if it is free I want to draw a Tanglefoot Bag. Please Ref answer me this in the next LoS check so I know what to do next.

I keep my hide roll
 Move Silently   (1d20)[ 1 ]
 Spot   (1d20-2)[ 6 ]
 Listen   (1d20-3)[ 11 ]

 End of Turn

STATS

 Spoiler

Oro started @  H26  (Hide 23)
Oro ended @  H26
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15
Bull's Strenght 30/30

Greatsword +9 2d6+9 19-20/x2
Greatclub +7 1d10+9 x2
Shortbow +4 1d6 x3
98 arrows left

Potion of Bull's Strength Used

[User]
 Joshua Balukar, turn 4

Actions/LOS:

 Spoiler

Move: Move to N24, O24, P24, Q23, R23, S22, T21, S20.
I'll revise my movement if I spot Oro at any time.

Not done, need LOS.

Stats:

 Spoiler

Location: N-24 through S-20 as above
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 37/40
Force Screen 8/10

[User]
 High Ref PsiDog

Oro

 Spoiler
No LoS.
---------------------
Dropping an item is a free action, and items may be dropped into adjacent squares, so that would have been a free action. Throwing items further however is a standard ranged attack roll.

Also, by strict interpretation the only time a hide roll may be saved is when either no actions are taken, any actions taken are purely mental, or the same readied action/defensive stance used in the previous turn is 'held' over.

The ref staff is usually lenient on the fuzzier stuff unless your opponent challenges, but physical actions (drawing items, drinking potions, casting spells with somatic components) all by precedent require new hide checks.

Josh

 Spoiler
No LoS

Carry On.

[User]
 Joshua Balukar, turn 4 continued

Actions/LOS:

 Spoiler

Move: Move to R21, Q22, R22, S23, T24, U25, U26, T26
I'll revise my movement if I spot Oro at any time.

Need LOS, but I'm done.

Stats:

 Spoiler

Location: R-21 through T-26 as above
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 37/40
Force Screen 8/10

[User]
 Oro 4th Turn

 Spoiler

Sheathe greatsword

5' step to  I25

Ready an Action

 Spoiler

Throw Tanglefoot Bag if he comes into range

 Spot   (1d20-2)[ 12 ]
 Listen   (1d20-3)[ 14 ]

Free: Shout "So you don't like punks eh?! I'm here! in I25!

 End of Turn

STATS

 Spoiler

Oro started @  H26
Oro ended @  I26
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15
Bull's Strenght 29/30

Greatsword +9 2d6+9 19-20/x2
Greatclub +7 1d10+9 x2
Shortbow +4 1d6 x3
98 arrows left

Potion of Bull's Strength Used

[User]
 Joshua Balukar, turn 5

Full round: Charge to J-26 and attack.
  Attack  - (1d20+9)[ 29 ]
  Concealment, 1-20 is miss  - (1d100)[ 12 ]
  Damage  - (2d6+8)[ 18 ]

EDIT: [CaptainKirk]DIIIICE ROOOLLLLEERRRR!!!![/CaptainKirk]

End of turn

Stats:

 Spoiler

Location: J-26
HP: 17/17
AC: 19, FF: 18, Touch: 11 (-2 to all for this turn)
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 36/40
Force Screen 7/10

[User]
 That triggers my readied action:

Throw Tanglefoot bag when you are in range, that would be  K26  I think...

Ranged Touch Attack
 (1d20+4)[ 18 ]

If hit the effect lasts  (2d4)[ 6 ] rounds...

[User]
 Reflex to avoid immobile  - (1d20+1)[ 6 ]

Refs:  I have now been rendered immobile before I could complete the charge.  Can I use the rest of my turn to attack the goo on me, or attempt a strength check to break it?

[User]
 As per Mavian answer I'm taking my turn now... (it is my turn right? I'm bad with this kind of init things)

  Oro 5th Turn

Draw Alchemist Fire and throw it at Joshua

 Ranged Touch Attack
 (1d20+4)[ 8 ]
 Damage
 (1d6)[ 5 ]
 End of Turn

STATS

 Spoiler

Oro started @  I25
Oro ended @  I25
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15
Bull's Strenght 28/30

Greatsword +9 2d6+9 19-20/x2
Greatclub +7 1d10+9 x2
Shortbow +4 1d6 x3
98 arrows left

One Potion of Bull's Strength Used
One Tanglefoot Bag used
One Alchemist Fire used

[User]
 Rolling misdirection...

 (1d8)[ 4 ]

4, 5 or 6 deal 1 splash damage to you...

[User]
 Originally Posted by SRD
 If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

So I'm pretty sure you don't get a turn in round 5.

 Joshua Balukar, turn 6

Standard: Attack the goo on my feet
  Damage  - (2d6+8)[ 12 ]

Not done, need to see results.

Stats:

 Spoiler

Location: J-26
HP: 17/17
AC: 17, FF: 16, Touch: 9 (-2 from tanglefoot for  more rounds)
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 35/40
Force Screen 6/10

[User] Well, it's technically Round 6, but it still occurs at the same point.

[User] I meant that I think the post titled with Oro 5th turn doesn't happen.  The readied action occurred in the next round before Oro's initiative count, so Oro's count moves up to what mine is and he forfits a turn.  That 1 HP might make a difference.  I'm still waiting on a ruling for what type of action is required to make a Str check to break the goo.

[User] Ok, no problem. Though I beleive it is standard... (and it is without bias 😛)

[User] Yes, technically he loses his turn that round.  However, his initiative count ends up just before yours, so as soon as your turn ends, it's his again.  The action happens as listed.  And for the action required, closest I can find is Entangle, which also produces an entangle effect and requires a full-round action, but there may be a closer match elsewhere.

[User] I'm confused about why his initiative count would be slightly before mine now, since the readied action occurred on my turn, and only after I had started some actions.  My reading of the SRD is that his initiative is now exactly equal to mine, and he loses a turn.  This would result in that alchemist fire not being thrown, and it goes right back to my turn again.

[User]
 Originally Posted by SRD
 For the rest of the encounter, your initiative result is the count on which you took the readied action,  and you act immediately ahead of the character whose action triggered your readied action .

That's why.  His initiative essentially becomes 6.1, and thus after your turn ends, it goes back around to him.

[User] Thanks for explaining.  Since it's unlikely that I can use a move action to break free, my turn is over.  Go ahead, Scorer.

[User]
 Oro 6th Turn

Free: Draw Shortbow

Use Rapid shot at Joshua

 Attack 1
 (1d20+4)[ 11 ]
 Damage
 (1d6)[ 3 ]
 If Crit
 (1d20+4)[ 19 ]
 Additional Crit Damage
 (2d6)[ 7 ]
 Attack 2
 (1d20+4)[ 9 ]
 Damage
 (1d6)[ 6 ]
 If Crit
 (1d20+4)[ 14 ]
 Additional Crit Damage
 (2d6)[ 9 ]
 End of Turn

STATS

 Spoiler

Oro started @  I25
Oro ended @  I25
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15
Bull's Strenght 27/30

Greatsword +9 2d6+9 19-20/x2
Greatclub +7 1d10+9 x2
Shortbow +4 1d6 x3
96 arrows left

One Potion of Bull's Strength Used
One Tanglefoot Bag used
One Alchemist Fire used

Edit: Forgot to substract the -2, however the result is the same hehehehe

[User]
 Joshua Balukar, turn 7

Standard: Attack the goo on my feet
Don't need to roll, automatically get the 3 damage needed to break it.
Move: Move to I-26.

End of turn.

Stats:

 Spoiler

Location: I-26
HP: 17/17
AC: 17, FF: 16, Touch: 9 (-2 from tanglefoot for 5 more rounds)
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 34/40
Force Screen 5/10

[User] Actually you should roll your attack, as improbable as it may be, you could always roll a Nat 1 against the goo...

[User]
 Originally Posted by SRD
 A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off.

I don't have to make the attack roll, and my minimum damage roll is 10.  I only need to do 3 more damage to the goo to be free.

[User]
 Oh... didn't know that existed... ok, sorry about it...

Let's make this fun!

  Oro 7th Turn

Free: Drop Bow
Start Bull Rush against Joshua...

 Opposed Strength
 (1d20+6)[ 9 ]
 End of Turn

STATS

 Spoiler

Oro started @  I25
Oro ended @  I25? I26?
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15
Bull's Strenght 26/30

Greatsword +9 2d6+9 19-20/x2
Greatclub +7 1d10+9 x2
Shortbow +4 1d6 x3
96 arrows left

One Potion of Bull's Strength Used
One Tanglefoot Bag used
One Alchemist Fire used

[User]
 Joshua Balukar, turn 7, response

Attack of Opportunity:
  Attack  - (1d20+7)[ 21 ]
  Damage  - (2d6+9)[ 15 ]

Assuming that doesn't kill you, opposed strength check.
  Strength  - (1d20+6)[ 9 ]

Hmm, looks like the AoO did kill you.  Good game. 🙂

Stats:

 Spoiler

Location: I-26
HP: 17/17
AC: 17, FF: 16, Touch: 9 (-2 from tanglefoot for 5 more rounds)
PP: 1/5
Psionically focused
Buffs:
Animal Affinity (+4 Str) 34/40
Force Screen 5/10

[User] I'm not sure... but I think I still have a slim chance... We're both in the clouds... don't we have to roll miss chances?

[User] You'll have to roll miss chance for the AoO, but not the bull rush.

[User]
 Good point, forgot about that.

  On 21-100 you're dead  - (1d100)[ 47 ]

Bdee, bdee, bdee that's all folks!

[User]
 Ok, I'm dead =P Good game! 😁

I beleive that's match and Round...

[User]
 It is indeed.

 Joshua narrowly avoids a nasty fall, and takes match and Round.


[User]
 Arena Tournament, Round 78:  Morekal 2.5  vs.  Drodic
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Morekal 2.5  - Master_Rahl22
 Drodic  - DeathStruggler

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

[User]
 Initiative  - (1d20+3)[ 12 ]

No purchases

[User]
 Initiative  - (1d20+2)[ 6 ]

No purchases, and good luck!

[User]
 Drodic, Round 1

Starting Position: C10
Bow in hand

Pull out scroll

 Spoiler
 Applying Dodge to Morekal
Scroll is Mage Armor
  UMD  - (1d20+10)[ 13 ]  vs DC 21

waiting on result

EDIT: rest of turn
move NW breaking LoS at B7

 Spoiler
Continue move to C3

@refs

 Spoiler
 whats the climb DC for the buildings? and how high are they?

End Stats:
 Spoiler
   Drodic
Male TN Human Rogue,  Level  1,  Init  +3,  Speed  40ft
 HP  11/11
 AC  16 (+1 Dodge)  Touch  13,  Flat-footed  13
 Fort  +0,  Ref  +5,  Will  -1
 Base Attack Bonus  0
   Shortbow (40)   +3 (1d6, x3)
   Scythe   +2 (2d4+2, x4)
   Studded Leather   (+3 Armor, +3 Dex)
 Abilities  Str 14, Dex 16, Con 16, Int 8, Wis 8, Cha 14
 Condition  Dodge vs (Morekal)
 Senses  Spot: +3 Listen: +3
 Position  C3

End Turn

[User]
 Morekal Turn 1

Starting in W-10 holding greatsword.

Actions:

 Spoiler
Swift: Enter Stance of Clarity against Drodic
Double move to L-1

End of turn

Stats:

 Spoiler
Location: L-1
HP: 13/13
AC: 18, FF: 16, Touch: 14
Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Drodic, Round 2

 Spoiler
climbing building
  Climb Check  - (1d20+5)[ 19 ]  vs DC ?
  Climb Check  - (1d20+5)[ 15 ]  vs DC ?

End Stats:
 Spoiler
   Drodic
Male TN Human Rogue,  Level  1,  Init  +3,  Speed  40ft
 HP  11/11
 AC  16 (+1 Dodge)  Touch  13,  Flat-footed  13
 Fort  +0,  Ref  +5,  Will  -1
 Base Attack Bonus  0
   Shortbow (40)   +3 (1d6, x3)
   Scythe   +2 (2d4+2, x4)
   Studded Leather   (+3 Armor, +3 Dex)
 Abilities  Str 14, Dex 16, Con 16, Int 8, Wis 8, Cha 14
 Condition  Dodge vs (Morekal)
 Senses  Spot: +3 Listen: +3
 Position  C3

waiting on ref

[User]
 High Ref chilepepper

Drodic
 Spoiler
Your climb checks fail by infinity, the wall are "A perfectly smooth, flat, vertical surface".

[User]
 @ chilipepper

 Spoiler
it doesnt say that anywhere on the map... so may i retake my turn?

I apologize for the wait Rahl, still need a question answered 😩

[User] My turn is done

[User]
 Morekal Turn 2

Did you get your question answered?

Actions/LOS:

 Spoiler
Move: Move to D-2

Not done, need LOS

Stats:

 Spoiler
Location: D-2
HP: 13/13
AC: 18, FF: 16, Touch: 14
Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User] LoS established as Morekal enters F1.  Drodic is in C3.

[User]
 Morekal Turn 2 continued

Finish move to D-2.
Standard: Initiate Sapphire Nightmare Blade.
  Concentration  - (1d20+7)[ 12 ]
  Attack  - (1d20+6)[ 22 ]   If Conc. above beat your AC, you are flat-footed for the attack.  Otherwise, this attack is at -2.
  Damage  - (2d6+6)[ 9 ]   If Conc. above beat your AC, I deal an extra  (1d6)[ 5 ] .  Otherwise, normal damage

End of turn.

Stats:

 Spoiler
Location: D-2
HP: 13/13
AC: 18, FF: 16, Touch: 14
Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 1/1
Sudden Leap 0/1

[User]
 Drodic, Round 3

Move Action: Draw Scythe
Standard Action: desperate attempt to live
  Attack  - (1d20+2)[ 9 ]
  Damage  - (2d4+3)[ 7 ]
  If Threat  - (1d20+2)[ 20 ]
  Crit Damage  - (6d4+9)[ 28 ]
I desperatly need that crit to hit....Or you to miss next swing 😩

End Stats:
 Spoiler
   Drodic
Male TN Human Rogue,  Level  1,  Init  +3,  Speed  40ft
 HP  2/11
 AC  16 (+1 Dodge)  Touch  13,  Flat-footed  13
 Fort  +0,  Ref  +5,  Will  -1
 Base Attack Bonus  0
   Shortbow (40)   +3 (1d6, x3)
   Scythe   +2 (2d4+3, x4)
   Studded Leather   (+3 Armor, +3 Dex)
 Abilities  Str 14, Dex 16, Con 16, Int 8, Wis 8, Cha 14
 Condition  Dodge vs (Morekal)
 Senses  Spot: +3 Listen: +3
 Position  C3

End Turn

[User]
 Morekal Turn 3

Swift: Activate Law Devotion for +3 to attack.
Standard: Attack
  Attack  - (1d20+9)[ 22 ]
  Damage  - (2d6+6)[ 11 ]

End of turn.

And I believe that's game.

Stats:

 Spoiler
Location: D-2
HP: 13/13
AC: 18, FF: 16, Touch: 14
Buffs:
Law Devotion 10/10
Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 1/1
Sudden Leap 0/1

[User]
 High Ref Scorer
 Though he tried to live, Drodic gets splatted by Morekal 2.5(Master_Rahl22) who emerges victorious!


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

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

There is a door at G-3, and another at F-6.

DM notes:
 Spoiler
3, 8, 11

[User]
 . . .

Wielding his spiked chain, Valve will get a candle from his backpack, light it with one of the torches available, then put it on his head.

He will then proceed to search for traps at both doors, taking 20 for a 27. Also, take 20 on a listen check.

[User] Both doors are thoroughly laced with concealed copper wires, which presumably carry a current of some sort. You hear nothing.

[User]
 Taking out his tools from his pack, Valve attempts to disarm the G 3 trap.

 (1d20+7)[ 20 ]

[User] You successfully divert the current away from the wires. Care to try the doorknob?

[User] Take 20 search on the untraped door for 27.

[User] You find nothing but the disabled wires. Incidentally, you realize that the trap will automatically reset after a while, if that's of any importance to you.

[User] Open door. Take 20 on listen checks.

[User] Opening the door reveals a hallway running north and south. It's impossible to tell how far with only the feeble light of your candle, though. You still hear nothing.

[User] Go down the south corridor, looking for traps along the way. Pls roll for me as i am on mobile phone.

[User]
 A couple search checks:
 Spoiler
 (1d20+7)[ 13 ]
 (1d20+7)[ 15 ]
 (1d20+7)[ 26 ]

 Let's see how that went first.

Your leg snaps a tripwire that you failed to notice on the first square south of the door. A loud rumbling, like that of stone grinding against stone, fills the air for perhaps a full minute before fading away. Nothing else happens.

Continue on, or?

[User] Continue on 30 ft then take 20 on listen.

[User]
 Ten feet from the first door, the corridor sprouts a second, east-running hall. By the light of your candle, you can make out that there is a pit in the eastern hall, though you can't make out how far it extends.

If you continue south as far as you're able:
 Spoiler
The corridor takes a sharp eastern bend twenty feet after the first door you left. There is a door on the south face, directly in your path. You hear the sound of soft talking, but can't make out words.

[User]
 Valve will continue down the path southwards as much as possible. He still keeps an eye for possible traps.

Search Check just in case:  (1d20+7)[ 20 ]

Can the door be reached ? Or is the pit in the way ?

[User]
 The door can be reached just fine. The pit is in the eastern hallway, not blocking your movement south.

You find no traps.

[User]
 Valve will take 20 on a listen check while staying near the door. Then he will search for traps on the door.

 (1d20+7)[ 16 ]

He still has his Spiked chain in hand.

[User]
 You hear the soft murmurs of talking, though you can't make out the words.

You find no traps.

[User]
 Put thieves tools back in pack.

Open door slowly, spiked chain ready to attack anything that acts hostile towards Valve. (charge, move to attack)

 Dont want to hurt anyone !

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

There is a door at B-1 (which you are standing just outside of), another at A-4, and a third at F-5, on the south side of the room.

Two seemingly human figures are seated around a small campfire in the room. Spot checks, please.

[User] Spot check:  (1d20-5)[ 7 ]

[User]
 You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.

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

Both stand, but neither move to attack you.

 Spoiler
I presume you were going to roll diplomacy or something?

[User]
 I'm confused, I dont know how I arrived here, and dont want to harm no one.

Diplomacy:  (1d20)[ 10 ]

[User]
 Neither seems swayed by your attempt at making peace.

Initiative time.

Elf:  (1d20+1)[ 10 ]
Mr. Toothy:  (1d20+2)[ 6 ]

[User] Initiative:  (1d20+4)[ 15 ]

[User]
 You dont like ? Why dont you like me ? WHY ???

Valve attempts to charge toothy.

Attack:  (1d20+6)[ 18 ]
Damage:  (2d4+4)[ 9 ]

[User]
 Hit and a kill.

The elf doesn't seem at all bothered by his companion's death. He calmly steps toward you and attacks.

Attack:  (1d20+2)[ 10 ]
Damage:  (1d8+1)[ 5 ]

[User]
 Was that a 5ft step ? I will assume it was.

 Valve KILL !!!
 (1d20+4)[ 14 ]
 (2d4+4)[ 6 ]

[User]
 Valve miss!

Yes, it was a 5-ft step.

The elf attacks you again, unnaturally calm even for one of his race.

Attack:  (1d20+2)[ 20 ]
Damage:  (1d8+1)[ 7 ]

[User]
 Structural damage detected. Countermesure activated.

5 ft step into A3 (I assume the wall is the map border).

Initiate trip attempt.  You must construct aditional pylons !
 (1d20+4)[ 15 ]  VS touch AC

[User] Strenght check (forgot):  (1d20+3)[ 21 ]

[User]
 The wall is indeed the map border unless specified otherwise. The elf cannot beat your opposed strength, and goes prone.

On his turn, he rises, provoking an AoO, then 5-fts toward you and attacks again if he's still alive.

Attack:  (1d20+2)[ 10 ]
Damage:  (1d8+1)[ 7 ]

[User]
 I see you.
 (1d20+4)[ 17 ]
 (2d4+4)[ 8 ]
 Are you still there ?

[User]
 He's quite dead.

That's 150 xp for you, along with the following loot:

A nice set of studded leather armor, a rapier, a light crossbow, ten crossbow bolts, a less-nice set of studded leather armor, a longsword, a longbow, twenty arrows, 78 gp, 390 sp, and a gemstone of indeterminate worth.

[User]
 First, close the door I came in.

Loot everything. Put in backpack. Will take the elf's headband and put it across my wrist as a trophy.

They I decapitate them both.

Tie their heads to my waist.

After than, I check the Door at F5 for traps.

 (1d20+7)[ 20 ]

[User] You find no traps on the door, but you might have been distracted by admiring your new trophies.

[User]
 Valve will drop a pair of Holly and Mistletoe near the mutilated bodies. Then he will grab his now heavy backpack in his left hand, while grasping his spiked shield in the right hand.

(HP: 8/13 ; backpack held in left hand, free action to drop ; Spiked chain held in right hand, free action to grasp it with two hands)

He will proceed to open the door in F5.

[User] Opening the door reveals a hallway that runs south and west, but the feeble glow of your candle reveals nothing more.

[User] Valve searches the otherside of the door for traps. Take 10 for 17.

[User] You find nothing.

[User]
 Then valve will just go westwards. After 10 ft, he will again make a search check for any traps.

 (1d20+7)[ 18 ]

Then he will continue to go westwards until anything interesting appears.

[User]
 The hall only extends west for 10 feet away from the door. After that, it bends south.

If you follow the southern bend:
 Spoiler
You trip over a tripwire five feet down the hall. The sound of grinding stones can be heard for perhaps a minute before fading away.

[User]
 Valve will go southwards then.

Edit: You gotta be kidding me, again ?

[User]
 I kid you not. 😉

Still going south after that?

[User] Yeah, I guess.

[User] Fifteen feet after the tripwire, the hallway splits off to the west. It also continues south. You cannot tell how far either one extends.

[User]
 At the juction, I take 20 to search for traps westwards and southwards.

Then, I go westwards, if there are no traps.

Also, a map would be good.

[User]
 No traps.

You've explored these sections of the map:
 Spoiler

[User] Ok, I'll go eastwards then. Oh, and can you please give LOS to my match in round 74 ?

[User] You're currently at the west/south split at the bottom of the map. Which way did you want to go?

[User] Westwards. Had my phone upside down.

[User]
 The hall goes west for twenty feet before turning north.

If you go north:
 Spoiler
The hall continues for twenty feet before it splits, heading north and west.

[User] I take 20 on my search for traps and tripwires, then continue northwards.

[User] Ten feet from the split, you come across a door on the east side of the hallway.

[User]
 *sigh*  Search check:  (1d20+7)[ 24 ]  (for traps or tripwires)

Take 20 on listen check.

[User]
 You find no traps.

You hear nothing out of the ordinary.

[User]
 Open door.

Then request map complete with new room.

[User]
 The door opens into the room you just left, west side.

 Spoiler

[User] Damn. Go back, and west on the corridor.

[User]
 The west hall continues for sixty feet before turning north.

 Spoiler
Have you considered getting a bigger light source?

[User]
 Valve continues to walk down the west corridor.

OOC: Well, I have a Light Infusion, if I wanted to burn infusions already...

[User] He then goes northwards.

[User] Ten feet from the northern bend, the hall splits off to the east in addition to continuing north.

[User] Take 20 on checking for traps in north and east. Then go eastwards.

[User]
 You find no traps. The hall continues to the east for twenty feet before turning north.

If you go north:
 Spoiler
You step on a pressure plate at the bend.
 (1d4)[ 2 ]  darts shoot out of the wall at you.

Rolls (as many as needed):  (1d20+10)[ 15 ]  (1d20+10)[ 17 ]  (1d20+10)[ 27 ]  (1d20+10)[ 28 ]
 (1d4+1)[ 4 ]  (1d4+1)[ 4 ]  (1d4+1)[ 5 ]  (1d4+1)[ 3 ]

[User] Move eastwards then take 20 on search check for traps and tripwires northwards.

[User] You find a pressure plate at the bend.

[User]
 Disarm trap !  (1d20+7)[ 9 ]

If Valve is uncertain that he disarmed it properly, he will poke the plate with the spiked chain.

[User]
 Oh, that's... that's bad...

You fail by at least five, and the trap goes off. Let's see how bad it's gonna be for Valve...

 (1d4)[ 4 ]

[User]
 Four darts shoot out of the adjacent walls toward you.

Attacks vs flatfooted:  (1d20+10)[ 18 ]  (1d20+10)[ 30 ]  (1d20+10)[ 29 ]  (1d20+10)[ 11 ]

Damage:  (1d4+1)[ 2 ]  (1d4+1)[ 3 ]  (1d4+1)[ 4 ]  (1d4+1)[ 4 ]

Hey, at least you have DR, so it won't be too terrible. I hope.

[User]
 Crit confirm on dart 2.

 (1d20+10)[ 26 ]

Ffff. Forgot the damage roll. I rolled my own die to save space. Came up 2, for a total of 3 extra damage.

[User]
 Another 5 damage for a total 10.

 Hull failure imminent. Deploying nanobots.

Repair light damage infused in Valve:  (1d8+2)[ 4 ]

[User]
 And again.

 (1d8+2)[ 4 ]

Edit: Is the trap still there ?

[User] You didn't disarm it properly. It discharged. Do you want to poke it again to see if it fires a second time?

[User]
 Poke it from around the corner with my spiked chain.

My hp is now 10.

[User] The pressure plate depresses again. Nothing happens.

[User] Ok. Going northwards now.

[User] The hall continues to the north for ten feet before turning west. There is a door on the eastern side of the bend.

[User]
 Go slowly towards the door, watching for any tripwires or traps or pitfalls or any other wacked out stuff.

After Valve reaches the door: Take 20 on search check for traps, then for listen check. If there are no traps and no noise is heard, open the door, Spiked chain at the ready.

[User] There's a web of wires in front of the door. You can't step over these.

[User] Web of wires. Disable device:  (1d20+7)[ 25 ]

[User] You manage to clip and splice the wires in such a way that they no longer impede your movement, and you avoid setting any of them off.

[User]
 I'd be sweating like a troglodyte...if I was a meatbag.

Open the door slowly. Peer inside it. Map would be usefiul at this point.

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

There is a door at A-1, west side, which you are just outside of. There are three skeletons holding longspears inside the room, standing around a pit of yet indeterminable depth.

Roll initiative.

 Spoiler
 (1d20+5)[ 12 ]
 (1d20+5)[ 17 ]
 (1d20+5)[ 15 ]

[User]
 Initiative:  (1d20+4)[ 24 ]

Valve will move 15 feet backwards (back in the hallway) and ready an action to hit any skeletons that come outside the room.

[User] The skeletons shuffle up nearer the door (B-1 stays where it is, you hear the others move closer), but don't leave the room.

[User]
 Meatless meatbags. You are no match for a superior being.

Get within 10 feet of the skeleton in the doorway.

Spiked  shield  chain attack:  (1d20+4)[ 15 ]
Damage:  (2d4+4)[ 10 ]

Edit: Dunno why I keep writing spiked shield

[User]
 Your chain smacks it hard, cracking off most of its ribs and chipping its clavicle. It responds by stabbing at you with its longspear.

 (1d20+1)[ 12 ]
 (1d8+1)[ 9 ]

[User]
 Foolish bonepiles, I wield powers you cant even comprehend ! Witness my perfection !

Valve will attack the skeleton again:

 (1d20+4)[ 14 ]
[/roll]2d4+4[/roll]

[User]
 Messed up the damage dice, but it didnt matter since it was a miss (AC 15 I suppose).

After missing, Valve will take a 5ft step out of the skeletons threatened area.

next turn he will again take a 5ft step backwards so that the skeleton wont be able to reach him from the doorway. He will then start infusing his spiked chain with Personal Weapon Augmentation, choosing the Bane (undead) Special ability. This will take 1 minute, during which I assume the skeletons to just sit there and wait for Valve to come within reach.

[User]
 The skeleton steps into the doorway and pokes at you.

 (1d20+1)[ 18 ]
 (1d8+1)[ 4 ]

After that, you are correct. It does not follow you out.

[User]
 After I finish casting my infusion, Valve will take a 5ft step towards the door and smash the skeleton with his undeadbane Spiked chain.

Attack:  (1d20+6)[ 21 ]
Damage:  (2d4+4)[ 8 ]  +  (2d6)[ 4 ]
 You are dead. Again.

[User]
 Quite so.

The other skeletons are still inside the room, 10ft from the doorway.

[User] Valve will ready action to smash puny skeletons with chain when skeletons swarm at empty space in doorway

[User]
 You're 10 ft outside the door, right?

If so, they don't oblige you.

[User]
 Then 5ft step near door and smash puny skeleton that is in doorway.

 (1d20+6)[ 23 ]
 (2d4+4)[ 7 ] + (2d6)[ 6 ]

[User]
 A very good smash.

The other skeleton moves into range and stabs you.

 (1d20+1)[ 21 ]   (1d8+1)[ 6 ]

[User] Aaaand crit confirm:  (1d20+1)[ 20 ]   (1d8+1)[ 5 ]

[User]
 Bloody hell, if I dont negate that crit, I am dead.

 (1d4)[ 1 ]  on a 1, the crit damage is negated.

Edit: **** yes ! Thank you dice !

Only 4 damage taken 😁

[User]
 We got a traitor in our midts. And what do we do with traitors ? We kill them dead !
 (1d20+6)[ 15 ]
 (2d4+4)[ 7 ]  +  (2d6)[ 8 ]

[User]
 Yes we does. 150 xp and three longspears.

A close examination of the room will reveal that the pit is thirty five feet deep. There is a chest in the middle of the pit.

[User]
 Ok. I take 20 to lock the door using either Disable device or open lock. That should make this room marginally safer.

Then I will attempt to rest. Because warforged do not sleep, I'll just assume that they remain aware of their surroundings when resting. (if you want to houserule it otherwise, please do before Valve actully attempts to rest)

[User]
 The doors are sliding metal sheets set into well-fitted tracks in the floor and ceiling. The only handles to speak of are slight indents where one can apply a little pressure to slide them, but any more causes something propped against them to slide off the door. It's possible to bar them open, but not closed.

Attempting to sleep will cause random assassins to appear with a vaguely defined desire to kill you.

[User]
 Umm, so I am not allowed to rest ? Or what ?

I mean, someone might not be attracted to what appears a non-functional golem in the corner of the room...

[User]
 Pretty much, yeah. You could always go looking for the vending machines if you wanted to buy some potions of repair light damage.

Whether or not they have any logical reason for doing it, random assassins will find you if you try to rest.

[User] Then how does one recover spells/levels up properly ?

[User] There's a resting area at the start of the next floor.

[User]
 Bah. Then, if there are no more doors here, I will go back into the hallway and go westwards, taking 20 on searching for traps and tripwires.

Note: If I rest at the start of the next floor, can I go back to this floor afterwards ?

[User]
 There aren't any more doors, but there's still the chest I mentioned before, in the middle of the sunken pit.

If you go to the next level, you can't come back here. You can, however, access the magic mart on this level and stay around.


[User]
 Buff Rounds: 3?  Thats a good, standard number.

Map: Collumed one ok?

 {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]

[User] Buffing's going to be a little difficult, as I am a non-spellcaster, so I'm going to move onto the ceiling at C2 while you buff.

[User]
 Hide:  (1d20+10)[ 19 ]
Move Silently:  (1d20+8)[ 23 ]

[User]
 Im a non spellcaster as well...I just have actions that I can use to buff.

 Spoiler
Round 1: Rage and Feral Trance, Gain two wings that function as slam attacks (1d6 damage)
Round 2: Grow Tail, Grow Horns
Round 3: Switch features to look like a blue dragon (if I can grow a tail, I can at least shift my features a little bit)

You dont have line of sight to F9, so I cant tell you what you see.

 Spoiler
13 rounds of rage remaining

What senses do you have, and what alignment are you?

[User] I have Darkvision and am Lawful Good.

[User]
 Initiative  (1d20+5)[ 17 ]

Well, aint that great.  I dont get bonus damage against you 😛

[User]
 Initiative:  (1d20+2)[ 3 ]

Looks like you're going first.

[User]
 Move action: Move to F2.

Spot  (1d20+15)[ 16 ]
Listen  (1d20+15)[ 28 ]

Lets see how that went shall we?

[User]
 Well, I hear you, so I try an active spot check as my standard action.

Spot  (1d20+15)[ 31 ]

Anyway, description:

 Rounding the corner, you see a dragon.  A blue dragon, to be exact.  She appears to be looking for something...looking for you.

Oh, and make a Will Save vs DC 19 against  Calm Emotions .

[User]
 Will Save:  (1d20+16)[ 34 ]

Think that'll be enough?

[User]
 K. Arcana to know about dragons:  (1d20+2)[ 9 ]

Edit: Just want to know about the Fear aura.

[User]
 Well...sorry.  You dont get anything.

End Turn.

EDIT: How high is the celing?

[User] I have no idea...

[User]
 Maybe 20ft?  10ft?  15?
 (1d4)[ 2 ] x5ft, reroll 1s.
(In case of reroll)  (1d4)[ 2 ] x5ft, reroll 1s.
(In case of 2 rerolls)  (1d4)[ 1 ] x5ft, reroll 1s.

EDIT: 10ft high then.  That ok with you?

[User]
 Sure. We can do that.

I shall charge and drop from the ceiling.

Attack with fists!

Attack:  (1d20+20)[ 40 ]
Damage:  (2d6+5)[ 12 ]

Ok, so I hit you with my Wounding spiked gauntlet, and you take 1 point of Con damage.

[User] Confirm Critical:  (1d20+20)[ 26 ]

[User] Critical is not confirmed.   I assume your fist counts as magical?  Realized you are using a magic gauntlet.

[User]
 Yes.

Going to ask you a question: the primal frenzy ability of the Fist of the Forest says it destroys gloves and boots, but does that apply to magical gauntlets and boots as well?

(end turn)

[User]
 Hey, stop stealing my class features 😉

I would assume it doesnt, but that would be a question better put to Tide.

Forgot to mention: When your gauntlet hit, have it make a DC 27 Fortitude save or shatter, dealing no damage.

[User] Fort save:  (1d20+26)[ 28 ]

[User]
 Nice saves.

My turn.

The Dragon looks at you sadly and speaks in a surprisingly feminine voice.  "We do not have to be enemies.  I do not wish to harm you, nor will I now kill you."

(She deals non lethal damage.)

Agilely, the dragon seems to come at you from all directions with attacks.

Unarmed Strike  (1d20+26)[ 40 ]
Damage  (1d10+16)[ 17 ]
Unarmed Strike  (1d20+21)[ 28 ]
Damage  (1d10+16)[ 26 ]
Unarmed Strike  (1d20+16)[ 17 ]
Damage  (1d10+16)[ 20 ]

Bite  (1d20+26)[ 41 ]
Damage  (1d6+8)[ 14 ]
Bite  (1d20+26)[ 42 ]
Damage  (1d6+14)[ 20 ]

Claw  (1d20+26)[ 33 ]
Damage  (1d4+8)[ 11 ]
Claw  (1d20+26)[ 38 ]
Damage  (1d4+8)[ 12 ]

Horn  (1d20+26)[ 36 ]
Damage  (1d4+8)[ 12 ]

Wing  (1d20+26)[ 43 ]
Damage  (1d6+8)[ 9 ]
Wing  (1d20+26)[ 41 ]
Damage  (1d6+8)[ 14 ]

Tail  (1d20+26)[ 43 ]
Damage  (1d6+8)[ 12 ]

[User]
 Can you sum that up?

And...

"Blue dragons be evil! Even kids know that!"

[User] Which ones hit?  If you tell me your AC, I can do it from now on.

[User]
 AC 24, 25 with Dodge.

And I'll be Karmic Striking at you, which makes my AC 21 (it works like that, right?)

[User]
 It does indeed work like that.  And that is 177 points of damage.

"All that glitters may not be gold, and all Blue Dragons are not nessesarily evil.  Isnt that like a dwarf proverb or something?"

[User]
 "That be copyright infringement!"

And I don't have that much HP so I guess I'm dead...

[User]
 Karmic Strike happens at the exact same time as the attack, IIRC.

You can get a number of AOOs equal to your limit per round before you are knocked unconcious.

EDIT: You most certinally are not dead.  Subdual damage.

[User]
 Well, out, but for the purpose of the ToS that's the same thing.

I'll take the strikes, but I don't think it'll matter much.

Attack:  (1d20+18)[ 27 ]
Damage:  (2d6+5)[ 10 ]

Attack:  (1d20+18)[ 28 ]
Damage:  (2d6+5)[ 12 ]

Attack:  (1d20+18)[ 33 ]
Damage:  (2d6+5)[ 10 ]

[User]
 It matters to my character.  She has the Vow of Nonviolence and the Vow of Peace 😛

3 misses.

Good Match.


[User]
 Buff Rounds: Any preference?  I'd prefer a low number.

Map:
 {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]
That work?  Its a nice and simple one, though more interesting than the plain and boring one.

[User] The map is fine. How about 1 or 2 buff rounds? Also, do you want to allow summons in the buff round?

[User]
 Sorry for the delay.

Ok, 1 round is good, + All Days.  And...do you want summons?  I dont really care either way...I dont use them...

Buffs
 Spoiler
All Day: UMD Scrolls of GMW and Magic Vestmant.
Round 1: Drink Potion of Conviction

I'll take the bottom of the map?

 In F7 you see an enourmous, imposing half orc, his hair brushing the ten foot mark.  His face is covered by a black mask, which matches his black armor and black sword.

[User]
 I'll leave the summons at home today.

All Day Buffs

 Spoiler

Mind Blank
Superior Resistance
Endure Elements

Buff Round

 Spoiler
 Read Scroll of Timestop

Spellcraft:  (d20+21)[ 33 ]

Initiative:  (d20+2)[ 10 ]

[User]
 Initiative  (1d20)[ 9 ]

I have Blindsight that covers the entire map.  Where does your character start?

I may have a free action to do, depending on where you are.

[User]
 Borked my dice roll code. Here goes again:

Buff Round Extended Version:

 Spoiler
 [roll0] Time Stop

[User]
 RR! I keep posting too fast and losing my die roll because of it. This time for sure.

Buff Round Extended Version:

 Spoiler
 Time Stop.  (d4+1)[ 5 ]

Time Stop Round 1

Cast Veil of Undeath.

Time Stop Round 2

Cast True Seeing

Time Stop Round 3

Activate Psionic Tattoo of Concealing Amorpha

Time Stop Round 4

Cast Blink

Time Stop Round 5

Cast Eyes of the Oracle.

Swift greater mirror image.

Readied Action: if opponent moves within 40 feet, cast Blasphemy.

You see a tall, thin bald man with a legubrious expression, clad from head to toe in simple gray robes, with a few bland accessories. He looks a bit bored and somewhat baffled.

I'm at F12.

[User] Which square are you in?

[User] F12, sorry.

[User]
 Ok then, "free action that can be used on other people's turn"

The half orc throws back his head, letting forth a primal combination of a tiger's growl, a wolf's howl, and the scream of a man in pain.

 Spoiler
Instantaneous Rage, Intimidating Rage, Skill Mastery (Intimidate)

You suddenly feel very frightened.  Roll 1d20+level+Wis+modifiers against fear vs DC 64 or cower for 9 rounds.

[User]
 I am immune to that effect.

On my turn I cast hold monster. The DC for the will save is 19.

Swift action: Suddenly, I am surrounded by a host of illusory copies of myself.

Observers:

 Spoiler
 That's a greater mirror image if you can hit the spellcraft DC. Also, readied action so if you pass within 40 feet of me, I cast blasphemy.

/
I forgot to mention that my form flickers like a strobe light. My carbon copies also flicker. I have a special readied action, btw, so be aware of that. Your turn may be interrupted.

[User]
 You are immune to demoralization?

Damn, now I am a 1/2 trick pony.

Will Save  (1d20+15)[ 31 ]

[User] Very good. The ball is in your court.

[User]
 Ok, the half orc grimaces at your bravery, and charges the casters.

I assume your readied action starts?

My Blindsight negates mirror images and bluring effects.

I'll continue if your action doesnt go off.

[User] My action goes off when you hit 40 feet. It was to cast blasphemy. Unless you're evil or have 14 or more HD, you are at least dazed. Possibly worse, depending on your # of HD. If this means nothing to you, by all means charge and anihilate me.

[User]
 Dazed, correct.

And...just so you know...we were 20ft apart...you didnt have to ready that.

I have 13 HD.

Your turn, I presume.

[User] I cast resilliant sphere targeting myself.

[User]
 My turn?  The half orc walks up to the edge of the sphere before glaring at you and uncorking a flask he wears at his side and drinking it.

 Spoiler
Swift Demoralize with Skill Mastery, Drink Potion of Shield of Faith, Dismiss Rage

If you are no longer immune to my demoralization, you must make that modified level check vs DC 64 again.

[User]
 I still am.

Hold Person, DC 19.

[User]
 You cant cast through a Resiliant Sphere...just in case you didnt know that.

Will Save  (1d20+15)[ 25 ]

EDIT: My turn?

[User]
 I believe you can, as nothing in the spell description states that you can't cast through it. As long as the spell only requires LoS and not LoI, it's my understanding that you can cast through it. If not, just show me the rule and we'll try something else.

And yes, your turn. Though a ruling might be necessary to move on.

[User]
 A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject.  Nothing can pass through the sphere, inside or out,  though the subject can breathe normally.

The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

The bolded part is the key.  I'll ask Tide though.

[User] That's an understandable ruling, although I don't think spellcasting passes anything through the sphere, unless it's like a ray or magic missile or something. Let's see what the higher powers have to say. If Tide rules with you this battle gets a lot more interesting!

[User]
 Tide ruled my way:

 Originally Posted by Me
 Can you cast through a Resiliant Sphere?

 Originally Posted by Tide
 Hahahahahahahah Yeah no. It's based off wall of force. Blocks LoE and nominally LoS for drawing target purposes.

So...redo that round?  Its your turn, and you are inside the sphere.

[User]
 All right. I cast
 Spoiler
freedom of movement instead.

 Your go.

[User]
 You are still inside the sphere?  Ok...

The half orc glares at you again, then tenses, seeming to ready himself for something.

 Spoiler
Intimidate stuff, Ready action to attack wizard if he moves out of the sphere

...You are still immune, arent you?

Your turn.

[User]
 Yep.

The bald man reaches into his sleeve and touches his arm. He shakes his head like he has "the willies." He sighs.

 Spoiler
 Activated psionic tattoo of touch site.

"I hope I'm not boring you," he says. "You are very scary. I think. I mean, I'm sure most people would find you very scary."

He shrugs.

[User]
 The half orc looks slightly puzzled.

"Why do you not scream and cower in fear?  Thats what everyone else does.  No matter how friendly Im trying to be.  But yes, you are starting to bore me.  Let us fight for blood and honor!"

My turn?

[User] Indeed, your turn. Sorry. Thought some flavor would make this a little more interesting.

[User]
 Oh yes, definitely.

The half orc clicks his heels together, and his boots sprout wings.

 Spoiler
Activate Winged Boots.

Oh, and tell me when your immunity wears off (if ever).  Im getting tired of saying that I keep glaring at you, so my character just keeps doing it every turn from now on.

Your turn.

[User]
 I'll let you know.

A thought: I plan on casting a number of little buffs before I dispel the sphere. If you have no way of affecting me while I'm inside it, can I just list off the spells I target myself with over the next few rounds?

Either way, the bald man raises his hands to the heavens and says, "Ortankx, you're getting me out of this whether you want to or not."

 Spoiler
Casts Divine Insight.

[User] Yeah...I'll list what I plan to do as well...how many rounds does it take you?

[User]
 I'll take 3 more rounds for 500, Alex.

Over the next three rounds, the bald man reaches into his robes and touches something... twice. He then says one more little prayer. A weird amorphous film clings to him. It seems to cause him no small measure of disgust.

 Spoiler
psionic tattoo of force screen, psionic tattoo of concealing amporpha. Dispell evil.

[User]
 Perfect number for me too!  Or, at least, 2 buffs and a readied action.

The half orc drinks two more potions before tensing at the ready.

 Spoiler
Potion of Barkskin, Potion of Shield, Ready Action to attack

[User]
 "On your mark. Get set..."

The bald man waves his hands, vanishing and leaving the empty sphere before you.

No looky!

 Spoiler
Dimension door to K3.

[User] I know where you are due to my Blindsight...it covers the entire map.

[User]
 Even through barriers? Also, does a hide check help?

EDIT: Just looked. Requires line of effect which you do not have.

[User]
 Actually...you're right.  Nevermind, I cant see you around barriers.  Had to look it up.

My turn?

[User] Yup. Go ahead.

[User]
 Might as well post this again...

 {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]
The half orc moves to B11 with his move action...does he see anything?

[User] No, afraid not.

[User]
 Then he uses his standard action to move to B7, giving him LoE to behind the north-eastern collum.

Anything?

End turn.

[User]
 You chose... poorly.

My turn:

 Spoiler
 Five foot step to k4, then Sudden Widened Solid Fog centered on f7.

You see fog! Fog and it's everywhere! It's in your hair, it's in your pores! So much fog... and it's so SOLID.

Your movement is decreased to 5', you cannot 5-foot step. You have -2 to attacks and damage rolls.

Your turn.

[User]
 Do I feel you?  (That sounded weird typing it 😛)

Correction: Do I sense your location due to blindsight?

[User]
 You don't. Sorry that wasn't clear.

EDIT: Where's that Deathnote comic jpg when you need it?

[User] Not even for a second while you cast the spell?  So you could have LoE to me?

[User] I didn't cast at you, I cast it at a square that you weren't on.

[User]
 Right, sorry.

 Spoiler
The half orc moves straight up 10ft

Your turn.

[User] I move five feet south to k5. This probably pings your blindsight and, if so, will also ping my touchsight. Where are you now?

[User] I am in B7, 10ft off the ground.

[User]
 Targeted dispel magic on you. How many caster level checks do I need to make? Also, you should probably list the effects on you in a spoiler in order to match them to my dispel checks. Agreed?

EDIT: Time to sleep. We can get on with the dispelling in the morning.

[User]
 Good Night

Anyway:

5 buffs.

 Spoiler
, 2 18th, 1 12th, 1 1st
Permanent Enlarge Person (CL 20)
Conviction (18th)
Shield of Faith (18th)
Barkskin (12th)
Shield (1st)

[User]
 Five Dispel Checks:

 (d20+10)[ 24 ]
 (d20+10)[ 29 ]
 (d20+10)[ 29 ]
 (d20+10)[ 11 ]
 (d20+10)[ 19 ]

If I'm misreading dispel magic and I really only need to make one dispel check, just use the first.

EDIT: Damn! I meant second! Second dispel check! Aw, horsefeathers.

[User]
 You dispel two spells.

My turn?

[User] Yup. Sorry for the long delay.

[User]
 Thats fine.

The half orc moves up 10 more feet, reaching the top of the cloud.  He grins triumphantly.

"Your spells cant stop me, baldy.  I will keep coming for you.  When are you just going to give up?  I'll accept your surrender, if you give it."

End Turn.

[User]
 Olo: It was widened. : ) You're still in the fog.

The bald gentlemen rolls his eyes.

Targeted dispel magic on your boots.

 (d20+10)[ 24 ]

Regardless of result, move to K1, possible thanks to freedom of movement.

End turn.

[User]
 Damn.  Fortanately, the solid nature of the fog eliminates any falling damage (think on the bright side of life?).

Wait, how big is this thing?  I should be able to tell due to my blindsight...what are its dimensions?

[User]
 I'm not sure you'd know this, but I'll give it to you. It's a 40 foot radius (80 foot diameter) and 40 feet high. It encompasses the entire arena, though I don't know how high the ceiling is or if there is one.

Free action: "I'd gladly end this charade if you wish. I'll accept  your  surrender."

[User]
 I activate my boots of flying again and move up 5ft.

"How many dispels have you got?"

End Turn.

[User]
 I don't believe you can. It's effects are suppressed for 1d4 rounds.

 (d4)[ 1 ]

EDIT: Well, I guess you can... next round.

[User] Ok then...I move 10ft to D6.

[User]
 "Let's see how strong that willpower of yours really is."

Hold Person DC 19.

End Turn.

[User]
 Will Save  (1d20+10)[ 18 ]

"You keep doing this to me, when are you going to gi-"

[User]
 Move 35 feet to d5. Cast Harm. You take 120 damage.

Swift action: Swift Etherealness.

[User]
 I get a will save against the harm for half damage...right?

 (1d20+10)[ 17 ]

[User]
 You're right, you do. You failed it, however. The DC was 24. It's your turn though.

For some reason I thought the damage was automatically full.

[User] Full Round Action Will Save  (1d20+10)[ 21 ]

[User]
 You're free.

I'm still ethereal. I move to L6. I end my turn, and I become material again.

EDIT: Ugh. Bed time. I guess we'll finish this tomorrow. Unless you want to submit.

[User]
 Map again:  {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]
Move to F6.

End Turn.

EDIT: Good Night.  And I dont want to submit.  If I can actually get to you, I might be able to take you down.

[User]
 OK. I cast blast of force, then move to L8.

Ranged touch attack:  (d20+8)[ 22 ]

Damage  (5d6)[ 15 ]

If it hits you need to make a dc 15 fort save or fall prone. I'm sure you'll pass.

But now I'm going to sleep.

[User]
 I am knocked unconcious.

I only had 9 hp left ☹

 Spoiler
Rolls to stabilize:
 (1d100)[ 43 ] , 1-10 stabilizes
 (1d100)[ 88 ] , 1-10 stabilizes
 (1d100)[ 46 ] , 1-10 stabilizes
 (1d100)[ 11 ] , 1-10 stabilizes
If I get to here, I am dead.

[User] Well, I guess that's that. Good match! I need to fix some errors on my sheet that tide pointed out earlier.😎


[User]
 Exhibition  Ford Prefect  vs  Ash

Map: Glass Arena
 Spoiler

 All combatants, please roll initiative and declare any final purchases.  This is exhibition only, no rewards or penalties carry over to the arena proper.
 Ford Prefect-Madtinker
 Ash-Schism

[User]
 Initiative:  (1d20+5)[ 25 ]

Edit: Of course.  Now  I get a 20. Not yesterday when Sallera and I were slinging stones and I kept getting 2s. 🫤

[User] The funny thing is, you don't even need it.  (1d20-3)[ -2 ]   you go first.

[User]
 Why is your quarterstaff listed as doing slashing damage? 😛

Ash, round 1

Starting in Y-13.

Double move to L-7.

Done.

Stats:
 Spoiler
HP 11/11
AC: 21 (full) 16 (touch) 16 (ff)
Currently in: L-7

[User]
 Because I changed from a Kama to quarterstaff when I found I didn't have enough weapon slots.  😁

Move to J14 and ready an action.  (Hands empty)
Readied action
 Spoiler
If he approaches within ten feet, five foot step and begin a grapple.

Stats
 Spoiler
   Ford Prefect
M LN Human Monk,  Level  1,  Init  -3,  HP  8/8,  Speed  40
 AC  15,  Touch  15,  Flat-footed  12,  Fort  +3,  Ref  +2,  Will  +4,  Base Attack Bonus  0
 FoB +0/+0 Unarmed Strike (-)   +2 (1d6+2, x2)
   Sling (20 bullets)   +3 (1d4+2, x2)
 FoB +1/+1 Shuriken (10)   +3 (1d2+2, x2)
 (+3 Dex, +2 Misc)
 Abilities  Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8
 Condition  None

Done

[User]
 Ash, round 2

Move: To F-10.

Standard: Fire an entangling breath at you for  (1d3)[ 1 ]  damage, reflex DC 14 half. Regardless, you're entangled in a fiery energy substance for  (1d4)[ 1 ]  rounds.

Edit: Statblock.

Stats:
 Spoiler
HP 11/11
AC: 21 (full) 16 (touch) 16 (ff)
Currently in: F-10

[User]
 Reflex save  (1d20+2)[ 16 ]  DC 14.

Since I make the save, half of one is zero, right?  Or is it still one?  Regardless, move at half speed to F12

and I take one damage then.

[User] Minimum damage is 1 anyway, isn't it? Kinda pointless. 😛

[User]
 Don't want to get confusing by editing my post, so here's a new one.

I count 25 feet of movement for you to reach F-12, which would take two move actions. Is that where you want to stay, and if so, is your turn done?

[User] Yeah, it was a double move action at half speed (entangled, ya know), and so I'll stay there.

[User]
 I know. 😁 Isn't it fun?

What's confusing to me is that you only used 25 feet instead of more. *shrug* Ah well.

 Ash, round 3

Take  (1d6)[ 2 ]  fire damage from the entangling substance.

Standard: Fire another entangling breath.  (1d3)[ 2 ]  fire damage, reflex DC 14 half. Regardless of whether you save or not, you're entangled for  (1d4)[ 1 ]  rounds.

Move: to L-11.

Done.

Stats:
 Spoiler

HP 11/11
AC: 21 (full) 16 (touch) 16 (ff)
Currently in: L-11

[User]
 reflex save  (1d20+2)[ 7 ]

Move to E12.  Draw Quarterstaff.  Done

Stats
 Spoiler
Ford Prefect
M LN Human Monk, Level 1, Init -3, HP 3/8, Speed 40
AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0
FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2)
Sling (20 bullets) +3 (1d4+2, x2)
FoB +1/+1 Shuriken (10) +3 (1d2+2, x2)
(+3 Dex, +2 Misc)
Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8
Condition None

[User]
 Ash, round 4

Take  (1d6)[ 2 ]  fire damage from the entangling substance.

Move to I-16. Fire another entangling breath.  (1d3)[ 1 ]  fire damage, reflex DC 14 half. Entangled for  (1d4)[ 1 ]  rounds.

Done.

Stats:
 Spoiler
HP 11/11
AC: 21 (full) 16 (touch) 16 (ff)
Currently in: I-16

[User] That already puts me under.  Nice build.  Nothing I had could have stopped it.

[User]
 I'm worried about ranged opponents, but the DR should allow me to get close enough to entangle them before things get too hairy.

Thanks for the exhibition, and sorry about the lameness. 😛

[User]
 No, it's to your credit.  I realized too late I could never get close enough to grapple you, and once entangled, i could never outrun you.  Just hide around a corner and noone can touch you.

the combination of me having to be close and your weapon working at medium range were deadly for me.