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

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2||T|||
3|||||
[/table]

There is a door at D-3, east side. Unless otherwise mentioned, all doors are sliding metal.

[User]
 Shaking his head to clear the cobwebs, Talin surveys his surroundings.

Search:
 (1d20+7)[ 8 ]
Listen:
 (1d20+5)[ 16 ]

If he doesn't notice anything he takes out his 10ft pole and pokes the door.

[User] Electricity sparks, and upon closer exception, you see a web of wires on the door, though they are now burnt out.

[User]
 Talin moves up the door and opens it enough to get a good look at what's on the other side.

Search:
 (1d20+7)[ 16 ]
Spot:
 (1d20+5)[ 18 ]
Listen
 (1d20+5)[ 11 ]

[User] There is a hallway that goes north and south. Please note vision types. The hallway has no illumination by default, though there is a torch in your room.

[User] Darkvision 70 ft. I'll always use that unless I note otherwise.

[User] To your south, the hall extends a ways, then turns east. To the north it turns west. Please describe standard search routine.

[User] Talin goes north, continuing to check around corners. If there is a split, he will go right. If he reaches a dead end, he'll back track till he comes back to an intersection and takes the other branch. He'll stop if he finds anything interesting.

[User]
 Immediately north of the door, you trip on a tripwire. The sound of stone on stone, and nothing else. When you reach the turn, you see that the hallway splits 3 ways. First, it goes south, then further along another branch goes north, and a bit past that, the whole hallway turns north.

how are you handling searching again?

[User]
 Take the first branch, continue to look for traps and such. Same as before with splits.

(In case needed)
Spot:
 (1d20+5)[ 8 ]
Search:
 (1d20+7)[ 24 ]

[User] the problem is that search only works on a 10 by 10 patch of floor. Would you like me to start rolling the extra search checks needed?

[User] Ya, it will save time and keep me from being eaten. 🙂

[User]
 Checks:
 (1d20+7)[ 23 ]
 (1d20+7)[ 25 ]
 (1d20+7)[ 9 ]
 (1d20+7)[ 9 ]
 (1d20+7)[ 8 ]
 (1d20+7)[ 8 ]
 (1d20+7)[ 24 ]
 (1d20+7)[ 9 ]
 (1d20+7)[ 17 ]
 (1d20+7)[ 13 ]

[User]
 Ouch.
okay, you take  (1d4)[ 4 ]  darts. Attack rolls, in order:
 (1d20+10)[ 14 ]
 (1d2+1)[ 3 ]
 (1d20+10)[ 25 ]
 (1d2+1)[ 2 ]
 (1d20+10)[ 13 ]
 (1d2+1)[ 2 ]
 (1d20+10)[ 28 ]
 (1d2+1)[ 2 ]

You also trip over another tripwire, and you hear stone grinding against stone.

If you're still alive, you have gone north, then west, then south. You can now continue going south, returning to the first hallway you just left, or you can go west, towards a 4 way intersection.

[User] Well there goes half my health.☹ Might as well keep going towards the four way. Same search as before (not that it seems to help)

[User] Any particular direction you want to go when you reach the 4-way?

[User]
 The dice shall decide.
 (1d3)[ 2 ]
Straight ahead it is.

[User]
 (1d20+7)[ 11 ]
 (1d20+7)[ 26 ]
 (1d20+7)[ 13 ]
 (1d20+7)[ 20 ]
 (1d20+7)[ 17 ]
 (1d20+7)[ 8 ]
 (1d20+7)[ 10 ]
 (1d20+7)[ 15 ]
 (1d20+7)[ 15 ]

[User] You almost pass it by, but you realize that one of the walls isn't quite right. Almost as if it's fake, or something.

[User]
 Talin stops and tries to figure out what's up with the wall.

Search
 (1d20+7)[ 25 ]

Assuming I see nothing else, I first poke it with the ten foot pole then attempt to open it.

[User]
 As you poke it, it crumbles revealing a room with 4 dwarves from clan Babyeater.
Int (1d20)[ 4 ]

[User]
 I'm assuming that's initiative.
 (1d20+3)[ 21 ]

I use a power point and create inertial armor. I stay in the hall and draw both swords.

[User]
 Two of the dwarves move to attack you.
 (1d20+5)[ 10 ]
 (1d10+1)[ 7 ]
 (1d20-1)[ 11 ]
 (1d10+1)[ 4 ]

[User]
 Whichever one got the +5 to attack, I'm attacking him. Assuming he survives my attack, I also designated him for dodge.

 And now is when I just realized that I didn't take two-weapon fighting but instead took dodge, doh.
 (1d20+4)[ 18 ]
 (1d8+3)[ 10 ]

[User]
 can I get a link to your sheet? In any case, that hit and it drops him.
the other moves up to attack.
 (1d20+3)[ 8 ]
 (1d10+1)[ 7 ]
 (1d20-1)[ 19 ]
 (1d10+1)[ 5 ]

[User]
 Oh, I thought you had it.
 http://www.myth-weavers.com/sheetvie...sheetid=170768

Staying where I am and attacking the one with +3 to attack.

 (1d20+4)[ 6 ]
 (1d8+3)[ 4 ]

Designate the one I attacked for dodge.

[User]
 Miss. Also, my mistake, there are only 3 dwarves, 2 still up. they attack.
 (1d20+3)[ 15 ]
 (1d10+1)[ 2 ]
 (1d20-1)[ 1 ]
 (1d20+1)[ 13 ]

Edit: where are you getting the +3 to Ac? Dodge gives +1, Psionic dodge gives +1. So where's the extra bonus coming from?

[User]
 Inertial Armor, +4 to AC. I forgot to add Psionic dodge however to my AC. Dodge I didn't add as it only affects one enemy.

Once again, attacking the one with +3

 (1d20+4)[ 9 ]
 (1d8+3)[ 5 ]

[User]
 The power doesn't stack with regular armor, though Force Screen does. I'll let you switch it, if you like. And I was refering to the random +3 mic bonus you have.

Miss. They attack. Since at this point they need natual 20's to hit, I'm just rolling striaght 20's,
 (1d20+3)[ 16 ]
 (1d10+1)[ 9 ]
 (1d20-1)[ 9 ]
 (1d10+1)[ 4 ]

[User]
 I have no idea how I missed that, it's spelled out on it's own seperate line. Yes I think I'll change it. Replaced with vigor, which I'll say I used instead of the armor okay?

Anyway, back to the +3

 (1d20+4)[ 21 ]
 (1d8+3)[ 10 ]

[User]
 Sure, and that drops the dwarf. The last one moves over, and attacks again.
 (1d20+3)[ 21 ]
 (1d10+1)[ 4 ]

[User]
 Ow. Die stupid dwarf!

 (1d20+4)[ 20 ]
[roll[1d8+3[/roll]

[User]
 sigh, my bad.

 (1d8+3)[ 4 ]

[User]
 He's injured, but not down.
 (1d20+3)[ 6 ]
 (1d20+1)[ 11 ]

[User]
 I stab the stupid dwarf again.

 (1d20+4)[ 10 ]
 (1d8+3)[ 8 ]

[User]
 He dodges, and attacks again.
 (1d20+3)[ 12 ]
 (1d10+1)[ 5 ]

[User]
 Sigh, well once again.

 (1d20+4)[ 11 ]
 (1d8+3)[ 9 ]
🫤

[User]
 And again....
 (1d20+3)[ 22 ]
 (1d10+1)[ 3 ]

[User]
 Yay for me.

 (1d20+4)[ 11 ]
 (1d8+3)[ 8 ]

ARGHH 😡

[User] Shouldn't you be, you know, unconscious now? The dwarves have done a total of 12 damage, which should bring you to 0, and the standard action brings you to -1.

[User]
 I messed up the damage taken earlier. I took 4, not 8 (I acidently took the amount of darts I triggered as damage + the ones that hit) from the dart trap. 4+12 = 16
However, since you let me take and use vigor, I gained 5 temp Hp at the start of battle so I've taken 11.

[User]
 Ah, okay.  In that case,
 (1d20+3)[ 11 ]
 (1d10+1)[ 6 ]

[User]
 What is up with 11's? Seriously, that makes, what 4?

 (1d20+4)[ 23 ]
  (1d20+3)[ 22 ]   That was very stupid of me

[User]
 And due to that stupidity, yet another double post

 (1d8+3)[ 7 ]

[User] Okay, assuming you do minimum damage, he's dead. You gain 150xp, 600gp, and your choice of their items. Each had a heavy sheild, scale mail, a Dwarven waraxe.

[User]
 Talin only takes the gold. He then searches the room and assuming looks for anything to barracaide the entrence he created.

 (1d20+7)[ 18 ]

[User] There is nothing.

[User]
 Well then, Talin still needs to rest and this looks like the best place. Talin curls up in a corner and tries to sleep.

Of course, if sleeping is not possible Talin continues on in the direction he was going before the dwarfs. If he has to continue, he uses vigor again.

[User]
 Remember that vigor only lasts 1 minute. And sleeping causes death, at least, it does unless I tell you otherwise.

You go west, then north, then east. You have a choice: continue on to the magic shop, or open a door to your south. You can enter and leave the magic shop as many times as you want.

[User] Ah well that makes sense. Also, I really need to read my spells more closely. Yes I enter the magic shop.

[User] You can buy and sell anything you like. Note that standard prices apply, and you can only sell for 1/2 it's value.

[User]
 I can't sleep in here right?

Anyway, I'm buying 6 potions of cure light wounds.

[User] Nope, unless you want to leave this floor and head on to the next one.

[User]
 Alright then, I drink two of the potions.

 (1d8)[ 2 ]
 (1d8)[ 7 ]

Then I leave the magic shop and poke the door with the pole. Assuming nothing happens, I open it enough to look through and see what's there.

Search
 (1d20+7)[ 26 ]
Spot
 (1d20+5)[ 9 ]
Listen
 (1d20+5)[ 25 ]

[User] You open the door to reveal a 30ft e-w by 20ft n-s room In the south east corner stands an elaborate chest.

[User]
 On second thought, I shut the door and go back to the dwarves. Then I take all of their gear back to the magic shop and sell it. Finally I head back to the room.

I enter the room and assuming nothing happens I poke the chest with the pole.

[User] Oh, just to speed this up: you find a tripwire on each square of the floor heading to the chest. Once you touch the chest, it vanishes.

[User]
 Okay then, so I'm standing in a room full of tripwires. Fun. 😦

Well assuming I got this far into the room without setting anything off, I retrace my steps to the door. Once there, I attempt to disable the nearest trip wire.

 Do you or I roll that check? If you do, I get a +7 bonus. I have trapfinding so I can disable a magical device.

Other thing, I had forgotten to add my Favored Environment bonuses so I've added them to my sheet.

[User] You do. Note that it's relatively easy to avoid them once you know where they are.

[User] Is there any thing else in the room? Actually, I go to the spot where the chest was and check to make sure it didn't just turn invisible.

[User] It's not invisible, and there doesn't appear to be anything else in the room. Note that you've only searched the area from the door to the chest in a straight line.

[User]
 Ahh, well then I do a full search of the room.

(In case I need more then 1)
 (1d20+7)[ 11 ]
 (1d20+7)[ 18 ]
 (1d20+7)[ 24 ]

[User]
 DM special roll: (1d20)[ 6 ]

You find nothing besides more tripwires.

[User]
 So it's a giant empty room with tripwires. 🤨 Oookay then.

I leave the room, avoiding the tripwires, and head back the way I came past the dwarves till I reach a tunnel/corridor thing and go down it.

[User] You're at the 4 way intersection. You have not gone south or north.

[User] Let's go North.

[User]
 More DM rolls. (1d20)[ 5 ]

You go north, then east, then south, then east again. You have a choice, now: a door in front of you, or to go north, where you see 2 hallways leading east, and a door on the western side.

[User]
 Poke the door with pole, then open and check room.

search
 (1d20+7)[ 12 ]
listen
 (1d20+7)[ 10 ]
spot
 (1d20+7)[ 13 ]

[User] Listen: (1d20+2)[ 5 ]

[User]
 Opening the door, you see three elves clustered around a fire.
Int: (1d20+1)[ 6 ]

[User]
 Once again, I discover I forgot a bonus. Speed of thought gives me 10ft additional to my speed.

I use vigor on myself then I draw my longbow and shoot the nearest elf. Then I move 40 ft back down the corridor. (unless of course the corridor ends, then I stop)

Int
 (1d20+3)[ 17 ]

Attack
 (1d20+4)[ 9 ]
 (1d8+3)[ 8 ]

[User] You can't do all of that: you can only take 1 standard action and one move action, or take 2 move actions in a turn. You've taken 2 standard and a move.

[User] Well I figured as they didn't see me I would be able to. Yes, it would take more then one turn but I was assuming they wouldn't know I was there until I shot. And isn't drawing a weapon a minor or is that only if it's done as part of a move action?

[User] Only if done in a move action, and sorry I didn't make this clear: they do see you. That's why Int was rolled, and I didn't say you had a surprise round.

[User] Ahh, in that case I cast vigor, draw my swords, and stand in the door. I designate the closet elf for dodge.

[User]
 The closest one charges you.
 (1d20+4)[ 14 ]
 (1d8+1)[ 8 ]

The others shoot arrows.
 (1d20-1)[ 7 ]
 (1d8)[ 8 ]
 (1d20-1)[ 9 ]
 (1d8)[ 2 ]

[User]
 Yay for AC.

I attack the one attacking me.

 (1d20+4)[ 5 ]
 (1d8+3)[ 9 ]

Son of a, a 1. Do you do crit failures?

[User]
 Nope. Same thing, again.
 (1d20+2)[ 11 ]
 (1d8+1)[ 5 ]
 (1d20-1)[ 7 ]
 (1d8)[ 2 ]
 (1d20-1)[ 9 ]
 (1d8)[ 1 ]

[User]
 Well that's a relief.

Staby!
 (1d20+4)[ 19 ]
 (1d8+3)[ 8 ]

[User]
 You hit him, and he goes down. Another elf moves up and the attacks continue.
 (1d20+2)[ 17 ]
 (1d8+1)[ 7 ]
 (1d20+3)[ 21 ]
 (1d8)[ 4 ]

[User]
 Do ties with my AC hit?

Either way, I attack the close one.

 (1d20+4)[ 13 ]
 (1d8+3)[ 9 ]

[User]
 Yes, they do.
 (1d20+2)[ 12 ]
 (1d8+1)[ 4 ]
 (1d20-1)[ 8 ]
 (1d8)[ 5 ]

[User]
 Figured, just had to clarify.

Please die you stupid elf.
 (1d20+4)[ 17 ]
 (1d8+3)[ 10 ]

[User]
 Surprisingly, he obliges you. The last one shoots you again, then moves to engage you more closely.
 (1d20+3)[ 18 ]
 (1d8)[ 6 ]

[User]
 Good lord.

Please hit.

 (1d20+4)[ 17 ]
 (1d8+3)[ 7 ]
😁

[User]
 And he's dead. Gain 150 xp, along with the following:
3 longswords, 3 bucklers, 3 longbows, 60 arrows, 3 studded leather

[User]
 First I'm taking two healing potions.

 (1d8)[ 5 ]
 (1d8)[ 6 ]

Now that I'm back to a reasonable amount of health, back to the magic shop to sell the loot! Assuming nothing happens between now and then and that there is nothing else in the room I go back to the four way intersection and go south (or whichever direction I haven't gone yet.

[User] You do know there is another door and two more halls at that point, yes?

[User]
 I need to sell everything so I'm not encumbered. Then I go to the door that apparently I missed (sigh). Standard door opening. Poke with pole, open and look inside.

search
 (1d20+7)[ 23 ]
Listen
 (1d20+7)[ 19 ]
Spot
 (1d20+7)[ 12 ]

[User] Listen check: (1d20+3)[ 4 ]

[User]
 opening the door, you see a plain, 10ft e-w, 15ft n-w room. There are 3 squirrel like creatures in the room.
INt: (1d20+3)[ 20 ]

[User]
 Oh yay, well let's kill the fuzy animals.

 (1d20+3)[ 15 ]

If I go first I ready an action to attack the first creature that gets in range. Otherwise I attack the closest creature. I stay in the doorway.

 (1d20+4)[ 20 ]
 (1d8+3)[ 9 ]

[User]
 Make a fort save, dc 13, to avoid  (1d6)[ 4 ]  cold damage and 1 str damage.

A chill darkness springs up over you. All creatures now have 20% misschances, and don't provoke. Two of the creatures move into your square, attacking as they do so.
 (1d20+6)[ 26 ]
 (1d20+6)[ 7 ]

Each hit deals 1 damage.

[User]
 Well that's annoying.

Fortitude
 (1d20+4)[ 15 ]

Well it's slashy time.

Attack
 (1d20+4)[ 9 ]
 (1d8+3)[ 11 ]
🫤 I see where this is going.

[User]
 Rolling confirmation. It will do 2 damage, in that case.
 (1d20+6)[ 13 ]

[User]
 One charges you, and the others continue their attacks. Please roll your miss chances for attacks, preferably by rolling 1d5, missing on a 1.

 (1d20+8)[ 18 ]
 (1d20+8)[ 16 ]
 (1d20+8)[ 28 ]

Confirmations:
 (1d20+8)[ 15 ]
 (1d20+8)[ 10 ]
 (1d20+8)[ 13 ]

[User]
 Ya, that would be easier then double posting.

As I haven't hit yet, pick a random one.

 (1d20+4)[ 12 ]
 (1d8+3)[ 5 ]
 (1d5)[ 4 ]

[User]
 Miss, and they attack again.
 (1d20+6)[ 23 ]
 (1d20+8)[ 21 ]
 (1d20+8)[ 19 ]

Confirmation:
 (1d20+6)[ 21 ]
 (1d20+6)[ 20 ]
 (1d20+6)[ 11 ]

[User]
 This is not going well. Is there any position I could move to that would let me fight them one at a time?

 (1d20+4)[ 15 ]
 (1d8+3)[ 8 ]
 (1d5)[ 5 ]

[User]
 Nope, they move into your square to attack. You could try exiting the darkness, but doing so at this point would incite AOO's.

 (1d20+6)[ 15 ]
 (1d20+8)[ 11 ]
 (1d20+8)[ 14 ]

[User]
 sigh 🤨
And a 15 misses argh 🤢
 (1d20+4)[ 19 ]
 (1d8+3)[ 7 ]
 (1d5)[ 2 ]

[User]
 Hit and a kill. The others continue to nibble at your ankles.
 (1d20+8)[ 12 ]
 (1d20+8)[ 11 ]

[User]
 Get back ye foul ankle biters!

 (1d20+4)[ 23 ]
 (1d8+3)[ 10 ]

[User]
 And another one bites the dust. The last one attacks.
 (1d20+6)[ 15 ]

[User]
 And let's stab it.

 (1d20+4)[ 10 ]
 (1d8+3)[ 9 ]

[User]
 Miss, and it attacks. Again.
 (1d20+6)[ 20 ]

[User]
 Sigh,

 (1d20+4)[ 16 ]
 (1d20+3)[ 21 ]

umm, ya ignore the second roll.

[User]
 (1d8+3)[ 8 ]

instead of a 1d20.

[User] And it dies as well. Gain 300gp, 150xp.


[User] Preference on map and number of buff rounds?

[User]
 Any map is good, as long as it isn't so small that the whole thing is in your reach.

I'd like a few buff rounds. All days up and 3 sound good?

[User]
 Two buff rounds, plus the one "virtual" buff round provided by this map?

 Spoiler

[User]
 Sounds fine.

Buffs:

 Spoiler
Long-term buffs:
Spellstaff with Blasphemy (permanent until expended) CL 24
Extended Contingency set to cast Owl's Insight "When I cast Armor of Darkness." (48 days) CL 24
Spell Phylactery: Scroll of Death Ward set to trigger "When I would be affected by energy drain or by a death effect" (permanent until expended) CL 25
Crafted Contingency: Extended Infernal Threnody set to go off "When I say 'Mahogany'". (Permanent until triggered) CL 7.
Crafted Contingency: Blindsight set to go off "When I say 'Spongecake'". (Permanent until triggered) CL 5.

2-day buffs:
CL = Base +4 Bead of Karma +2 Infernal Threnody +1 Adept Spirit +1 Tome of the Stilled Tongue = 20 or 21. Nondetection is +4 CL from Ankh.
Slots used: 1st: 0/7 2nd: 1/7, 3rd: 2/7, 4th:4/6, 5th: 3/5 6th: 0/4 , 7th: 3/3

Extended Greater Magic Weapon +5 on scythe (40 hours) CL 20
Extended Magic Vestment +5 on shield (40 hours) CL 20
Midnight Metamagic Extended Magic Vestment +5 on armor (40 hours) CL 20
Midnight Metamagic Extended Pact of Return set to "I will be slain by an aligned spell." (42 hours) CL 21
Midnight Metamagic Extended Pact of Return set to "I will be slain by an attack made as part of a charge." (42 Hours) CL 21
Extended Nondetection: DC 40 (50 hours) CL 25
Extended Zone of Silence (42 Hours) CL 21
Extended Scales of the Sealord +5 (42 hours) CL 21
Extended Glimpse of the Prophecy (42 hours) CL 21
Extended Primal Speed (48 hours) CL 21

All-day buffs:

Endure Elements (13 hours) CL 13
Substitution (13 hours) CL 13
Undetectable Alignment (24 hours) CL 13
Divine Insight +15 (13 hours) CL 13
Superior Resistance (24 hours) CL 13
Tyche's Touch: Protection (24 hours) CL 13
Extended Adept Spirit (26 hours) CL 13
Primal Hunter (24 hours) CL 13
Primal Instinct (24 hours) CL 13
Primal Senses (24 hours) CL 13
Pact of Return set to "I will be slain by a coup de grace" (13 hours) CL 13

Round 1: Activate Bead of Karma, Draw cage o' toads. Activate Adept Spirit.
Round 2: Cast Battletide   Toad Save 1  - (1d20)[ 15 ]   Toad Save 2  - (1d20)[ 5 ] . Put away cage full o' toads. Cast Greater Invisibility. Say "Mahogany"

Draw Round! (OO)

 Spoiler
Cast Empyreal Ecstasy, Cast Armor of Darkness. Activate granted power of Balance domain. Say "Spongecake."

  Hide  - (1d20+10)[ 17 ]
  Move Silently  - (1d20+2)[ 4 ]

Give me vision modes, a spot check, and a listen check.

[User]
 I'll take the blue side, in (OO maybe):

 Spoiler
C10

  Initiative  - (1d20+7)[ 13 ]

[User]
 Buffs:
 Spoiler
All day:
 Spoiler
Assume Thicket of Blades stance.
Superior Resistance from scroll.
Golding Barding on Dragonhawk from scroll.
Renewal Pact from scroll.
Magic Vestment x2 from scroll, one on me, one on Dragonhawk's barding.

Rounds:
 Spoiler
1: Greater Blink from scroll. Dragonhawk flies up to +100. Activate contingent Scintillating Scales.

2: Bite of the Werebear from scroll. Dragonhawk flies up to +200. Activate True Seeing

Spot:  (1d20-3)[ 1 ]
Listen:  (1d20-3)[ 16 ]

Initiative:  (1d20+4)[ 9 ]

I have True Seeing and See Invisibility active.

[User] Make CL checks for each vision effect. If it comes from an item, use the item's CL.

[User]
 (LoS determined by IM)

At the beginning of the Draw round, you see an older woman with black and gray hair in C10. She is wearing a baggy yellow outfit, and though you see no armor you can not rule out concealed light armor. She bears a buckler in her left hand, and has a scythe on her back, along with a backpack. Her right hand is covered with a black, spiked gauntlet.

She invisible, and has green-blue scales. Your true seeing defeats both these effects. You may make 2 spellcraft checks for these.

Her actions are to cast two spells. She moves her mouth during casting but makes no sound.

First spell, DC 21:

 Spoiler
Empyreal Ecstasy

You see her swagger a bit.

Second spell, DC 20:

 Spoiler
Armor of Darkness

A great mass of darkness surrounds her. You can see through it with True Seeing.

She then mouths a word that you don't hear. You may spot to read lips.

End draw round.

[User]
 Spellcraft:  (1d20+5)[ 23 ]
Spellcraft:  (1d20+5)[ 8 ]
Spellcraft:  (1d20+5)[ 16 ]
Spellcraft:  (1d20+5)[ 20 ]

[User]
 You see a huge black-feathered bird centered on X-10 +200. Its head is covered in sharply pointed feathers reminiscent of slick scales, with one large one sticking straight up above a heavy beak. Its massive wings are tipped with vicious claws. Shining gold full plate barding guards its body from physical harm.

A warforged stands on the ground below the beast, shimmering black fur sprouting from places where wood would be on others of his kind. His head is distended into that of a bear, with a mouth full of sharp teeth, and of all things he wears a pair of blue-lensed spectacles. A pair of feathery gray wings sprouts from his back. He is taller and thinner than most warforged, though still medium-sized. He wears a chain shirt, a belt, and boots, in addition to traditional monastic garb. In his hands is a longspear seemingly made of compressed water.

[User]
 Spoiler
Activate Boots of Speed.

The warforged leaps to F-10, spear igniting as he goes, then murmurs "pierce the heavens" and readies an action. The bird flies around a bit to end centered on M-2, +225.

 Spoiler
Ready action to stab with Pierce Magical Protection as soon as the voice says "Draw".

[User]
 As soon as the voice booms "DRAW!" the warforged stabs at you. This attack ignores all magical concealment and any bonuses to AC granted by spells.

 (1d20+47)[ 66 ]  for  (2d10+30)[ 41 ]  + 52 fire + 13 forge fire.

[User]
 Dispel checks:
 (1d20+15)[ 25 ]
 (1d20+15)[ 23 ]
 (1d20+15)[ 16 ]
 (1d20+15)[ 34 ]
 (1d20+15)[ 19 ]
 (1d20+15)[ 31 ]
 (1d20+15)[ 31 ]
 (1d20+15)[ 26 ]
 (1d20+15)[ 25 ]
 (1d20+15)[ 19 ]
 (1d20+15)[ 19 ]
 (1d20+15)[ 28 ]
 (1d20+15)[ 30 ]
 (1d20+15)[ 34 ]
 (1d20+15)[ 17 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 18 ]

[User]
 Alright. Buffs in order of CL: (OO)

 Spoiler
25 vs DC 44 CL 25 Nondetection
23 vs. DC 43 CL 24 Owl's Insight
16 vs. DC 40 CL 21 Pact of Return set to "I will be slain by an aligned spell."
34 vs. DC 40 CL 21 Pact of Return set to "I will be slain by an attack made as part of a charge."
19 vs. DC 40 CL 21 Zone of Silence
31 vs. DC 36 CL 21 Primal Speed
31 vs. DC 39 CL 20 Empyreal ecstasy
26 vs. DC 37 CL 18 Greater Invisibility
25 vs. DC 32 CL 13 Endure Elements
19 vs. DC 32 CL 13 Substitution
19 vs. DC 32 CL 13 Undetectable Alignment
28 vs. DC 32 CL 13 Divine Insight
30 vs. DC 32 CL 13 Superior Resistance
34 vs. DC 32 CL 13 Tyche's Touch: Protection [DISPELLED]
17 vs. DC 32 CL 13 Extended Adept Spirit [DISPELLED]
32 vs. DC 28 CL 13 Primal Hunter [DISPELLED]
32 vs DC 28 CL 13 Primal Instinct [DISPELLED]
18 vs. DC 28 CL 13 Primal Senses
DC 28 CL 13 Pact of Return set to "I will be slain by a coup de grace"

You need one more dispel check. 😛

[User] (1d20+15)[ 22 ]  whitetext.

[User] Myrrhine 5-steps to B10, which according to IM provokes. Do your worst.

[User]
 (1d20+27)[ 33 ]  for  (2d10+30)[ 36 ]  + 52 fire + 13 forge fire.

Remember the fire vulnerability.

[User]
 And another dispel check, as requested.

 (1d20+15)[ 23 ]

[User]
 She casts a spell, DC 19:

 Spoiler
Divine Power

She then casts another spell as a swift action, DC 19:

 Spoiler
Celerity. Yeah, on my turn.

She then casts a third spell, DC 17:

 Spoiler
Lahm's Finger Darts

The fingers on her left hand all fly out towards you. They strike you and explode into magical energy.

  CL Check  - (1d20+24)[ 27 ]

If it breaks any SR you might have and hits:

 Spoiler
You take 20 dexterity damage.

Also, I'll make a Knowledge: nature check to see what she knows about the bird:   Knowledge Nature  - (1d20)[ 10 ]

[User]
 Spellcraft:  (1d20+5)[ 10 ]
Spellcraft:  (1d20+5)[ 20 ]
Spellcraft:  (1d20+5)[ 20 ]

[User]
 You turn me into something with as much dexterity as a wooden plank. Contingent Heal triggers.

The warforged jumps to E-10, spear igniting as he goes, then stabs at you four times in rapid succession. The bird flies down to be centered on B-10 +10 elevation.

 (1d20+25)[ 27 ]  for  (2d10+30)[ 41 ]  + 52 fire damage + 13 forge fire
 (1d20+25)[ 42 ]  for  (2d10+30)[ 38 ]  + 52 fire damage + 13 forge fire
 (1d20+25)[ 39 ]  for  (2d10+30)[ 42 ]  + 52 fire damage + 13 forge fire
 (1d20+25)[ 37 ]  for  (2d10+30)[ 37 ]  + 52 fire damage + 13 forge fire

Since you're dazed for a round, have a full attack from the bird and another flurry after the warforged jumps up five feet to light his spear.

Claw:  (1d20+12)[ 21 ]  for  (1d8+14)[ 17 ]
Claw:  (1d20+12)[ 15 ]  for  (1d8+14)[ 19 ]
Bite:  (1d20+7)[ 8 ]  for  (2d6+10)[ 17 ]
Wing:  (1d20+7)[ 8 ]  for  (1d6+10)[ 14 ]
Wing:  (1d20+7)[ 20 ]  for  (1d6+10)[ 12 ]
 (1d20+25)[ 40 ]  for  (2d10+30)[ 41 ]  + 52 fire damage + 13 forge fire
 (1d20+25)[ 26 ]  for  (2d10+30)[ 37 ]  + 52 fire damage + 13 forge fire
 (1d20+25)[ 33 ]  for  (2d10+30)[ 38 ]  + 52 fire damage + 13 forge fire
 (1d20+25)[ 40 ]  for  (2d10+30)[ 45 ]  + 52 fire damage + 13 forge fire

If you survive that, the bird falls on your head.

[User] The second attack kills her.


[User]
 Many communities hold secrets, some darker then others. In the town of Hydrascale many things have been hidden away from the world. Looming over the town is a mountain know as Sapphire Peak. Its long jagged mountain sides reach up into the heavens, with the peak itself being concealed by the clouds. To the East lies the Ranous Forest, known as Myquisdul by the elves that inhabit it. To the west lies the limitless depths of the sea known as Cique.

Demons_Eye:

 Spoiler
You have been gone from your place of learning for many days now. The large ship that is carrying you creaks weakly against every wave. You're accommodations are meager but the wait is almost over. The captain can be heard yelling at his sailors, that land has been seen. Thats means that there is only one more night in this tiny room, and tommarow your skills will surely be tested.

Suddenly you feel a wave of nostalgia hit you and fall into your small bed with a 'thunk', soon sleeping deeply. You feel no magic at work, so there was no need to worry. It was probably just the excitement. Yes...the excitement...

Ridai:

 Spoiler
You have been away from the town of Hydrascale for a day now, the full moon of night guiding your path back down to your home. The hike had been uneventful as usual. You could see the town's lights now but feel oddly tired. As you set up camp for the night you feel a cool breeze caress your cheek, and hear almost what sounds like a whisper. When you look back however there is nothing so you then finish your work. As you lay down inside your sleeping accommodations you feel oddly warm before sleep overcomes you.

Trodon:

 Spoiler
As you make your way through the streets of Hydrascale you find a small inn. The sign above the door has the image of a proud standing eagle, but with a large slash across each wing. When you enter you find the place empty of people except for one older gentleman behind the inn's counter. "Welcome to the Stunted Ascension! You want room yes? Come with me my friend!" the man said with a jolly laugh before grabbing a key and leading you to the second floor, and then into a small but comfortable room. With a bow the nameless man left after placing the key onto the bedside nightstand. Laying onto the bed, you feel all the stress from your travels melting away. Sleep soon takes you.

Dreamscape:

Inside your dreams you see you life pass by you. Your accomplishments, your failures, your world as you saw it. Your family, your friends, your home. Then came your enemies, your hate, and your fear. It all zoomed through your eyes one after another.

Suddenly you feel your non-existent body being shifted to a new setting. You look around to see what could have been a temple at some point, but with everything being very distorted. The tile around you was broken and floating, statues looked as if they were screaming, the roof itself having the slightest resemblance to a grinning face. All that you saw around you was a mockery of life, but seemed as if it belonged.

You feel a tingling in your mind just now that seems to point you towards the alter, a monstrous abomination that looks slightly similar to the swamp trolls of myth but in the shape of a throne. On top of it stood an exceedingly beautiful woman that seemed to be a beakon of perfection in this disturbed domain. She smiles at you and extends her hand to you, offering it. You moved then, on compulsion, and took her hand. On contact you see images once more fly through your mind. This time it is the image of the gods, of their followers, and their temples. You see these images distort slowly, similar to how a candle deforms when lit. Eventually you cannot recognize anything from the images other then that they looked frighteningly akin to the temple the two of you now stand in. Letting go of your hand the woman smiles saddly and kisses your forehead in a motherly fashion. After that everything goes dark.

Unknown Temple (everyone Together):

All three of you wake up groggily, feeling as if you have been sleeping for ages. You all are inside a large temple with the morning rays of the sun shining through the stained glass windows. There are a few human priests wandering about with they're work but don't seem to have noticed you.

[User] Altarath slowly stands up stumbling a little bit.  "What the, Where am I?"

[User]
 Consciousness slowly finds its way back into Sion's body and mind, seeing only a hazy mass of light and colors as he can only barely open his eyes at first. He realizes he isn't sleeping anymore-he can feel the Fire again-but tries to hang on to that feeling warmth and safety, that he doesn't have to worry.

  The ground feels different.   The young man slowly sits up, almost unconsciously touching his forehead and lightly blushing momentarily. The memories about the twisted realm and the serene woman standing in it still linger in his mind and he gets a strange feeling of familiarity, like as if the imagery might mean more to him personally than might be apparent.

  Where am I?   It takes Sion some effort to get to his feet, all the while looking around disoriented and in disbelief. He can feel the Fire more strongly right in that moment, the sensation heightened by his uncertainty, and acts as a relentless reminder that he must be always vigilant, worried about others because of himself.

When the young man is mostly awake, he almost instinctively adopts a calm and composed expression despite what is going on in his mind, something that comes naturally to him. He notices the other two figures who seem as out of place as he himself probably does. Taking a few steps forward, he tries to get one of the priests' attention.  "Excuse me?"

[User]
 Adem wakes as the others do, in a mind wrenching daze, trying to move his body. He finds it hard at first but after a few tries he gets it down and jumps up in a tense stance. His grandfather told him stories of evil wizards throwing people int to mazes or even sorcerers sending people back in time or into other planes.  It would not be unheard of for a wizard to take his rage out upon his enemy's family. He looks around heart beating loudly, eyes alert for danger when it finally hits him.

 "Mogget? Mogget where are you?"  He yells for his cat. After looking around he yells at anyone that will hear him  "Have you seen my cat?"

[User] "Your looking for a cat? I'm sorry but I have seen no cat around here. I'm not even sure where 'here' is, do you?"  Altarath says as he begins to look about the temple.

[User] As you three react to your current predicament a priest, a younger man with short brown hair, walked over to your present location with a bow. "Excuse me gentlemen...but how exactly did you get into here? Services don't begin for at least another hour" the man asked politely, his eyes inspecting each one for ill intent.

[User] "I don't know how we got here, I was asleep in an inn and when I woke up I was here. Where is 'here anyway?"

[User] "I am very sorry about this... intrusion of ours, but as my companion said, we honestly do not know how we got here or where we are."  Sion bows apologetically and subtly begins to look for any religious insignia or objects he might be familiar with. In this moment, rolling with the situation is as important as making the man they are talking to realize that they are in full possession of their mental faculties and telling the truth, as unrealistic as it may sound. Failing that, apologizing again for the incident and leaving quietly would be the next highest priority.

[User] "Seen a cat?"  Adem asks the man. He moves closer to the group still looking but more attentive to the man.


[User]
 Arena Tournament, Round 88:  Pain Hydrate  vs.  Wildgeist
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Pain Hydrate  - AlterForm
 Wildgeist  - Wildgeist

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

[User]
 Pain Hydrate arrives with 11 points of damage.
Wildgeist arrives at full health.

[User]
 Wildgeist  Reporting In
 Rolling initiative   (1d20-2)[ 14 ]

No reactive purchases.

May the best barbarian win!!!😁

[User]
 Pain Hydrate   checking in.

  Init  - (1d20+3)[ 18 ]

Will be making purchases later.

[User]
 For the moment...Pain will buy:

[x2] Potion of Faith Healing (Obscure Deity #1138) (100)
[x1] Sap (1)
[x1] Heavy Wooden Shield (7)
[x1] Psionic Tattoo of Force Screen (50)

Reserving right to reactionary purchases.

[User]
 Originally Posted by Wildgeist
   Wildgeist  Reporting In
 Rolling initiative  [roll0]

No reactive purchases.

May the best barbarian win!!!😁

I said before, no reactionary purchases.  😛  Let's get this started!!!

[User]
 Pain Hydrate - Round 1

Start: M4. Guisarme held in one hand, potion in the other.
Stuff for me:

 Spoiler
Rageclaws shaped (per arena rules), Psionic Tattoo just purchased on skin.

Standard: Down the potion.
Self:

 Spoiler
9 points of healing.

Move: 40 ft to H9
Free: Shift grip on guisarme.
Swift: Activate Travel Devotion.

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 14 (4 armor, 3 dex); Touch 13 FF 14
Travel Devotion: 1/10
Rage: Unused
Guisarme is 2H
Position: H9

 End Turn

[User]
 Wildgeist  Round 1

Wildgeist starts in  N24  with 2 potions in his hands.

Standard: Drink Potion

 Spoiler

Mage Armor Potion Used

Free: Drop Empty Vial.
Move: Draw Greatsword with free hand.

 STATS

 Spoiler

Wildgeist Started  @N24
Wildgeist Ended  @N24
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
Mage Armor: 1/600 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Invisibility Potion

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1
Invisibility Potion X1

[User]
 Pain Hydrate - Round 2

Standard: Tap Psionic Tattoo

 Spoiler
Force Screen

Move: 40 ft to B13
Swift: 40 ft to F19
Free: Rage (Whirling Frenzy)

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 2/10
Rage: 1/11 (+4 STR, +2 Dodge to AC, Reflex)
Guisarme is 2H
Position: F19

 End Turn

[User]
 Wildgeist  Round 2

Standard: Drink Potion

 Spoiler

Drink Invisibility Potion
Invisible for 30 Rounds

Wildgeist disappears from sight in  N24  after drinking a potion.

@Refs

 Spoiler

Free: Drop Vial.
Move: Move silently 20 feet to  R23 .
Free: Grab Greatsword with both hands while walking.

Move silently:  (1d20+2)[ 14 ]

 STATS

 Spoiler

Wildgeist Started  @N24
Wildgeist Ended  @R23
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  2/600 Rounds
 Invisibility:  1/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User] Well...bugger. Didn't see your Potion of Invisibility listed in your purchase log but not your equipment list; I think that's legit (to my annoyance), and assuming it is, Pain will forfeit. I don't want to play hide-and-swing-and-miss for a month. 🫤

[User] Are you sure? I can help doing regular LoS checks (at least daily, and when online, as soon as someone posts), but it is up to you.

[User]
 Originally Posted by Scorer
 Are you sure? I can help doing regular LoS checks (at least daily, and when online, as soon as someone posts), but it is up to you.

If we have someone moving us at faster than Arena average speed, alright, game on; forfeit officially rescinded.

Start us off with a reactive listen check, if you please.

[User]
 High Ref Scorer

@Refs

 Spoiler

Listen for Pain
 (1d20-2)[ 16 ]

@Wildgeist

 Spoiler

You see Pain in F19

@Pain

 Spoiler

No LoS. Nothing heard.

[User]
 Pain Hydrate - Round 3

Full Round: Whirling Frenzy
Attack: Wall in G19/H19
  Attack  - (1d20+7)[ 14 ]
If a hit, wall smashes.
Attack: Wall in G20/H20
  Attack  - (1d20+7)[ 24 ]
If a hit, wall smashes.
Free: Drop prone in F19

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 3/10
Rage: 2/11 (+4 STR, +2 Dodge to AC, Reflex)
Guisarme is 2H
Position: F19 (PRONE)

 End Turn

[User]
 High Ref Scorer

@Refs

 Spoiler
Nothing to see here

@Wildgeist

 Spoiler

You see Pain in F19 prone

@Pain

 Spoiler

No LoS.

[User]
 Wildgeist  Round 3

@Refs

 Spoiler

Free: 5 feet step to  Q23 .    Move silently  (1d20+2)[ 14 ]
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @N24
Wildgeist Ended  @R23
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  3/600 Rounds
 Invisibility:  2/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User]
 High Ref Scorer

@Refs

 Spoiler

 5' step, so no noise...  sorry, Sallera corrected me, can't do rolls in edit... doing in next LoS check

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

No change

[User]
 Pain Hydrate - Round 4

Move: Active Listen

 Spoiler
 (1d20-2)[ 9 ]

Move: Active Listen

 Spoiler
 (1d20-2)[ 9 ]

Free: Count ceiling tiles.

Refs

 Spoiler
Don't forget my reactive listen as well.

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 4/10
Rage: 3/11 (+4 STR, +2 Dodge to AC, Reflex)
Guisarme is 2H
Position: F19 (PRONE)

 End Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

Doing reactive listen for last, let's hope it is low enough, or I'll have to rewind Bad ref, Bad ref 😳

Listen for Pain
 (1d20-2)[ 5 ]

Pheww.....

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 @Refs

 Spoiler

Move: 20 feet step to  M23 .    Move silently  (1d20+2)[ 17 ]
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @Q23
Wildgeist Ended  @M23
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  4/600 Rounds
 Invisibility:  3/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User] Wildgeist  Round 4 Done.

[User]
 High Ref Scorer

@Refs

 Spoiler

Listen for Pain MOD is too low, autofail.

@Pain

 Spoiler

No LoS, No Sound. And don't worry, I'm doing all the passive Listen checks.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Pain Hydrate - Round 5

Refs

 Spoiler
Cool. The updated arena precedents called out reactive listen checks as being non-mandatory unless called for if simple success is the only possible outcome.

Move: Active listen

 Spoiler
 (1d20-2)[ 13 ]

Move: Active listen

 Spoiler
 (1d20-2)[ 6 ]

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 5/10
Rage: 4/11 (+4 STR, +2 Dodge to AC, Reflex)
Guisarme is 2H
Position: F19 (PRONE)

 End Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

Again, listen for Pain MOD is too low, autofail.

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Wildgeist  Round 5

@Refs

 Spoiler

Move: 20 feet to  I23 .    Move silently  (1d20+2)[ 5 ]
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @M23
Wildgeist Ended  @I23
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  5/600 Rounds
 Invisibility:  4/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

 End of Turn

[User]
 Refs:
 Spoiler
Listen for Pain:  (1d20-2)[ 1 ]

Pain:
 Spoiler
No LoS.

Wildgeist:
 Spoiler
Pain's still prone in F19.

[User]
 Pain Hydrate - Round 6

Move: Active Listen

 Spoiler
 (1d20-2)[ 7 ]

Move: Active Listen

 Spoiler
 (1d20-2)[ 3 ]

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 6/10
Rage: 5/11 (+4 STR, +2 Dodge to AC, Reflex)
Guisarme is 2H
Position: F19 (PRONE)

 End Turn

[User]
 Refs:
 Spoiler
No luck with those rolls.

Pain:
 Spoiler
No LoS.

Wildgeist:
 Spoiler
Pain is prone in F19.

[User]
 Wildgeist  Round 6

@Refs

 Spoiler

Move: 20 feet to  E22 .    Move silently  (1d20+2)[ 4 ]
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @I23
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  6/600 Rounds
 Invisibility:  5/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

 End of Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

Pain Listen
 (1d20-2)[ -1 ]

Incredibly he can't listen a thing...

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Pain Hydrate - Round 7

Move: Active Listen

 Spoiler
 (1d20-2)[ 2 ]

Move: Active Listen

 Spoiler
 (1d20-2)[ 5 ]

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 7/10
Rage: 6/11 (+4 STR, +2 Dodge to AC, Reflex)
Guisarme is 2H
Position: F19 (PRONE)

 End Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

His Active listen barely hears him...

@Pain

 Spoiler

No LoS, You hear sound to South, South-westish of you.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Wildgeist  Round 7

@Refs

 Spoiler

Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @E22
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  7/600 Rounds
 Invisibility:  6/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

 End of Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

Nothing to hear now...

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Pain Hydrate - Round 8

Move: Stand up
Move: 40 ft to D26 via E20 and E26
Swift: 30 ft, E26 -> B26 -> B25 -> C25 -> D24

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 8/10 (Expires at top of Round 11)
Rage: 7/11 (+4 STR, +2 Dodge to AC, Reflex) (Expires at top of Round 12)
Guisarme is 2H
Position: D24

 End Turn

[User]
 Wildgeist  Round 8

@Refs

 Spoiler

I let Pain pass through my position freely.
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @E22
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  8/600 Rounds
 Invisibility:  7/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

 End of Turn

[User]
 Refs:
 Spoiler
Nothing to see here.

Pain:
 Spoiler
No LoS.

Wildgeist:
 Spoiler
The usual.

[User]
 Pain Hydrate - Round 9

Move: Active Listen

 Spoiler
 (1d20-2)[ 12 ]

Move: Active Listen

 Spoiler
 (1d20-2)[ 5 ]

Free: Drop prone

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 9/10 (Expires at top of Round 11)
Rage: 8/11 (+4 STR, +2 Dodge to AC, Reflex) (Expires at top of Round 12)
Guisarme is 2H
Position: D24 (Prone)

 End Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

Nothing to hear now...

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Wildgeist  Round 9

@Refs

 Spoiler

I let Pain pass through my position freely.
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 STATS

 Spoiler

Wildgeist Started  @E22
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  9/600 Rounds
 Invisibility:  8/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

 End of Turn

[User]
 High Ref Scorer

@Refs

 Spoiler

Nothing to hear now...

@Pain

 Spoiler

No LoS, No Sound.

@Wildgeist

 Spoiler

You have LoS to Pain

[User]
 Pain Hydrate - Round 10

Move: Stand up
Standard: Ready an Action:

 Spoiler
5-ft step and attack upon Wildgeist taking any action I am aware of or ending his turn within 15 ft of Pain.

Status:

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: 10/10 (Expires at top of Round 11)
Rage: 9/11 (+4 STR, +2 Dodge to AC, Reflex) (Expires at top of Round 12)
Guisarme is 2H
Action Readied
Position: D24

 End Turn

[User]
 Wildgeist  Round 10

@Refs

 Spoiler

I let Pain pass through my position freely.
Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 End of Turn
 STATS

 Spoiler

Wildgeist Started  @E22
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  10/600 Rounds
 Invisibility:  9/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User]
 Pain Hydrate - Round 11

Refs

 Spoiler
Travel Devotion expires. Sad day.

Move: Active Listen

 Spoiler
 (1d20-2)[ 7 ]

Standard: Ready an Action

 Spoiler
5-ft step and attack upon Wildgeist taking any action I am aware of or ending his turn within 15 ft of Pain.

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 23 (4 armor, 3 dex, 4 shield, 2 Dodge); Touch 15 FF 18
Travel Devotion: Expended
Rage: 10/11 (+4 STR, +2 Dodge to AC, Reflex) (Expires at top of Round 12)
Guisarme is 2H
Action Readied
Position: D24

 End Turn

[User]
 Wildgeist  Round 11

@Refs

 Spoiler

Standard: Ready an action:

 Spoiler

Move if Pain attacks my actual location or tries to stay in my location.

 End of Turn
 STATS

 Spoiler

Wildgeist Started  @E22
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  11/600 Rounds
 Invisibility:  10/30 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User]
 Pain Hydrate - Round 12

Refs

 Spoiler
Rage expires. Doubly sad day. Force Screen, whose duration I forgot, also expires.

Move: Active Listen

 Spoiler
 (1d20-2)[ 15 ]

Standard: Ready an Action

 Spoiler
5-ft step and attack upon Wildgeist taking any action I am aware of or ending his turn within 15 ft of Pain.

Status

 Spoiler
HP: 12/14 (Rageclaws)
AC: 16 (4 armor, 2 dex); Touch 12 FF 14
Travel Devotion: Expended
Rage: Expended
Guisarme is 2H
Action Readied
Fatigued
Position: D24

 End Turn

[User]
 Refs:
 Spoiler
Naught.

Pain:
 Spoiler
No LoS.

Wildgeist:
 Spoiler
No change.

[User]
 Wildgeist  Round 12

Free: Rage
Move: Slowly move 5 feet to  E23  (Not 5 feet step).  (1d20+2)[ 17 ]
Standard: Attack Pain

 Attack   (1d20+9)[ 23 ]
 Damage   (2d6+10)[ 20 ]
 Only If Critic   (1d20+9)[ 23 ]
 Damage   (2d6+10)[ 21 ]
 End of Turn
 STATS

 Spoiler

Wildgeist Started  @E22
Wildgeist Ended  @E22
 HP  14/14
 AC 19  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor) T 14 FF 15
 Mage Armor:  12/600 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User]
 That's a hit for lots of pain. Wildgeist ending his turn triggers Pain's readied action. He 5ft steps to C23, then attacks.

  Attack  - (1d20+5)[ 9 ]
  Damage  - (2d4+7)[ 10 ]
 Pain Hydrate - Round 13

Standard: Attack
  Attack  - (1d20+5)[ 6 ]
  Damage  - (2d4+7)[ 13 ]
Move: 40 ft to B15

Status

 Spoiler
HP: -8/14 (Rageclaws)
AC: 16 (4 armor, 2 dex); Touch 12 FF 14
Travel Devotion: Expended
Rage: Expended
Guisarme is 2H
Fatigued
Position: D24

 End Turn

[User]
 Wildgeist  Round 13

Free: 5 feet step to  D23 .
Standard: Attack Pain

 Attack   (1d20+9)[ 24 ]
 Damage   (2d6+10)[ 17 ]
 Only If Critic   (1d20+9)[ 16 ]
 Damage   (2d6+10)[ 13 ]
 End of Turn
 STATS

 Spoiler

Wildgeist Started  @E23
Wildgeist Ended  @D23
 HP  14/14
 AC 17  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor -2 Rage) T 14 FF 15
 Mage Armor:  13/600 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1

[User]
 High Ref Scorer

 Wildgeist takes the match and round after some lousy hiding!

(Bah... his first match and wins a Round... But someday I'll win a Round, you'll see...)

You know, somehow I didn't see the move as well... taking back the call

[User] Good Fight AlterForm!!! You know what...  I think if it wasn't for my invisibility potion, probably I would have lost. Pain is a really good build. Hope to meet him soon. 😉

[User]
 Are you throwing your weapon at me or something? I moved to B15.

Not that I expect to change the outcome of the match, but now that I survived the Alpha Strike I'm gonna fight tooth and nail.

[User]
 *note to self: never ref when asleep*

  High Ref Scorer

Rewind to last Wildgeist turn

[User] Damn!!!  Now I'm feeling the dumbest Barbarian ever in the whole universe... And that's a lot to say...🤢  LOL  Rewinding to my last Turn.

[User]
 Wildgeist  Round 13

Free: Grab Greatsword with off hand.
Move: Move to  E16 .
Free: While moving draw Alchemist Fire with good hand.
Standard: Attack Pain with alchemist fire.

 Attack   (1d20+3)[ 22 ]
 Damage   (1d6)[ 1 ]
 Only If Critic   (1d20+3)[ 19 ]
 Damage   (1d6)[ 4 ]

Free: Grab Greatsword with both hands.

 End of Turn
 STATS

 Spoiler

Wildgeist Started  @E23
Wildgeist Ended  @E16
 HP  16/14 (+2 Rage)
 AC 17  (10 +3 Armor +1 Shield +4 Dexterity +1 Mage Armor -2 Rage) T 14 FF 15
 Mage Armor:  13/600 Rounds

 Bullets Left:  20 Carried of a total of 99 Owned

 Bullets Used:  0

 Rage:  0/8 Rounds

 Good Hand Wielding:  Greatsword
 Off Hand Wielding:  Greatsword

 Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

 Belt Pouch
Acid Flask X3
Alchemist Fire X2
Cure Light Wounds Potion X1

[User]
 The burnout from the Alchemist's fire will kill Pain at the start of Wildgeist's turn, so I'm not going to bother with a properly formatted post.

5 ft step, then attack.

  Attack  - (1d20+5)[ 18 ]
  Damage  - (2d4+7)[ 12 ]
  Crit Confirm  - (1d20+5)[ 6 ]
  Crit Damage  - (2d4+7)[ 12 ]

That'll be game. GG.

[User]
 Yeah, you pretty much needed a confirmed crit to have a shot.

 The rookie phenom Wildgeist does what his brother cannot, by winning the match and the round!

[User] ¬¬¡¡¡¡ *mumble mumble*

[User]
 GG Alter!!!  And as I just said before, Pain is a really good character!!!   Hope he level up soon so we may find again in a level 2 match!!!   😉

@Hustlertwo:  That was kind of harsh...   But you'll see Scorer will win a first place soon!!!

[User] Ah, I kid Scorer because he's such a good-natured sort.  He'll get his revenge soon enough when we all die in Second Draconic.

[User] Hehehe.....  Yeah, probably you're right. Actually my family and me passed through that orc camp... And The only thing I can tell you for now is that I wouldn't have stormed that camp that way...  You people are very brave!!!😦


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||N|
3|||
4|||[/table]

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

DM Notes:
 Spoiler
 Sheet

[User]
 Take the torch, search for traps near the door, and pending I find none, go through.

Applicable Rolls

 Spoiler

Search  (1d20+7)[ 27 ]
Dis Device  (1d20+7)[ 11 ]
Open Lock  (1d20+6)[ 20 ]

[User]
 To the east, you see a north/south split after 10', a door on the northern wall after 30', and the corridor continues out of the range of your light.

To the south, the corridor goes 30', ending in a T-junction east/west. There's a split to the east after 20'.

[User] Ill tie my backpak to one end of my rope, (take 10) get onto the floor, and slide the pack forward 15 feet, retract, search for traps (take 20) twice, then repeat until I get to the door.

[User] Taking 20 on search takes 2 minutes. Do you really want to take 4 minutes per 5'? I'll have to keep track of durations of things if that's the case..

[User] If that's the case, nevermind for now. the backpack should be fast enough.

[User] Sorry, one more thing...about how much does your backpack weigh?

[User] 20lb weight im using

[User]
 At the north/south split, you see: To the north, the corridor turns east after 20', and to the south it turns west after 20'. There's also a door on the eastern wall after 15'.

Continuing on, after 10', the floor crumbles out from under you, make a reflex save please.

[User]
 "Ampersand Question Mark Pound Exclimation Point!"

 (1d20+6)[ 9 ]

[User]
 (2d6)[ 9 ]  falling damage, as you drop down a 20' pit.

The DC to climb back up is like -5. (Chimney+corner) Can you make a -5?

[User] This will be fun at 0 HP. I'll stay here the night.  I cast Silent Image of the floor and take 10 to Concentrate all night if I have to.

[User]
 That wouldn't be resting, so it'd be difficult to prepare spells if you did do that.

DM only:

 Spoiler
 (d100)[ 95 ]
 (d100)[ 38 ]
 (d100)[ 37 ]
 (d100)[ 22 ]
 (d100)[ 3 ]
 (d100)[ 88 ]
 (d100)[ 19 ]
 (d100)[ 7 ]
 (d100)[ 28 ]
 (d100)[ 100 ]

[User] But don't I retain the ones I still have? If that is the case, I will do it.

[User]
 So...how many hours?

Either way, a roaming wolf traverses the corridors after 6 hours, and falls down your pit, taking  (2d6)[ 10 ]  damage, and doing  (3d6)[ 8 ] , reflex to negate.

You get a surprise round if you survive.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||N|
3|||
4|||[/table]

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

DM Notes:
 Spoiler
 Sheet


[User]
 Previously on Earthfell Campaign:

Blackleaf: YOU MUST DIE!

Sylvia: YOU MUST DIE!

Yvizzt: Blackleaf, Sylvia. Enough!

*SMACK*

And other assorted YTP quotes...😁


[User]
 Arena Tournament, Round 89:  Thag  vs.  Xan
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Thag  - vollmond
 Xan  - Ishcumbeebeeda

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

[User]
 Thag the Naked Avenger  checking in.

  Initiative  - (1d20-2)[ 4 ]

Purchases later.

[User]
 Xan checking in.

 Initiative-  [roll]1d20-4[/roll]

No purchases.

EDIT: Sweet... screwed something up already... sigh... I'll be right back.

[User]
 Okay... I don't see what I messed up, but I'll try it again.

Initiative

[roll](1d20-4)[/roll]

[User]
 Okay, third times the charm (sorry about this)

  Initiative  - (1d20-4)[ 1 ]

Yay, it worked! Looks like you get the first go. Good luck, and may you have much fun stomping me into the ground😁

[User]
 Congrats 🙂

I realized my sheet's inventory wasn't up-to-date (I had things in the purchases but not in equipment), so that's fixed now.

Quick question: Shouldn't your speed be 20, if you're wearing Medium armor?

Buying:
-60 gp 10x Masterwork Sling Bullets

Turn will have to come sometime later today, as I'm about to leave the house.

[User] Woopsies😳 Nope, it's light, the "medium" entries were just places I forgot to change during this character's million and one incarnations while I was still building. Sorry 'bout that.

[User]
 Awesome. Ok, good luck to you as well 🙂
 Thag, Round 1

Starting in Y10, mounted and wielding a lance two-handed.
Double Move: to L4.

Autosucceed on Guide With Knees check.

Reactionary rolls:

 Spoiler

  Thag Spot  - (1d20+7)[ 26 ]
  Thag Listen  - (1d20-1)[ 8 ]
  Dawg Spot  - (1d20+5)[ 12 ]
  Dawg Listen  - (1d20+5)[ 24 ]

Thag has Darkvision and Low-Light Vision
Dawg has Low-Light Vision and Scent

 Turn complete.

Statblock:

 Spoiler

Location: L4
Low-light Vision
Darkvision 60'
HP 14/14
AC 16, t16, ff12
Ferocity: Unused

Remaining Consumables:
10x Loaded Slings (MW bullets)
1x Potion of CLW
2x Potion of Faith Healing
2x Potion of Mage Armor

[User]
 Xan, Round 1
Starting in B10, Morningstar in hand, move to F10 and ready an action:

 Spoiler
 Cast Doom if I gain LoS/LoE on Thag within 110ft. Becomes  shaken  for one minute, will (DC 14) negates.

 End Turn

[User]
 Thag, Round 2

Double move:  14  70 feet: L4->K2->H2->G3->E3->D4->B4->A5
  Jump  - (1d20+8)[ 9 ]  DC10 edit: Seriously? Ugh. Revision coming in next post.

Autosucceed on Guide With Knees check.

Reactionary rolls:

 Spoiler

  Thag Spot  - (1d20+7)[ 18 ]
  Thag Listen  - (1d20-1)[ 10 ]
  Dawg Spot  - (1d20+5)[ 8 ]
  Dawg Listen  - (1d20+5)[ 9 ]

Thag has Darkvision and Low-Light Vision
Dawg has Low-Light Vision and Scent

 Turn complete.

Statblock:

 Spoiler

Location: A5
Low-light Vision
Darkvision 60'
HP 14/14
AC 16, t16, ff12
Ferocity: Unused

Remaining Consumables:
10x Loaded Slings (MW bullets)
1x Potion of CLW
2x Potion of Faith Healing
2x Potion of Mage Armor

[User]
 Ok, I'll continue my move and end up in the same square (A5), but Dawg takes  (1d6)[ 5 ]  and Thag takes  (1d6)[ 1 ]  damage.

Statblock:

 Spoiler

Location: A5
Low-light Vision
Darkvision 60'
HP 13/14
Dawg HP: 8/13
AC 16, t16, ff12
Ferocity: Unused

Remaining Consumables:
10x Loaded Slings (MW bullets)
1x Potion of CLW
2x Potion of Faith Healing
2x Potion of Mage Armor

[User] Waiting on LoS to resolve readied action. Sorry.

[User] No worries 🙂

[User] Readied action would trigger when Thag reaches K3.

[User] guys, everybody in Round 89 is waiting for you 😛

[User]
 Oops, this had fallen off my subs list.

I know this is Ishcumbeebeeda's first match, so I'll give him till this evening to take his readied action before I request a DQ. He hasn't logged in since the 2nd, though, so I expect the match will be over then 🫤

[User] Thag wins, Xan dies of a ref-induced embolism.


[User]
 A finely dressed man walks into the arena, checks his pocket watch briefly then blinks at his opponent as if in surprise.

 "Right on time I see there sir, Shall we get about this "dueling" business then?"

{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

Life points - 8000

 Spoiler
Graveyard
 Spoiler
-

Removed from play
 Spoiler
-

Hand

 Spoiler
-

Deck

 Spoiler

1 - Armed Dragon Lv3
2 - Armed Dragon Lv3
3 - Armed Dragon Lv3
4 - Armed Dragon Lv5
5 - Armed Dragon Lv5
6 - Armed Dragon Lv5
7 - Armed Dragon Lv7
8 - Armed Dragon Lv7
9 - Horus the Black Flame Dragon LV4
10 - Horus the Black Flame Dragon LV4
11 - Horus the Black Flame Dragon LV6
12 - Horus the Black Flame Dragon LV6
13 - Horus the Black Flame Dragon LV8
14 - Horus the Black Flame Dragon LV8
15 - Masked Dragon
16 - Masked Dragon
17 - Masked Dragon
18 - Spirit Reaper
19 - Marshmallon
20 - Flying Kamakiri 1
21 - Stamping Destruction
22 - Stamping Destruction
23 - Stamping Destruction
24 - Royal Decree
25 - Royal Decree
26 - Brain Control
27 - Enemy Controller
28 - Enemy Controller
29 - Enemy Controller
30 - Level Up!
31 - Level Up!
32 - Level Up!
33 - Level Modulation
34 - Level Modulation
35 - Mystical Space Typhoon
36 - Pot of Avarice
37 - Pot of Avarice
38 - Lightning Vortex
39 - Gold Sarcaughagus
40 - Swords of Revealing Light

[User]
 "Basic dueling ettiquette dictates I draw 5 cards and then the matter of the first turn is dicated by,"  he pauses to consult a small notebook from his inside jacket pockt  "A dice roll eveidently"  He smiles and draws his cards

After peering down at the dice he has rolled he makes a desicision.  "Should my roll prove higher, I would prefer if you were to take the first move."
Intitative  (1d20)[ 14 ]
Starting Hand  (5d40)[ 39 ][ 33 ][ 2 ][ 22 ][ 13 ](109)
Re-rolls  (5d40)[ 11 ][ 15 ][ 30 ][ 12 ][ 23 ](91)

{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

Life points - 8000

 Spoiler
Graveyard
 Spoiler
-

Removed from play
 Spoiler
-

Hand

 Spoiler
Armed Dragon Lv3
Horus the Black Flame Dragon LV8
Stamping Destruction
Level Modulation
Gold Sarcaughagus

Deck

 Spoiler

1 - Armed Dragon Lv3
2 -
3 - Armed Dragon Lv3
4 - Armed Dragon Lv5
5 - Armed Dragon Lv5
6 - Armed Dragon Lv5
7 - Armed Dragon Lv7
8 - Armed Dragon Lv7
9 - Horus the Black Flame Dragon LV4
10 - Horus the Black Flame Dragon LV4
11 - Horus the Black Flame Dragon LV6
12 - Horus the Black Flame Dragon LV6
13 -
14 - Horus the Black Flame Dragon LV8
15 - Masked Dragon
16 - Masked Dragon
17 - Masked Dragon
18 - Spirit Reaper
19 - Marshmallon
20 - Flying Kamakiri 1
21 - Stamping Destruction
22 -
23 - Stamping Destruction
24 - Royal Decree
25 - Royal Decree
26 - Brain Control
27 - Enemy Controller
28 - Enemy Controller
29 - Enemy Controller
30 - Level Up!
31 - Level Up!
32 - Level Up!
33 -
34 - Level Modulation
35 - Mystical Space Typhoon
36 - Pot of Avarice
37 - Pot of Avarice
38 - Lightning Vortex
39 -
40 - Swords of Revealing Light

[User]
 A man and his two daughters walk into the arena, one daughter clinging onto each of his arms. His eyes appear glazed over, as if hypnotized.  My daughters wish to play card games. I am happy as always to oblige them.   We're gunna win!   Yeah! Win!

Charmed Heroes: 40

 Spoiler
01. Aussa the Earth Charmer
02. Aussa the Earth Charmer
03. Aussa the Earth Charmer
04. Familiar Possessed - Aussa
05. Familiar Possessed - Aussa
06. Eria the Water Charmer
07. Eria the Water Charmer
08. Eria the Water Charmer
09. Familiar Possessed - Eria
10. Familiar Possessed - Eria
11. Elemental Hero Woodsman
12. Elemental Hero Woodsman
13. Elemental Hero Woodsman
14. Elemental Hero Stratos
15. Elemental Hero Wildheart
16. Elemental Hero Wildheart
17. Elemental Hero Wildheart
18. Elemental Hero Ocean
19. Elemental Hero Ocean
20. Elemental Hero Ocean
21. E - Emergency Call
22. E - Emergency Call
23. R - Righteous Justice
24. R - Righteous Justice
25. Mirror Force
26. Bottomless Trap Hole
27. Bottomless Trap Hole
28. Polymerization
29. Polymerization
30. Polymerization
31. Swords of Revealing Light
32. Super Polymerization
33. Super Polymerization
34. Waboku
35. Waboku
36. Waboku
37. Mystical Space Typhoon
38. Scroll of Bewitchment
39. Scroll of Bewitchment
40. Scroll of Bewitchment

Extra Deck:
 Spoiler
3x Elemental Hero Gaia
3x Elemental Hero Absolute Zero
3x Elemental Hero Terra Firma
3x Elemental Hero The Shining

[User]
 ((Oops, forgot rolls 😳))

Inish:  (1d20)[ 6 ]
Draws:  (5d40)[ 20 ][ 6 ][ 3 ][ 24 ][ 35 ](88)
Rerolls?:  (3d40)[ 34 ][ 29 ][ 16 ](79)

[User]
 As you wish, we make the first move.
 (1d35)[ 25 ]
 We set a monster and a backrow and end out turn. Your move.   Yeah, your move!   You go ahead!

Field Magic: None
{table=“head”] 1 | 2 | 3 | 4 | 5
-- | -- | FD | -- | --
-- | -- | FD | -- | --[/table]

Lifepoints: 8000

 Spoiler

Hand: 5

 Spoiler

Eria
Ocean
R - Righteous Justice
Polymerization

Facedowns: 2

 Spoiler
3: Aussa the Earth Charmer, Waboku

Graveyard: 0

 Spoiler
0

Out of Play: 0

 Spoiler
0

Deck: 34

 Spoiler
01. Aussa the Earth Charmer
02. Aussa the Earth Charmer
>>. Aussa the Earth Charmer
03. Familiar Possessed - Aussa
04. Familiar Possessed - Aussa
>>. Eria the Water Charmer
05. Eria the Water Charmer
06. Eria the Water Charmer
07. Familiar Possessed - Eria
08. Familiar Possessed - Eria
09. Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Woodsman
12. Elemental Hero Stratos
13. Elemental Hero Wildheart
14. Elemental Hero Wildheart
15. Elemental Hero Wildheart
16. Elemental Hero Ocean
17. Elemental Hero Ocean
>>. Elemental Hero Ocean
18. E - Emergency Call
19. E - Emergency Call
20. R - Righteous Justice
>>. R - Righteous Justice
21. Mirror Force
22. Bottomless Trap Hole
23. Bottomless Trap Hole
24. Polymerization
>>. Polymerization
25. Polymerization
26. Swords of Revealing Light
27. Super Polymerization
28. Super Polymerization
29. Waboku
>>. Waboku
30. Waboku
31. Mystical Space Typhoon
32. Scroll of Bewitchment
33. Scroll of Bewitchment
34. Scroll of Bewitchment

Extra Deck: 12

 Spoiler
3x Elemental Hero Gaia
3x Elemental Hero Absolute Zero
3x Elemental Hero Terra Firma
3x Elemental Hero The Shining

[User]
 (1d36)[ 13 ]
 "Hmm, I activate my  Gold Sarcophagus  which shall remove my lightning vortex from play. In two turns it shall be added to my hand, an interesting deal dont you think? Now I summon my  Armed Dragon Lv3  and activate the spell card  stamping destruction  to destroy your facedown hurting you for a pleasant 500 points as well. Lastly, because one must try or one will never succeed my dragon attacks your face down, whatever the result I end my turn."
 Armed Dragon Lv3  1200/900
{table="head]1|2|3|4|5
-|-|AD3|-|-
-|-|-|-|-[/table]

Life points - 7700

 Spoiler
Graveyard
 Spoiler
Gold Sarcophagus
Stamping Destruction

Removed from play
 Spoiler
Lightning Vortex

Hand

 Spoiler

Horus the Black Flame Dragon LV8

Level Modulation

Horus the Black Flame Dragon LV8

Deck

 Spoiler

1 - Armed Dragon Lv3
2 - Armed Dragon Lv3
3 - Armed Dragon Lv5
4 - Armed Dragon Lv5
5 - Armed Dragon Lv5
6 - Armed Dragon Lv7
7 - Armed Dragon Lv7
8 - Horus the Black Flame Dragon LV4
9 - Horus the Black Flame Dragon LV4
10 - Horus the Black Flame Dragon LV6
11 - Horus the Black Flame Dragon LV6
13 -
14 - Masked Dragon
15 - Masked Dragon
16 - Masked Dragon
17 - Spirit Reaper
18 - Marshmallon
19 - Flying Kamakiri 1
20 - Stamping Destruction
21 - Stamping Destruction
22 - Royal Decree
23 - Royal Decree
24 - Brain Control
25 - Enemy Controller
26 - Enemy Controller
27 - Enemy Controller
28 - Level Up!
29 - Level Up!
30 - Level Up!
31 - Level Modulation
32 - Mystical Space Typhoon
33 - Pot of Avarice
34 - Pot of Avarice
35 -
36 - Swords of Revealing Light

[User]
 Though our facedown Waboku is destroyed, your Armed Dragon LV3 bounces off the defenses of Aussa the Earth Charmer, though you posses no Earth to Charm, you take 300 damage. Have you aught else to do before we take our move?

EDIT: Nevermind, you said you'd have nothing to do regardless of result. My turn!

[User]
 Our move.
 (1d34)[ 8 ]
 We activate Polymerization to fuse the Elemental Hero Ocean in our hand with the Eria the Water Charmer in our hand to make Elemental Hero Absolute Zero. We then summon Familiar Possessed Eria from our hand. Eria destroys your dragon, and then Absolute Zero goes direct, for a total of 3650 damage. Your move.   Yeah, do your worst!   Prepare to lose!

Field Magic: None
{table=“head”] 1 | 2 | 3 | 4 | 5
-- | FE | AE | AZ | --
-- | -- | -- | -- | --[/table]
FE = Familiar Possessed - Eria,  1850 /1500
AE = Aussa the Earth Charmer, 500/ 1500
AZ = Elemental Hero Absolute Zero,  3000 /2000

Lifepoints: 7500

 Spoiler

Hand: 1

 Spoiler
R - Righteous Justice

Facedowns: 0

 Spoiler
3:

Graveyard: 4

 Spoiler
Waboku
Eria the Water Charmer
Ocean
Polymerization

Out of Play: 0

 Spoiler
0

Deck: 33

 Spoiler
01. Aussa the Earth Charmer
02. Aussa the Earth Charmer
>>. Aussa the Earth Charmer
03. Familiar Possessed - Aussa
04. Familiar Possessed - Aussa
>>. Eria the Water Charmer
05. Eria the Water Charmer
06. Eria the Water Charmer
07. Familiar Possessed - Eria
>>. Familiar Possessed - Eria
08. Elemental Hero Woodsman
09. Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Stratos
12. Elemental Hero Wildheart
13. Elemental Hero Wildheart
14. Elemental Hero Wildheart
15. Elemental Hero Ocean
16. Elemental Hero Ocean
>>. Elemental Hero Ocean
17. E - Emergency Call
18. E - Emergency Call
19. R - Righteous Justice
>>. R - Righteous Justice
20. Mirror Force
21. Bottomless Trap Hole
22. Bottomless Trap Hole
23. Polymerization
>>. Polymerization
24. Polymerization
25. Swords of Revealing Light
26. Super Polymerization
27. Super Polymerization
28. Waboku
>>. Waboku
29. Waboku
30. Mystical Space Typhoon
31. Scroll of Bewitchment
32. Scroll of Bewitchment
33. Scroll of Bewitchment

Extra Deck: 11

 Spoiler
3x Elemental Hero Gaia
2x Elemental Hero Absolute Zero
3x Elemental Hero Terra Firma
3x Elemental Hero The Shining

[User]
 (1d34)[ 8 ]
 "Ah excellent, another turn in the making I hope. I summon Horus the Black Flame Dragon LV4, who destroys your earth charmer and thus in my end phase levels up to become  Horus the Black Flame Dragon LV6 . Your move sir, that hero of yours is most impressive."
 Horus the Black Flame Dragon LV6 .2300/1600
{table="head]1|2|3|4|5
-|-|H6|-|-
-|-|-|-|-[/table]

Life points - 4050

 Spoiler
Graveyard
 Spoiler
Gold Sarcophagus
Stamping Destruction
Armed Dragon Lv3

Removed from play
 Spoiler
Lightning Vortex

Hand

 Spoiler

Horus the Black Flame Dragon LV8

Level Modulation

Horus the Black Flame Dragon LV8

Deck

 Spoiler

1 - Armed Dragon Lv3
2 - Armed Dragon Lv3
3 - Armed Dragon Lv5
4 - Armed Dragon Lv5
5 - Armed Dragon Lv5
6 - Armed Dragon Lv7
7 - Armed Dragon Lv7
8 -
9 - Horus the Black Flame Dragon LV4
10 -
11 - Horus the Black Flame Dragon LV6
13 - Masked Dragon
14 - Masked Dragon
15 - Masked Dragon
16 - Spirit Reaper
17 - Marshmallon
18 - Flying Kamakiri 1
19 - Stamping Destruction
21 - Stamping Destruction
22 - Royal Decree
22 - Royal Decree
23 - Brain Control
24 - Enemy Controller
25 - Enemy Controller
26 - Enemy Controller
27 - Level Up!
28 - Level Up!
29 - Level Up!
30 - Level Modulation
31 - Mystical Space Typhoon
32 - Pot of Avarice
33 - Pot of Avarice
34 - Swords of Revealing Light

[User]
 I do not understand your move. What, exactly, was its goal?
 (1d33)[ 7 ]
 We summon another  Familiar Possessed - Eria. All of our monsters attack. I am unsure whether your monster stands in attack or defense mode, but it matters not - our monsters reduce your lifepoints to zero regardless, unless somehow something in your  hand  says something to the contrary?

((If Horus is in attack mode, then 1200 + 1850 + 1850 = 4900 damage. If Horus is in defense mode, then 3500 + 1850 = 5350 damage. Either way, you're reduced to 0 lifepoints, unless you have Kuriboh or Battle Fader or something in your hand.))

Field Magic: None
{table=“head”] 1 | 2 | 3 | 4 | 5
-- | FE | FE | AZ | --
-- | -- | -- | -- | --[/table]
FE = Familiar Possessed - Eria,  1850 /1500
AZ = Elemental Hero Absolute Zero,  3500 /2000

Lifepoints: 7500

 Spoiler

Hand: 1

 Spoiler
R - Righteous Justice

Facedowns: 0

 Spoiler
3:

Graveyard: 5

 Spoiler
Waboku
Eria the Water Charmer
Aussa the Earth Charmer
Ocean
Polymerization

Out of Play: 0

 Spoiler
0

Deck: 33

 Spoiler
01. Aussa the Earth Charmer
02. Aussa the Earth Charmer
>>. Aussa the Earth Charmer
03. Familiar Possessed - Aussa
04. Familiar Possessed - Aussa
>>. Eria the Water Charmer
05. Eria the Water Charmer
06. Eria the Water Charmer
07. Familiar Possessed - Eria
>>. Familiar Possessed - Eria
08. Elemental Hero Woodsman
09. Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Stratos
12. Elemental Hero Wildheart
13. Elemental Hero Wildheart
14. Elemental Hero Wildheart
15. Elemental Hero Ocean
16. Elemental Hero Ocean
>>. Elemental Hero Ocean
17. E - Emergency Call
18. E - Emergency Call
19. R - Righteous Justice
>>. R - Righteous Justice
20. Mirror Force
21. Bottomless Trap Hole
22. Bottomless Trap Hole
23. Polymerization
>>. Polymerization
24. Polymerization
25. Swords of Revealing Light
26. Super Polymerization
27. Super Polymerization
28. Waboku
>>. Waboku
29. Waboku
30. Mystical Space Typhoon
31. Scroll of Bewitchment
32. Scroll of Bewitchment
33. Scroll of Bewitchment

Extra Deck: 11

 Spoiler
3x Elemental Hero Gaia
2x Elemental Hero Absolute Zero
3x Elemental Hero Terra Firma
3x Elemental Hero The Shining

[User]
 "Alas it seems you were the victor, having that dragon on the field reduced the total damage I could take to 2550, I was counting on you failing to summon a monster with more than 1500 attack. Then in my turn my sarcophagus would have kicked in allowing me to discard Horus level 8 for lightning vortex, clearing your field and then summoning that same dragon through the effects of level modulation. A shame really."

((unsure on whether this deck works as that really was a terrible hand for me :/))


[User]
 Arena Tournament, Round 81:  Lance  vs.  Gronk
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Lance  - HCL
 Gronk  - the geekish one

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

[User]
 (1d20-7)[ 12 ]  init

I'll take a masterwork longspear for 105g. I'll think about my spell selections for a bit.

[User]
 K Devotion
 Spoiler
 (1d20+5)[ 23 ]  +2 attack if 16 or higher, otherwise +1

Spells

 Spoiler
Faith Healing
Blood Wind
Entropic Shield
cure minor wounds x3

[User]
 Alright Init  (1d20+3)[ 12 ]
I will drop 320 GP on a masterwork greataxe. I'm done with purchases.

[User]
 Just kidding, that was 305g for the mwk longspear

your init mod is higher so you go first

[User]
 Cool. Starting at M25.
 Spoiler
Sling in hand. Double move to i18

End Turn.
Stats:

 Spoiler
 Init  +3,  HP  15/15,  Speed  30 ft. (base 30)
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +5,  Ref  +3,  Will  +0,  Base Attack Bonus  1
   Greataxe (N/A)   +4 (1d12+4, x3)
   Sling (Masterwork Bullets)   +4 (1d4+3, x2)
   Scale Armor  (+4 Armor, +3 Dex)
 Abilities  Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 8
 Condition  None
 Location I18

[User]
 Start in M1
 Spoiler
Wearing my chain shirt and weilding my mwk longspear

Swift: Animal devotion for flight
Standard: Entropic Shield on self
Move: To M5 and 10 feet up

EDIT for clarification, the spear is locked into a gauntlet and my soulmeld (Rageclaws) is shaped

End turn

Stats:

 Spoiler
7/7 hp 0 nonlethal
Buffs Active: Overland Flight and Entropic Shield rounds 1-10, Knowledge Devotion +2 permanent
Spells remaining: Faith Healing, Bloodwind, CMW x3
Abilities remaining: Law Devotion, Luck Domain Power, Turning Attempts 3/3

[User]
 High Ref PsiDog

@Gronk

 Spoiler
You can not move directly from M-25 to I-18 with only a double move.

There is an 'unclimbable' cliff in the way of a direct path, and going around the cliff is much more than a double move.

Please revise your turn.

Need clarification from Gronk.

[User]
 Apologies.

 Spoiler
Sling in hand. Double move to M18

[User]
 LoS established when Lance reaches M5+15 (that is, flying about 10ft above ground level). Lance is welding a longspear.

Gronk is M-18 welding a sling.

[User] Is the hill providing us partial cover and is Gronk holding anything other than the sling?

[User] Gronk has cover from you, you do not have cover from him.  He's only holding the sling.

[User] I thought cover was a two way deal but ok.

[User]
 Alrighty then.
In M18. Move up to M12. Attacking Lance with my sling.
Attack  (1d20+4)[ 14 ]
Damage  (1d4+3)[ 7 ]
I don't think there is an attack penalty until Lance is over 50 feet away. Is that right?

 Spoiler
 Init +3, HP 15/15, Speed 30 ft. (base 30)
AC 17, Touch 13, Flat-footed 14, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
Greataxe (N/A) +4 (1d12+4, x3)
Sling (Masterwork bullets) +4 (1d4+3, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 8
Condition None
Location

[User]
 Thats would be a hit, I have a spell active though  (1d5)[ 3 ]  attack misses if its a 5

Lance Round 2
Swift: Use a feat
 Spoiler
Law Devotion to AC

Double move action to 10 feet above gronk
End turn

[User]
 You do have rage claws, correct?
Move to L7. Reload my sling with a masterwork bullet as a move-action(?).
End Turn.

 Spoiler
   Gronk
Male Chaotic Evil Hobgoblin Barbarian,  Level  1,  Init  +3,  HP  15/15,  Speed  30 ft. (base 30)
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +5,  Ref  +3,  Will  +0,  Base Attack Bonus  1
   Masterwork Greataxe (N/A)   +4 (1d12+4, x3)
   Sling (Masterwork Bullets)   +4 (1d4+3, x2)
   Scale Armor  (+4 Armor, +3 Dex)
 Abilities  Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 8
 Condition  None
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Position:

Note: the error message is because I made an attack before I realized I was attacking with an empty sling.

[User]
 Attack of opportunity with mwk longspear  (1d20+8)[ 21 ]  (im assuming I have higher ground if not subtract 1)

Lance Round 3
Swift: Use a feat
 Spoiler
Switch bonus of law devotion from AC to attack

Free: Drop to the ground and turn around
Move: Fly to M8 and back up 10 feet above the ground
Standard: Attack with mwk longspear  (1d20+11)[ 12 ]
End turn, ill use my luck reroll and roll damage once i see the results of these rolls

[User]
 Using luck domain power to reroll the second attack  (1d20+11)[ 20 ]

The first one hits for sure  (1d8+8)[ 11 ]
If the second one beats your AC  (1d8+8)[ 16 ]

Yes I have rageclaws, your go

EDIT: I dont see any damage reduction so im guessing thats game assuming my move is legal

[User] Except that wasn't a natural 20 and I have 15 health and rageclaws. Also, in the interest of making a different character where do you get such huge attack and damage bonuses?

[User]
 Law devotion is +3 attack, knowledge devotion is +2 attack and damage if i make a dc 16 knowledge check which i did at the beginning of the match, +1 attack from being above you, +4 attack +6 damage from 18 strength, +1 attack from a masterwork weapon.

those damages were from the attack of opportunity and from the standard action attack i rolled them together

[User]
 Wow, I'll have to remember those. Alright, then I suppose it's my turn now, the second attack was not a hit. Wow, there really isn't anything I can do that will prevent an AoO is there?
Activate my rage (+4 stength and +4 Constitution).
Attack with my sling.
Attack  (1d20+5)[ 24 ]
Damage  (1d4+3)[ 7 ]
I'll decide what to do after those rolls.
Oh, and rage adds 2 to my damage I believe.
Stats:
 Spoiler
   Gronk
Male Chaotic Evil Hobgoblin Barbarian,  Level  1,  Init  +3,  HP  6/17,  Speed  30 ft. (base 30)
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +5,  Ref  +3,  Will  +0,  Base Attack Bonus  1
   Greataxe (N/A)   +4 (1d12+4, x3)
   Sling (Masterwork Bullets)   +5 (1d4+3, x2)
   Scale Armor  (+4 Armor, +3 Dex)
 Abilities  Str 16+4, Dex 16, Con 16+4, Int 12, Wis 10, Cha 8
 Condition  Rage: +4 Strength +4 Constitution 8 rounds left
Loc: L7

Crap, I didn't see you used that luck reroll. Yes, you won.

[User]
 High Ref Sallera
 Lance takes victory.


[User]
 Arena Tournament, Round 88:  Tom BlueJay  vs.  Jack
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tom BlueJay  - madtinker
 Jack  - vollmond

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

[User]
 Jack, checking in.

  Initiative  - (1d20+7)[ 13 ]

Purchases to come later, when I haven't just gotten home from a great night out 🙂

edit: o hai madtinker -- we meet again.

[User]
 Herro.    init  - (1d20+3)[ 8 ]

No money => no purchases.

[User]
 *blink* I just realized I have a +12 Hide mod on a perma-LoS map...

Purchases:
50gp 20x Dragonsbreath Arrows
20gp Smokestick
1gp Tindertwig

turn coming up

[User]
 Jack, round 1

Starting in M-24 wielding bow.
Double move to D-22

 Turn complete.

Statblock:

 Spoiler

Location: D22
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
20x Dragonsbreath Arrows
1x Smokestick
1x Tindertwig

[User]
 Okey dokey.

Start with shortbow equipped.
Move to G5
Ready action
 Spoiler
Shoot Jack if he begins casting a spell or ends his turn within LoE.

Stats
 Spoiler
HP 10/10
AC 17
Shortbow Attack +3, 1d6 damage.

Done

[User]
 Jack, round 2

Move: to B17
Standard: ready action

 Spoiler
to fire my bow if I gain LoE

 Turn complete.

Statblock:

 Spoiler

Location: B17
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
20x Dragonsbreath Arrows
1x Smokestick
1x Tindertwig

[User]
 CTBJ Rd 2

Free: Switch bow to off hand (which is incidentally, not really needed since a right handed person holds the bow in their left hand, but that is precedent).
Move:  Move to D10

Standard:Ready Action
 Spoiler
Move towards Jack when he ends his turn, or if LoE is established, and draw rapier as part of move.

Stats
 Spoiler
HP 10/10
AC 17
Shortbow Attack +3, 1d6 damage.

Done

[User]
 My readied action is triggered when you end movement in D10

Attack with a Dragonsbreath arrow (You have cover)
  Attack  - (1d20+7)[ 8 ]  edit: *blink*
  Damage  - (1d4)[ 2 ]  +1 Fire damage
If it hits, catch on fire (RefNeg DC15)

Does the rest of your turn stay the same?

[User]
 I didn't see that as being LoE, but since it is, I will revise my standard action.

Ready action:
 Spoiler
Move (drawing rapier) if Jack begins to cast a spell, makes an attack, ends movement, or ends his turn.

Now done.

[User]
 Using a straightedge, it just barely does. I went ahead and confirmed in the waiting room to be sure.

 Jack, round 3

Move: to B14
Standard: Attack again
  Attack  - (1d20+7)[ 26 ]
  Damage  - (1d4+1)[ 4 ]  (the +1 is Fire)
If it hits, catch on fire (RefNeg DC15)

 Turn complete.

Statblock:

 Spoiler

Location: B14
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
18x Dragonsbreath Arrows
1x Smokestick
1x Tindertwig

[User] Ending your movement triggers my readied action.  I move to B13, drawing the rapier as part of movement.  Do you still want to shoot me?

[User]
 I'm going to keep that attack.

Also, forgot to make my Knowledge Devotion roll at the beginning:

 Spoiler
  Knowledge local  - (1d20+3)[ 22 ] edit: so +2 to all my attack and damage rolls from now on

Probably can't apply to that attack since I forgot to roll it, but at least I'll have it from now on.

[User]
 Attack of opportunity   attack  - (1d20+3)[ 8 ]
damage  damage  - (1d6+2)[ 7 ]

reflex save, DC 15   save  - (1d20+5)[ 6 ]

See results before turn

[User] So...I am on fire?  How does that work (mechanically I mean).

[User]
 Ok. The full entry is  here . I'll quote the important stuff:

 Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

So you take another  (1d6)[ 6 ]  Fire damage immediately, then each round you can try the reflex save again, taking 1d6 more damage if it fails.

[User]
 Right.  So I take the damage.

CTBJ Round 3

I have two options.  Be crazy, or be crazier.

Free: Designate you as my dodge opponent (should have done that earlier)
Move: Feint in combat   Feint  - (1d20+8)[ 17 ]
Standard:    Attack  - (1d20+3)[ 9 ]
  damage  - (1d6+2)[ 6 ]
  sneak attack  - (1d6)[ 3 ]  <- apply only if you fail the sense motive check
  crit confirm  - (1d20+3)[ 23 ]
  crit damage  - (1d6+2)[ 6 ]

Free: fall unconscious

[User] That's game.  I don't think the captain is in his element in the arena.

[User]
 Well, good game 🙂 Curse my high-rolling abilities (max damage on one roll, near-max on the other).

Until next time.

[User] And I only had one primary roll that was above a six.  Perhaps I shall see you in the finals.

[User] The Captain gets demoted, and Jack takes the win!