[User]
 Somewhere in the vastness of the Multiverse sits an arena covered with red sand.

Around the perimeter is a simple stone wall, twenty feet of polished rock. Beyond it sit shadowed figures, peering curiously down at the field.

Two combatants stand upon the sand, fifty feet apart from each other, and fifty feet from the wall.

 Spoiler: OCC
One round of  prep time before combat.

[User]
 The combatant on the right grins. He is bare chested, yet his skin is grayish white, and flickers with strange, almost imperceptible undulations. A changeling. On his chest are tattooed six black Draconic symbols. Long white hair cascades down his back, which shimmers in the light.

He is Aeotex, the Seventh Thought.

[User]
 Leafwatcher nods in return, standing at ease on the right. Completely bald, his peasant's garb covers a lean body as his eyes never stray from his foe. His nut-brown skin is covered in a tapestry of scars, not an inch of it spared.

He Who Defies the Inevitable nods once more, then stills.

[User]
 Prep Round

 Spoiler: Do not open until after combat--Contains actions for prep round
No actions taken. 😁

From what you can tell, Leafwatcher does not move a muscle.

Initiative: [roll]1d20+5[/roll]

[User] Initiative once more:  (1d20+5)[ 7 ]

[User]
 Aeotex's chest runes flare with energy, and you see six duplicates of him appear around him, each perfectly identical. The original's runes flare again, and his eyes glow with bluish light, which burns continually. "I SAID I WAS ON THE RIGHT!!!" he roars in frustration.😡

 Spoiler: Actions during prep round
Casts body outside body, causing appearance of six identical duplicates, each with one quarter of his total hit points. Swift casts Foresight on self, spell stowaway causes all duplicates to be affected by Foresight in relation to him.

Initiative  (1d20+0)[ 3 ]
Feel free to ask for further observations.

[User]
 Spellcraft check to determine spells:  (1d20+34)[ 35 ]

Should be auto success as DC is 15 + spell level.

[User]
 Makes it, they were levels 7 and 9.

Body Outside Body
Foresight, which affects all the duplicates (in relation to the original) due to a spell stowaway feat.

[User] Unless you can interrupt somehow, first thing on your turn Aeotex casts Greater Celerity as an immediate action. Due to spell stowaway (Greater Celerity) he and all his duplicates get immediate full round actions.

[User]
 Leafwatcher sighs.

 Calm yourself, young one. It was merely a switching of perspective. A one hundred and eighty degree difference.

[User]
 Aeotex yells "C-C-C-C-COMBO BREAKER!!!" completely ignoring Leafwatcher's sound advice. His runes flare and he makes a dozen complex hand motions, brandishing a talisman shaped like a skull. His form flickers momentarily. His duplicates, meanwhile, spread out and transform, shapes morphing miraculously. As they do so, a roaring ray of sonic energy ripples from each of them toward leaf watcher, throwing sand into the air. Two duplicates become phoenixes, one becomes a shadesteel golem, two become white slaads, and one becomes a beholder, which aims its antimagic cone at Leafwatcher.

 Spoiler: Original Aeotex's actions (read first)
Takes a swift action (normally only one swift/immediate action allowed per turn, but I think its ok since Celerity grants him a full round worth of actions) to activate his talisman of undying fortitude, granting him many undead traits, namely daze immunity so he can act the turn after using Greater Celerity. He then casts Shapechange, but immediately dismisses it. Spell Stowaway (Shapechange) takes effect, causing all other duplicates to gain the benefits of a shapechange spell.

 Spoiler: Duplicate's Actions
The first duplicate expends his psionic focus and manifests a wild surged augmented maximized sonic energy ray, for 140 damage, with no save. (I'm assuming that Aeotex was psionically focused before the fight, since all psionic characters should be focused ALL the time. If this is an issue, then tell me). The rest of the duplicates follow suit with similar rays, so I need to make six ranged touch attacks. The duplicates use their move actions to spread out, except for one who stands directly in front of Aeotex. In addition, they all transform at the end of their actions. The one in front of Aeotex becomes a white slaad, while the others become a shadesteel golem, two phoenixes, another white slaad, and the one farthest in front becomes a beholder, with its antimagic eye aimed directly at Leawatcher, catching him in the 150 ft cone. Upon the actions end, all duplicates use partition mind to become slowed, as opposed to dazed

Ranged Touch Attacks for Rays
[roll]1d20+22[/roll]
[roll]1d20+22[/roll]
[roll]1d20+22[/roll]
[roll]1d20+22[/roll]
[roll]1d20+22[/roll]
[roll]1d20+22[/roll]

[User]
 Sorry.
 (1d20+22)[ 38 ]
 (1d20+22)[ 35 ]
 (1d20+22)[ 23 ]
 (1d20+22)[ 39 ]
 (1d20+22)[ 38 ]
 (1d20+22)[ 24 ]

[User]
 The concussive blasts of sound vanish as they reach within ten feet of Leafwatcher, then come back full force ten feet behind him. He grins and becomes a blur of movement, appearing behind Aeotex before attempting to grab him in a bear hug. The duplicate changes back into the form of Aeotex.

 Spoiler: Actions
Permanent Antimagic Field and Psionics/Magic transparency causes the rays to disappear. 60  base  feet of movement to get behind Aeotex, then attempts to grapple.

No opportunity attack (Improved Grapple)

Touch attacks:
 (1d20+30)[ 31 ]
 (1d20+25)[ 38 ]
 (1d20+20)[ 35 ]
 (1d20+15)[ 16 ]
 (1d20+10)[ 28 ]

Remember that because you are within an Antimagic Field, all enhancement and other magical bonuses cease functioning--including AC bonuses.

Grapple check:
 (1d20+46)[ 63 ]

[User]
 Aeotex swallows. He knows that he's probably dead. There's no way he can touch those rolls His duplicates, however, seem to know otherwise. Each backs up a short distance after shapechanging into strange, eyeless humanoids with jet black skin and wicked grins. In each one's hand materializes a nastily serrated dagger, and they proceed to throw them at Leafdweller.

 Spoiler: What just happened???
The duplicates each and transform into Glooms. These are creatures which are said to wield incredibly deadly daggers, and be the foremost assasins in the world. (The debate on this would be whether they shapechange carrying a dagger. I vote yes, since ELH claims that a gloom is armed with a +10 dagger of human dread). The daggers become nonmagical as soon as they enter the field, but whatever. They all hurl their daggers, and they have a sneak attack of +13d6. The one in the field backs out. I'm not sure if shapechange works again. if it does, he does the same.

Attacks (already calculated range increments):
 (1d20+36)[ 53 ]
 (1d20+36)[ 44 ]
 (1d20+36)[ 48 ]
 (1d20+36)[ 48 ]
 (1d20+36)[ 50 ]
 (1d20+36)[ 40 ]  IF HE CAN CHANGE

Potential damage in order:
[roll]1d4+13d6[/roll]
[roll]1d4+13d6[/roll]
[roll]1d4+13d6[/roll]
[roll]1d4+13d6[/roll]
[roll]1d4+13d6[/roll]
[roll]1d20+13d6[/roll] IF HE CAN CHANGE

[User]
 Huh, sorry again.

 (1d4)[ 4 ]  + (13d6)[ 42 ]
 (1d4)[ 2 ]  + (13d6)[ 39 ]
 (1d4)[ 4 ]  + (13d6)[ 40 ]
 (1d4)[ 2 ]  + (13d6)[ 42 ]
 (1d4)[ 4 ]  + (13d6)[ 45 ]
 (1d4)[ 2 ]  + (13d6)[ 50 ]  IF HE CAN CHANGE EDIT: Can only move due to slow.

[User]
 Leafwatcher stiffens as the daggers sink, one by one, into his back, then drops the Antimagic field and lets go of Aeotex.

 Well played. It has been an honor to fight you, young one.

I concede.

 Spoiler: Stat stuff
Not too much I could do at this point. I had fourteen hit points left, but only because I'd taken Toughness twenty times. Had I made this character a little bit more carefully, I might have been able to get off a heal spell, but I don't think that would have done much. All I really had left offensively was punching you with my fists, because I could could only cast spells without somatic components while grappling (Field could be taken down as a free action at the start of my turn and put back up at the end of my turn).

Nicely done. I had not been expecting the shape-shifting.

[User]
 Aeotex stands up, wheezing slightly. His duplicates morph back into their regular forms. "And you, master. You have taught me much."

 Spoiler: Stats stuff
Aetoex is a 30th level gestalt Beguiler 30/Wilder 25/Sanctified Mind 1/Recaster 4. His combo relies exclusively on the use of spell stowaway celerity to grab tons of actions.

[User]
 And more stuff.

 Spoiler: More stats!
Leafwatcher was a wood elf (I somehow didn't mention this, did I?), level 30 gestalt Shugenja 30//Fighter 25/Reaping Mauler 5. I was originally going to go for knocking unconscious with the Reaping Mauler's Sleeper Lock, but I could not boost that DC even into a reasonable range when I had to couple it with the Antimagic Field.

[User]
 Round 2.

Somewhere in the vastness of the Multiverse sits an arena covered with red sand.

Around the perimeter is a simple stone wall, twenty feet of polished rock. Beyond it sit shadowed figures, peering curiously down at the field.

Two combatants stand upon the sand, fifty feet apart from each other, and fifty feet from the wall.

THIS
IS
AMARANTH ARENA
ROUND 2

[User]
 The combatant on the right waves good-naturedly at the crowd. He wears an antique hydration suit, with the mask mirrored so that nothing can be seen of his facial features, but appears lithe and thin. The air shimmers around him as if in a burning heat. Next to him strolls an enormous tiger with bony ridges running along its back, snarling at the noise of the spectators.

"I am Sand!" he yells, in a strangely deep and sonorous voice not befitting of someone his stature. "Who seeks to challenge me?"

His feline companion roars.

[User]
 He attempts several martial poses while awaiting the preparatory time.

Perform Weapon Drill
 (1d20+11)[ 17 ]

The crowd murmurs, but does not appear overly impressed. Sand laughs and waves again, uncaring and charming.

[User]
 On the  left  stands a figure covered in a voluminous brown cloak. Little can be seen beneath the hood but a mouth upturned in a gentle smile.

 I am the Mother, the Provider, the one who gives and takes. I am the world, the Earth herself.

The figure's voice is distinctly female, and seems to reverberate directly from the ground. It has the intonation of a litany repeated countless times, through time immemorial.

[User]
 "Showoff. I'm the mother of lots of things. Lets see her create sand. Let's see her birth that!" murmurs Sand to himself quietly, but he doesn't seem that bothered by it, more amused. His tiger pads off 15 feet to the side of Sand, and crouches down, ready for combat. Sand softly murmurs some words and makes a few graceful gestures, and a ten foot radius field of translucent, grayish energy shimmers into place around him. He now looks even more distorted when seen through his odd aura and through the sphere, but you can see him drop into a combat stance.

 Spoiler: DON'T READ, EVEN IF YOU MAKE SPELLCRAFT
Sand casts antilife shell on himself. He then readies an action to counterspell.

Sand is ready for the fight to begin.

Initiative:  (1d20+16)[ 27 ]

[User]
 Earth's eye's narrow as Sand casts a spell.  What was he doing?

Spellcraft:  (1d20+33)[ 40 ]

Discernment done, Earth lets out a small breath before sinking into the sand, leaving it seemingly undisturbed. After that, there is no sign of what's happening.

 Spoiler: DO NOT READ, PLEASE. ACTIONS ARE WITHIN

 Spoiler: Burying this just in case you accidentally opened it
Earth glide ability activated as a standard action. Move to 15 feet down beneath Sand.

[User]
 And intiative:
 (1d20+20)[ 39 ]

[User]
 Spellcraft is EASILY high enough. Sand (somewhat ironically) chose to cast antilife shell.

"Very nice!" Sand yells. "Very good way of concealing your actions!" He applauds, nodding at the audience.

[User]
 The spectators suddenly give a gasp, staring at Sand. As he looks down, he realizes he is wearing nothing but his loincloth (or whatever his equivalent is).

 Spoiler: I.E., What Just Happened?
From beneath the earth right below Sand, Earth is adjacent. Antilife Shell does not block Earth from approaching, as the red sand of the arena blocks the spell--but not Earth.

So, while adjacent, Earth uses Sleight of Hand as a free action multiple times to take everything that Sand owns. Sleight of Hand is normally at a -20 penalty to use as a free action, but the feat Master Pickpocket makes it a -10 penalty. Earth can take 10 on the check, even in combat, so with the penalty, Earth gets a total Sleight of Hand check of  62 , every time.

Unless Sand has a Spot bonus of 42 or higher, this works automatically. If Spot is that high, please make a Spot check for every one of your items. If you can do something else to prevent this, go ahead.

Immediately after this happens, Earth's arms burst from the ground, attempting to grapple Sand. Strangely, they do not seem to move the dusty floor of the arena. If this fails, Earth disappears beneath the ground once more.

Touch Attacks (no attack of opportunity, Improved Grapple):
 (1d20+20)[ 35 ]
 (1d20+15)[ 20 ]
 (1d20+10)[ 26 ]
 (1d20+5)[ 19 ]

Grapple Attempt:
[roll]1d20+24[/roll]

[User]
 Grapple attempt again, to make it work.
 (1d20+24)[ 41 ]

[User] You notice that Sand is not human anymore. He is nothing but a desicated skeleton, with points of light burning in the eye sockets. You also notice that the ambient temperature around him is about 110 degrees Farenheit. "Well Played," he yells. "Now you know what I am!!!" He casts greater celerity.

[User]
 Sand vanishes and reappears at the other end of the arena, next to the wall (about 100 feet away).

 Spoiler: Action
Casts greater teleport. Concentration is good enough that he WILL make it.

[User]
 The sand is smooth and undisturbed once more.

 Spoiler: Earth's location--DO NOT LOOK

 Spoiler: Buried for good measure. IF YOU OPENED THIS ON ACCIDENT, PLEASE DO NOT OPEN THIS ONE
45 feet down.

[User]
 Sand morphs into an enormous whirling being of air, which glides to a height of 100 feet.

 Spoiler: Actions
Sand wildshapes into a huge air elemental. I would use quicken spell too, but celerity took that action :(

 Spoiler: Items you stole
Hydration suit, adamantine gem-studded pick, 30lbs. of sand, 10 doses of dust of sneezing and choking, ring of positive protection, ring of freedom of movement, thirsty sand, ring of counterspells (greater dispell magic), metamagic rod quicken, ring of anticipation, belt of battle

[User]
 No sign comes of Earth.

 Spoiler: Earth's location and actions--DO NOT LOOK

 Spoiler: Buried for good measure. IF YOU OPENED THIS ON ACCIDENT, PLEASE DO NOT OPEN THIS ONE
30 feet below her starting position. Standard action for Earth Sight.

[User]
 Sand morphs back into his normal form, remaining aloft. He gestures at the arena floor, and the sand lowers to a height of one inch. If he sees anything, his tiger will be attacking it.

 Spoiler: Actions
Sand uses a sand shaper class feature to get overland flight, then uses control sand to reduce sand height to a 1 ft. depth.

[User] There is still no sign of Earth, but Sand has the distinct feeling that she is still there, still assessing him.

[User]
 Sand beckons to his tiger, who runs to him. He touches him, and the tiger transforms into a large dragon, who looks to be composed out of sandstone. Sand looks meaningfully at it. "Find her."

 Spoiler: Actions and info
Sand just used polymorph to transform his animal companion into a young adult sand dragon. The dragon has tremonorse 60 ft.

[User]
 Earth is 30 (now 25) feet down from her starting position. And facing directly at towards Sand.

 Spoiler: Actions. PLEASE DO NOT LOOK UNTIL AFTER THIS COMBAT IS OVER
Keep Earth Glide going with Standard Action

[User]
 Stalemate
Earth emerges from the now-depleted sand, brushing a few particles from her robe, and bows low to Sand.

 Well done. Well done indeed

 Spoiler: Stats
Earth was a Fighter 6/Justiciar 8/Exemplar 1/Earth Dreamer 5/Monk 10//Bard 30. Her main tactic was earth glide comboed with sleight of hand and grappling and binding her foe.

[User]
 Sand floats down and nods. "You too. Now give me my stuff back."

 Spoiler: Stats
Sand was a Dry Lich Sorcerer10druid10,sorcerer10walkerinthewaste10,dru  id10sandshaper10. His main strategy was going to be tossing out dust of sneezing and choking before following up with abyssal rift. Instead, he relied on his 80 or so different spells.

[User] The bag of holding is opened, each item tossed to him in the blink of an eye.


[User]
 The dark clouds overhead churned in the high winds, threatening to bring down a veritable wave of precipitation on the gathering attendees.  The dreary mood of the crowd of well-wishers made the weather seem downright cheerful by comparison: although the famous Fowl's funeral was not open to the general public, they still easily outnumbered the gravestones present in the Fowl Manor cemetery.  Among the mounrers were many an ancient, powerful wizard, various faery folk, and even the odd vampire.  Artemis Fowl II had made quite a name for himself throughout the worlds above and below, and even side-to-side when the planes opened up to travel.

But all things must come to an end; even the most powerful of men must eventually settle his debt with the forces of nature, returning to the dust from which they were formed.  And so those who had known them, or known of them, gathered to celebrate their life and mourn their death, as was traditional in the ways of Man and the Faery People.

But then, when has a Fowl ever put stock in tradition...

The funeral procession has yet to start; you guys aren't the last her, and you're not the first.  If you could please introduce your character and how you're arriving at the funeral (hopefully, dressed appropriately for a funeral).  We're gonna start with a bit of RP before things get going here, so I'd appreciate a really awesome description of appearance, actions, reactions, and words in this part of the game.

[User]
 A large woman whose features are swathed in a moss of shaggy hair arrive at the estate along with a woman with a bandana and an eccentric hairstyle. Aside from that, they are wearing heavy black which covers them from shoulder to toe. The casket is still in preparation for the pallbearers as embellishment of flower cuts are being arranged from the corner of the large woman's vision. Rukar turns to see the gathering of the great mage's former enemies and friends that has come to pay their final respects like her. Frankly, the she-lycan falls under his former enemies as the great mage had been the one that conquered and segregated the Moon Fang Clan when he was alive. She is now without a clan but she is not entirely without a future. Any hatred had long been curbed in the past, replaced by a genuine respect for the man who tutored her in the curse and reformed her race in "compensation" for their loss. She did not know what happened to other lycanthropes or her former brethren. She might come across another pack in the near future but she do not plan to intrude on their lives.

 Is this a bad omen?

Her companion and second mentor, Cassandra, always indulges herself in the questions pertaining the future when asked. She is an old friend of the long deceased Harry Potter and the now deceased Artemis Fowl. Like her aunt, Sybil, she is also a devotee to divination as she teaches the subject in magic school and to the tamed lycanthrope who awakened her gift of divination 5 years ago. Personally trained by Artemis, her visions are more precise and controlled than her aunt.

 The moon and sun have not aligned yet. Under the eclipse, your destiny will be determined.

[User]
 From a far, quiet spot, a dark figure beholds the crowd attending the funeral. It is a 6 feet tall, broad-shouldered person who wears a bulky black cloak who covers most of its body; however, most perceptive people can see a white mask covering its face, and the long pommel of a sword close to its waist.

With a muscled, scaly hand, the figure slowly removes the hood and the mask, clearly as a show of respect, and the scarred face of a male demon -red-skinned, two horns on his forehead, gold eyes, fanged mouth, and silver, long hair- is uncovered. A silvery breastplate armor can now be spotted under the dark clothes, as well as a katana and a wakizashi (a smaller version of a katana), both weapons of an exotic, fiendish design, indicating this heavily armed demon is a warrior of some sort.

He looks like he's suppressing a feeling of anger, but not directed at the dead body, but at something or someone else. Clenching his clawed fist, he lets his emotions flow, but still showing an unnerving calm, proving himself he has an astounding will to control his temper even in tough times.

Artemis Fowl was meant to be a worthy opponent for Bedraeloch. The most powerful spellcaster against his blade, it could have been a great, honorable duel. However, the hopes the demon had for such confrontation to occur are now gone since Fowl passed away. Even if he was not formally invited, it was quite easy for Bedraeloch to walk past crowds without being the center of attention.

The least he could do now was to pay some silent respect to such legendary figure. So he covers his head with the hood again, and slowly walks lowering his head, approaching the center of the funeral procession trying to not draw too much attention to himself.

[User]
 From one of the veritable fleet of taxis coming to and from the funeral, a slim, 5'11 man quietly steps out. His face is weathered, age clearly showing it has some over him. Despite this, his brown eyes are still sharp, and his hair shows no sign of balding. ("  I might have had to threaten my hair for it to stop having... blank spots, but I still have a full head of hair, dangit!  ")

He wears no armor, nor does he bear a weapon. As he emerges from the taxi, he wears a weathered explorer's outfit, with a backpack. But as he shakes his sleeves  just  right, his clothes warp and twist, becoming a far more appropriate black suit and  fancy  hat. The backpack stubbornly persists, however.

His face becomes more drawn as he approaches the funeral procession's main group. Artemis Fowl was once his hero, and his actions had saved the lives of many, and improved the lives of far more. But even he fell to time eventually, something that his (" Slowly! ") aging body is quick to remind him of. He chuckles, and remarks under his breath:  "I'll be happy if I eke out as many years as Fowl did though."

 Spoiler: OOC
That's all I've got... >.> 1:30 AM, holiday preparations and other things have been pulling me away. Please excuse the lateness, and the grammar errors. ^.^

Taxi's are alright to arrive in, right?


[User]
 It is harsh in the world,
whoredom rife
—an axe age, a sword age
—shields are riven—
a wind age, a wolf age—
before the world goes headlong.

- The Völuspá

   Echo Over Mountains

A game of Godsend

The Gods, In The Order Of Their Rank:

 Ender Dragon , who acts through  Kamenwati
 Dark Brother , who acts through  Rus
 Ṡalinnis , who acts through  Atra Runasdottir
 The Small God , who acts through  Helena

The Ribbon Road:

 -The Moon
 -Wonder: A frozen landscape where the sun never rises, always clouded in darkness and blizzard where the spirits of the dead come answer the questions of the living for a dreadful price.
 -Wonder: The Halls of the Mountain Kings: a great series of necropolises, each one grander and full of more traps than the last
 -Threat: A giant serpent eating the souls of the dead, preventing them from passing peacefully into the Netherworld.
 -The City of Shepherds
 -Shrine: The Colosseum of Rokanis
 -Wonder: The Bazaar of Firdaus
 -Wonder/Shrine: The Gibbet Tree and Schwarzwald
 -Shrine: The Castle Of Bones (the skeletal remains of an ancient leviathan beast, with an altar sitting where its heart was).
 -Threat: The Shrike
 -Shrine: The Guild of Gamblers
 -Threat: An insane magician, immortal, plotting to throw down the gods and install himself in their place
 -The University of Wygick, where all mages go to be taught to control the fire that burns inside them
 -The Imperial Court
 -Threat: Foul Wind
 -Threat: Road's End

*

The branches of the Gibbet Tree, which the tree-shepherds dub a Fearful Mystery, are large enough for entire cities to sprawl upon them. The Imperial Court could lay itself out one by one, horse by horse, building by building, and still not stretch from trunk to leaf. It is for this reason that the Hall of the Valatta resides upon the branches of the Gibbet Tree, beyond the thrice nine kingdoms of this world, beyond even the deep den where Dark Brother lies dreaming.

If you are keen-eyed and lucky, you might see its lights shining in the night, afar off. The hearthfires there never go out, and as long as the Valatta do not break the bones of the great boar and stag they feast upon, they will spring to life when the moon’s light falls upon them that once more they may be hunted. Their horns never run dry, and the winds run free through the hall, for here the messengers of the gods come to rest from their labors, and nimbly fly from the hall when they are called upon.

They are fortune-friends, deathless, and swift; those who they have not harmed may not harm them in turn. They are sworn to carry only the words given them by their masters, save within the confines of their great hall.

Here we are, then. The fire roars, the music is mournful and merry in turns, and news comes in from every side of the world, even unto the utter darkness that lies beyond the stars.

[User]
 Eukilikos dwells in golden armour and with wings of flame. His eyes close in meditation, pretending he hears the words of his God - though he knows only the quiet voice of her own conscience. In some ways he is much like Wound-Tender - her shifting, mercurial form that changes naturally between either gender as constantly as a man changes his posture. In others she is not - no cotton robe and running shoes for Eukilikos, no humble laughter or self-effacing jokes. He is an Angel Valatta and he is as grim, serious and formal as any of Ender's servants. Some whisper that she once was such.

He clicks his metal-clad fingers together in the sign that he has something True to say.

"Herd-Tender has been secretly at work," she said. "She has tracked paths off the edge of the Ribbon Road, unblessed though they may be. He has spoken to the Entish folk and suffered their spit and unsubtle reminders of her place. He has taken all this in good humour and shared with them her wine, and they drank as Backwards-Walker once drank. No matter how much they drank, Herd-Tender always had more, and so they drank more. Carriages came to pass along the untracked paths bearing more drink with them, and they made their way back heavy with furs and pelts.

"So it is a road has opened between the Road and Backwards-Walker's forest. So it is that trade has begun between the trail and the trailless. And this trade will endure for so long as the Tree Shepherds have a taste for wine."

[Civilization: Salinnis has taught the people of the Road how to bargain and trade with the Tree Shepherds. They no longer have reason to fear war with the forest, and add the quality  Woodland Bounty . However, this new trade has aroused envy, someone create a relevant Peril.]

[User]
 Stribozh wears the wings of all things that fly, for that is his right as the Storm Voice, messenger over a third of all that is. His nails are caked with skin and clotted blood, and he is, quite unfairly, handsome in the eyes of men, but for his throat, which is lined with teeth. He sees the movements of men and the mustering of armies from his high seat, and he mutters to himself before speaking before the assembly.

"The Emperor is a dead man. Dark Brother has set Rus against his heels.  If  Rus, who stands in the shadow of   KNHN  , slays the man  upon  the Ribbon Road  with  the sword whose name is Flowering  while  broad-backed Sormr's bulk blinds the moon,  then  Come-by-night shall awaken and the Ribbon Road will be thrown askew and strange across the world by the turning of his shoulders. Even now, the master's shadow seeks to ensure that Flowering comes into the hands of Rus, and urges him on by claiming that his nemesis seeks to welcome the Emperor in glory and might into Queen Keeper's trust."

[ The Small God  is cordially invited to provide two of the following three:
- A requirement: something that must be done first, or something or someone that is needed.
- An opponent: something or someone that will try to prevent it and is well prepared.
- A sacrifice: someone or something that will suffer harm in the process.]


[User]
 Campaign Setting
 The world is new, the old world destroyed by the Great Dragon, but this world, with these five isles like an emerald necklace drifting forever in the endless, sparkling waves, is new.  Of course, nobody remembers the old world, the stories and traditions handed down for generations are just tattered strings hanging from a dream of something rumored to be much more grand than this hard, new life on the Isle of Man.  Everybody knows the stories though, the destruction and terror, the death of Kings, and the salvation of the great elven wizard Mellanin and his stepping circles, where our ancestors came through from smoke and shadow into this bright, new future, carrying only what they could on their backs to build a life anew.  Maybe some of the eldest elves still know, those with more years than books in the Learning Halls of Freeton, but the elders rarely if ever step foot on this, the most distant Isle of the Ring from their own home of the Isle of Roanoke, hidden away across the shimmering waters of the vast Shining Sea.

The Isle of Man.  Humanity's cradle.  A long, curving stretch of land, towering cliffs facing the Shining Sea to the west, rolling hills giving way to deep forests and fertile fields as the island slips away into the Endless Sea to the east.  Men of three nations were saved, and placed here, some twenty generations ago as men count such things.  The high men of Tarn found purchase in the cliffs to the northwest, and built their homes as they tamed the very mountainsides.  The industrious Yeomen cleared the great forests and established Freeton in the northeast, the first city and the only true port of the Isle of Man, from which the lifeblood of the tribes ebbs and flows as the other nations come to trade and handle.  And of course, far to the south the Skalding, likely the hardest men to have ever walked the old world, except the Skalding rarely if ever walked anywhere, holding instead a deep and intimate tradition with the sea.

Other races were to be found as well, but for the most part kept to their own isles.  This was, after all, the Isle of Man.  Nonetheless, trade and necessity found those willing to wander, and the elves in particular had a long and steady hand in the establishment and peace of Freeton.  Likewise, the dwarves had emissaries with the Tarnish, and could be found at the Castle of Salt, perched so high above the Shining Sea at the northernmost edge of the island.  The Deepwood, it was rumored, held villages of half-elf castoffs, prefering the quiet secrecy of the forest to the bustle, stares, and scorn of the city of Freeton.  And the gnomes?  Well.. nobody had seen a gnome in generations.

Life was good, but hard.  The land was fertile and the crops prospered, but it required toil and pain, and dark things lurked in the forests, always hungry for a bite.  For many years, the three tribes of men had traded with one another and with the other races in Freeton, and known peace.  People were too busy building farms, to pick up arms against their neighbors.  But in recent years, trade had stalled, and simple things like good iron were hard to come by.  The presence of the wiser elves diminished, and people bickered and squabbled, fighting was even rumored to have broken out in places.   Life itself became ever more taxing.  The people grew restless, and weary, and would have cried out to their Gods, but the old gods were dead in the old world, and the only thing the people worshipped in WorldSea was the sky and the sun, the wind and the endless waters, and the very earth upon which they rested their lives.  And so it is we begin our story, as you make your way in the growing troubles of the Isle of Man, will you find peace and prosperity, or will you forge your fortune in the blood of war?
 Character Creation and Setting Mechanics

Sources: PHB.  Unearthed Arcana by DM permission only.  Online homebrew sources are very unlikely to be accepted.
 http://5e.d20srd.org/index.htm   for an online reference, though it is missing the copyrighted things like feats.

27 point buy, start at lvl 1

You MUST come up with a backstory, I can help if you need and will likely work to adapt yours as needed regardless.  If you want to play elven or dwarven characters, you need a good backstory as both races are rare on the Isle of Man and will come with additional RP considerations which will be revealed to you after the character is approved.  Backgrounds in the PHB are only examples, feel free to come up with your own background following the rules (2 skills or tools, etc) depending on your characters' backstory.

Races allowed : Human (including variant), Elven, Dwarven, Half-elven.  More will open up as the campaign is explored, but half-orcs do not exist in this setting, so don't even ask.

Every character gets a free feat at lvl 1, including variant humans.  Lucky is banned.  Martial feats require your character has both experience and equipment as prerequisites, thus Heavy Armor Master is unavailable at lvl 1.  Sharpshooter is -5/+6 to keep it in line with Great Weapon Master.  Both of these feats only apply their bonus to the first main attack.  Crossbow Expert is no longer able to break the laws of common sense physics (rapid firing with no free hand to reload, etc), and for that matter, crossbows are very rare on the Isle of Man, as are all high-end martial items.  Ask me if you have any questions, I know this is a brief introduction.

Magic users will find that there is a very important factor regarding casting which will be revealed to those characters only as the campaign develops.  It is by far, primarily an RP factor, but I would be lying if I said it had zero mechanical importance.  Don't worry, Im not secretly gimping your characters, so feel free to go with a caster, just be aware that magic is of significance in this world.  Magic is also rare to some degree, especially on the Isle of Man, so don't expect to walk into Freeton and buy a bunch of magic items, or to wander into an isolated village and hire the services of the local cleric.

The Isle of Man itself is split into 4 areas (I'll get a map out at some point).  It is a long, slightly curved island with its back to the west, which is a long ridge of high cliffs and mountainous area, that give way to hills.  The northern part of the island is thick, with the eastern side being the domain of the Yeomen and the western side belonging to the Tarnish.  The weather is temperate and warm.  The southern part of the isle gets thinner and thinner, the soil becomes rockier, and the weather gets much colder.  This is the land of the Skalding.  The central part of the island is made up of foothills and the Deepwood.  Here be dragons.  Life is medieval and feudal, with the exception that with the death of the old world, all men are freemen. The economy is mostly barter with the exception of the major settlements, and iron is both in low supply and of vast importance.  Coinage on the Isle of Man is in Iron Marks.  Gold is unheard of as a measure of currency.

Tarnish: Goat-herders who terrace the steep hillsides and build their homes from stone.  Their villages are natural fortresses, and they grow grapes and millet in the rocky soil.   They are hard men who cut a hard bargain, and they sit on one of the most important economic resources on the Isle of Man: a large salt mine, upon which they have built the Castle of Salt, which is the largest stone structure and the only true castle on the Island.  Tarnish characters add Intimidation and Athletics to their choice of skills.

Yeomen: Farmers and forresters from a great nation of the old world, they run the port city of Freeton in the northeast, at the mouth of the Sweetwater River.  Yeomen are established tradesmen, and they produce a vast amount of food in their fertile farmlands.   Yeomen add Handle Animal and Persuasion to their choice of skills.

Skalding: A hard people who tend sheep and raise no crops but the wild grasses of their homelands, they live in and on the Sea and have a deep kinship with the weather and the water.  Skalding fishermen and traders make up the backbone of the sea-going fleets of the Five Isles, an advantage which they press with great force.  Skalding add Vehicles(water) and Deception to their choice of skills.

[User]
 Campaign Style

As mentioned from the start, this campaign will be strongly story driven.  Obviously there is going to be some table-talk and BSing, but I hope people will be able to focus in and play seriously, as well, as I will put a lot of my free time into creating an interesting world for you to play in.  Put some good thought into your characters, and especially your characters' actions, as your choices will most certainly matter.  Ultimately though, I want us all to have fun.

The world itself is multi-layered and much bigger and complex than the Isle of Man.  You will discover this complexity as you grow and explore.  The interactions that occur because of this will be key to a fun experience and a good story, and for this reason, not everything will be obvious at first, nor will it necessarily be revealed to all of you at the same time, if at all.  If you are given access to information in private,  DO NOT SHARE THIS INFORMATION WITH OTHER PLAYERS WITHOUT A GOOD IN-GAME REASON .  In a similar vein, try to avoid meta-gaming as much as possible.

Combat will be reasonably common depending on your decisions, tactics and choices involving your character builds will be important, but this will not be a straight-up hack-n-slash dungeon crawl.  If you are looking for that, now's your chance to bow out and play Diablo instead.  Combat will however be deadly, in-so-far that monsters or opponents have both a good reason and a good opportunity to kill you, they will not hesitate to do so.  Plot armor will only protect you so far, and if you insist on making really poor decisions (you will be given plenty of in-game warnings in most cases), you will have to accept the consequences.

The early setting is rough.  Resources are in low supply and magic is not easily accessible.  As you explore the world, both on the Isle of Man, and perhaps if you can manage to see the rest of the Five Isles, you will find it is not always this way.  So don't despair if you cannot start the game with fullplate, a +1 magic greatsword, and a magic horn of plenty.   You'll get there eventually, with the right teamwork.

Finally, the setting is a sandbox.  There are however, some overarching plots, which may or may not be of increasing importance to your group, depending on which path you choose to take.  You are free to go and do as you please, but as said, your actions have consequences.  That said, I am limited to the amount of forethought I can put into adventures, so keep that in mind.  While I will not overtly railroad you, if you ignore all the plot-hooks then the day's session will necessarily suffer somewhat.  It's fine to follow your character, just don't do it simply to spite the DM.

As always, we are here to have fun.  Cooperation and immersion are key.

[User] Ander is a young man, a teenager, really - average of height and slight of build. His soft hands and fair skin reveal that he hasn't worked a day in his life. His shoulder-length blond hair tumbles in slow curls to frame his handsome face, revealing an easy smile and a likable demeanor.


[User]
 I'm Troy Breakman and I'm here with Joe "Warshaper" Buck, and you are watching Coliseum Broadcasting Station's coverage of this exciting match.
 That's right Troy, and can I just say how excited I am for this one. We've seen some fantastic bouts thus far and I can tell you, the gore keeps spilling out!
 Well, that's what we've come to see Joe. The contestants are just about to be brought into the arena, but first a word from our sponsor.
 Hey folks! Old Krankskee here, telling' you to mosey on down to Old Krankskee's Tavern located just north of the Coliseum. But who wants to leave the fight?! We're now offering seat side service, courtesy of Sal's Summoning Sircles, with drinks paid for by the CBS! That'll let you keep your eyes open and your mouth full as you root for your favorite fighter of the competition. All red drinks are half priced during a fight and don't forget to "Tip the Imp"!
 W-wait, Krankskee, I don't actually think the CBS are offering to-
 Quiet Troy, the fighters are teleporting!

[User]
 Arknid  - (1d20+5)[ 18 ]
  Battle Bot  - (1d20+3)[ 10 ]

 Spoiler: For Arknid
Across from you, you see a tiny, vaguely humanoid creature. It seems to be an animated accumulation of tomb litter—shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt.

 Spoiler: For Battle Bot
You see nothing.

 Arknid seizes the initiative!

[User]
 There's a loud clatter as the metal plates on the unseen sponge floats forward, before it then returns to it's more favored form to go on the offensive, lashing out with its claws.

 Spoiler: Actions!
Move: Fly 50 feet towards Battle Bot.
Free: Wild Shape into a War Troll
Standard: attack with a Claw
Attack: (1d20+16)[ 35 ]
Crit (if needed): (1d20+16)[ 31 ]
Damage:  (1d8+10)[ 13 ]
Crit Damage (if needed):  (1d8+10)[ 12 ]
If this hits, DC 25 FORT vs. daze for a round.

[User] Arknid may take their next turn.

[User]
 With its enemy appearing to be unresponsive, possibly out of sheer shock to its body, the warped troll continues its assault with the razor sharp appendages that serve as hands for this form.

 Spoiler: Actions!
Full-round action: Full-round attack:

 Spoiler: Claw 1

Attack:[roll]1d20+16[/quote]
Crit (if needed):[roll]1d20+16[/quote]
Damage:  (1d8+10)[ 14 ]
Crit Damage (if needed):  (1d8+10)[ 17 ]
If this hits, DC 25 FORT vs. daze for a round.

 Spoiler: Claw 2
Attack:[roll]1d20+16[/quote]
Crit (if needed):[roll]1d20+16[/quote]
Damage:  (1d8+10)[ 17 ]
Crit Damage (if needed):  (1d8+10)[ 16 ]
If this hits, DC 25 FORT vs. daze for a round.

[User]
 Spoiler: OOC
Critical fumble on those rolls. 😏

[User]
 Spoiler: re-rolls
Attack1: (1d20+16)[ 33 ]
Crit1: (1d20+16)[ 24 ]
Attack2: (1d20+16)[ 28 ]
Crit2: (1d20+16)[ 22 ]

[User]
 Arknid may take their next turn.

Toro hasn't been online for almost a full month now. At your discretion, Necroticplague, I'll rule this an autowin for you. All attacks have missed, thus far.


[User]
 Jugh Backbreaker stood silhouetted against the moon facing out towards Absolom harbor. A prize fighter on the cusp of the prime of his life, the young half orc had an air of menacing confidence about him that went beyond his leisurely posture and the costly apparel he wore. He held a pipe in one enormous hand and was using it to gesture wildly to two other figures while engaged in an exaggerated account of his last match. He is talking loudly enough that the Sable Warden, lurking in the shadows, can hear his boasts clearly.

Presently, the conversation takes a darker tone as the large youth describes what he'd done after the fight to a young girl who's father hadn't paid his tribute to Mr. Bone. Rather than be repulsed by the graphic depiction, the two other figures seem to become riled up. One, a Kobold naked to the waist and wearing some kind of baggy pant probably from the Padishah empire jumps onto a nearby crate emitting some screechy sound that can only be a laugh. The other, who could be a man or an elf and is dressed in animal skins after a northern style, stands and begins to playfully shadow box the larger orc with a gracelessness that only comes from strong drink. In doing so, he strays from the large sword he had been sharpening earlier, which is now 10 feet away.

The three are standing 70 feet from their stalker, and are guarding a pier for one of the least prominent of the local crime families. Likely, the ship at the end of the pier holds illegal slaves or even corpses--Mr. Bone specializes in that sort of thing--and the pier itself is littered with haphazardly placed crates and boxes of varying sizes.

[User]
 The Sable Warden stalks his prey.  He would have been content to simply bypass them but now, he will make sure they pay.  But first, he needs more information about the ship.  While he has some information, things change and he wants to see for himself.  There aren't supposed to be other guards, but one can never tell.

As silently as he can, the Warden sneaks down the pier, doing is best to stay out of light, in the shadows, and making no sound.  He finds that he is perfectly at home in Absolom.  If he finds it possible, he will grab the half-orc's sword and silently let it slip into the water.  However, if the group is paying to much attention he will try to find a way to slip around them, either by walking, or using his grapple hook if he must.

Stealth:  (1d20+7)[ 12 ]

Edit: Ughh, not a great start lol.
-----------------------------

Earlier that day, John Trimmack, takes measurements for a rather large and physically impressive half-orc.  John had done work for Jugh and his boss in the past.  He knew they were part of a criminal enterprise that while not the most notorious, was quite violent.  As Jugh was describing the work he wanted done to his custom tunic he made mention of having to get down to the docks because of a ship coming in.  Once Jugh left, John went into the back of Trimmack Couture to meet with his only employee.  Jennessen had been with him for the past year.  Even though she is blind, she could sew and stitch better than anyone John knew, himself included.

He explains Jugh's order to her and then mentions something else.    "Jennessen, I need your sigh again.  Please, find what you can about a ship belonging to Mr. Bones coming into port tonight.  I get the feeling it will be important to him."    Jennessen smiles and nods and continues sewing.  John then goes over to a corner of the back room and presses a button that is well concealed.  A lever releases.  John then walks over and lifts up a rug to exposes the floor.  Though it can't been seen, when he pushes down on it with his foot, a trap door releases and opens up.  John then makes his way down into his hidden safehouse and begins preparing his gear.  He is able to exit his safehouse into a dried out well that is hidden behind overgrown bushes in a dilapidated minor estate behind Trimmack Couture.  The Sable Warden was soon to be on the hunt.

[User]
 The Warden suppresses a curse as he stumbles on a carelessly discarded scrap of wood that he had no seen. The half-orc watching the pier stirs and places his hand on his sword, as though he heard something, but it appears that drunkenness mixed with the loudness of the company put his mind at ease.

You are able to sneak past the trio of mercenaries, but the sword now looks to be beyond your grasp. Moving along the pier towards the small cutter ship moored at the end, you are soon assailed with a foul stench that explains why the guards were positioned so far away. From the belly of the ship, you hear a yapping sound almost like that of a dog, but guttural and raspy.

Do you go into the ship or return to the guards?

[User]
 The Warden tries to discern if it is the actual yapping of a dog, or perhaps a humanoid creature such as a kobold or goblin.  His previous experiences have told him it can be difficult to tell the difference.  While teaching those three a lesson is on his to do list, finding out what or who is on the ship is his primary goal.  Either through the use of a grappling hook or by sneaking up the ramp, the Warden will attempt to silently make it aboard the ship.

Perception:  (1d20+9)[ 29 ]
Stealth:  (1d20+5)[ 18 ]
Climb:  (1d20+8)[ 10 ]  (if needed for grappling hook rope climb)

OOC: John speaks Common, Dwarven, Elven, Orc, Goblin, and Undercommon if one of those are being spoken.

[User]
 You spot a single porthole, not too far away from your location on the peer. Checking to be sure you won't be visible to the drunken guards, you approach the medium size galley, throw your grappling hook over the rail, and climb the side of the vessel. After momentarily slipping, you are able to get up to the porthole.

You cannot see anything inside, as there is no light to be had, but with your ear to the glass you can make out that there are actually three different dog-like sounds. The first is an animalistic yapping with no discernible meaning other than excitement. The other two, however, are conversing in goblin. One is small and angry while the other is deep and dull.

 How could yous be letting thems escapes. I splice your ears fer dis.  Says the small voice.

 Wumba, it not be my fault. The pen be open when I come in...  The deep voice cuts off with a yelp of pain.

 No 'scuses! We both be killed and turned ta feed if we don't find da cargo.

There is some shifting and scuttling from inside and you can tell that some sort of search has commenced.


[User]
 This is the GM Battle Tracker for my Carrion Crown pbp game, as transcribed roughly for a disabled player.

Azaz: x.
Bariswort: x.
Besus: x.
Clod: x.
Gasowe: x.
Khelru: x.
Sofya: x.
Zazu: x.

[User]
 RESEARCH IN HARROWSTONE

 Harrowstone
Harrowstone is a ruined prison—partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place.

Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison’s underground eastern wing, but left most of the stone structure above relatively intact. The prison’s warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy—that statue still stands on the riverbank just outside of town.

 The Whispering Way
The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years.

Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.

The Whispering Way itself is a series of philosophies that can only be transferred via whispers—the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about.

Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead.


[User]
 You have all grown up in this urban jungle, endless buildings everywhere you look. You --- or perhaps some of you --- have joined a guild for protection, others may be surviving on their own, and still others may be infiltrating a guild, indebted to one, born into one, or any number of other possibilities. Either way, you have lived here, or hereabouts, for your entire lifespan. Upon reaching adulthood, all of you, for one reason or another, decided against living a quiet and peaceful life. Whatever your motivation, you have all become agents, warriors, magic-users, or some other such thing --- in short, an adventurer, though perhaps not like those in the stories. The city has sewers, even if no dungeons. It has troves of treasure, even if they are sitting in a cathedral rather than lying in abandoned ruins. It even has dragons, though most of those dragons are nothing like the brutal warriors of legend.

Regardless, all of you have become something like an adventurer, and over the last years or decades you have gained skill and deepened your arts. In particular, recently all of you have experienced a massive gain. Those of you who wield blade or bow have found your blows striking twice as fast as they had, pouring down on your enemies like hail. Wielders of magic have broken through into another tier of capability, able to hurl immense blasts of the elements, manipulate other's magics, and even empower the simple spells you have ingrained through repetition. With these advances has come recognition of your skill. As always, though, the attention of others is both good and bad. While you are increasingly rewarded, and have acquired (in one fashion or another) a simple magical item to assist you, you are also increasingly challenged. As such, for one reason or another, all of you have found yourself here.

You are at a street corner. It is much like any other, but here, you are told, there is a clue. What to? That depends on who you are. You have each received your own assignment, and likely each have your own goal, but for now, it seems, you can probably (possibly) cooperate. And to complete your goal, it seems, you will possibly (probably) need to do so. No matter how much you may dislike one another.

 Spoiler: OOC Information
Character introduction! As discussed, everyone will be creating a 5th level character. You're all on Ravnica, so those backgrounds and subclasses are open if you want, and, of course, UA by request and review. I'd like you all to have some backstory way for you to get assignments from somebody, though who and how can vary for each of you. Don't fully define them, though, I may need to use them.

Equipment-wise, you're all getting background and class starting pack plus.. 500ish GP, I think I said. You may pool your gold with anyone who (IC) is in the same guild (note that you don't necessarily need to have a guild background to be in the guild, though you probably should) and (OOC) agrees to do so (not necessarily IC, though). In addition to that, each of you gets an uncommon magic item from your guild's list, or check with me and maybe I'll allow other things. If you don't have a guild for some reason, check anything you're thinking about with me and have a backstory reason it makes sense, and I might allow it, though I will be pretty restrictive. Once sheets are built, I would like to see them, but that's probably best done off-site, one way or another.

Once you all have characters, it's time for them to meet! Some of you may know one another before this, but not all of you will. You'll be getting your secret assignments once I get around to knowing your backstories well enough to figure out who's doing what, but all of you can assume you're roughly going to be going into a somewhat nearby portion of the Rubblebelt, in order to do... something or other. The corner you're at is supposed to have some information about what to do there, though some of you will know more than others about your goal, and some of you will have different goals form others, though likely no two PCs will have directly opposing goals. Yet. You do all know that the Rubblebelt is dangerous, and you wouldn't want to go in there alone for pretty much any length of time, so you do want to get helpers. Wonder who those could be. 😛

You may post as soon as you have a character, though it's possible you'll want to wait for me to give you your exact assignment. Probably not, though, you should be able to start things off without needing that.

[User] There is a tall (for a human/elf, so about 5'9") figure with a large, unused looking cloak standing around the street corner, looking at a piece of paper clutched in a grey-greenish hand. They seem to be muttering to themselves under their breath while standing a fair distance from anyone else in the area.

[User] You see a tall half-elven blonde man wearing a black cloak and an eye patch. He has two shortswords at his sides and a guitar slung behind his back. He also has a holster in his belt in which there are a deck of cards. He is looking at everyone else confidently.

[User]
 The cloaked figure takes a glance over at the man with a guitar. As this happens, the cloak slides down a bit and the general crowd can see the face of what on a very cursory first glance looks to be a young elven woman with blonde hair, about the equivalent of nineteen or twenty. But upon deeper examination, her eyes are solid yellow and seem to be faintly glowing. The rest of her skin is the same unnatural looking greenish grey as her hands, with more traces of green and blue in her hair.

She only looks over at the man for a moment, scanning him as if looking for something. Then she sighs in disappointment and glances away nervously before eye contact can be made. Whatever she wants, she clearly hasn't found it.


[User]
 Elibazeth is currently loading sBurb up into her computer. It seems like it'll be a while, so she does other things while it does, but once it nears completion, she takes a seat in front of her computer.

It loads... And displays a timer. 15:00.

What will you do?

[User] Xavier puts sBurb into his computer and starts to load it. While he waits, he amuses himself by pretend-fencing in his room with the fire poker, almost accidentally putting a dent in the wall.

[User] Elizabeth will start trying to click buttons on the computer. Trying to get past the timer screen.

[User]
 Originally Posted by Potato_Priest
 Xavier puts sBurb into his computer and starts to load it. While he waits, he amuses himself by pretend-fencing in his room with the fire poker, almost accidentally putting a dent in the wall.

The client loads without any real issues. On screen, you can see Elibazeth in her room, clicking away on her PC. On the edges of your screen are various buttons, of unknown purpose.

 Originally Posted by Illven
 Elizabeth will start trying to click buttons on the computer. Trying to get past the timer screen.

It seems to have borked your computer over-nothing you do gets you off the screen. Not even Alt-F4 or Ctrl-Alt-Del seem to be working.

[User]
 Originally Posted by JNAProductions
 The client loads without any real issues. On screen, you can see Elibazeth in her room, clicking away on her PC. On the edges of your screen are various buttons, of unknown purpose.

First I'm going to try to use some sort of direct message software to inform Elisabeth that she's on my screen.

 Spoiler: Pesterchum
Elizabeth, my screen is showing your room.

[User]
 [Maine - Paisley's House]
Paisley sets down her work, having successfully finished the last of three conveniently unspecified but unmistakably heartfelt gifts for her friends. She'll see about getting them mailed today---given her aunt and uncle's affluence, she can afford pretty fast shipping, so they should all be out in about a week at most. It'll be a nice way to celebrate this interesting game they're going to play together, though she's got to wait for Xavier to get set up with Elizabeth.

Taking her phone with her, she walks into her uncle's study and into the relatively small walk-in humidor she's not supposed to be able to unlock. Her uncle's weird cigar closet is full of interesting smells, though she's never really wanted to actually smoke one.
Standing there, she pulls up her Pesterchum app and decides to see how Orion is getting on.

 Spoiler: Pesterchum
  CM: ey'up
CM: are you excited for this s burb game or whatever it's called
CM: it sounds r8 interesting but also r8 complex

[User]
 Elizabeth pulls out her now buzzing phone looking at it, she looks into the phone and looks alarmed covering her chest with her arm.

 Spoiler: Pesterchum

 Yeah, but this has got my computer on the frizz, did you install some sort of malware on it?

[User]
 Originally Posted by Illven

 Spoiler: Pesterchum

 Yeah, but this has got my computer on the frizz, did you install some sort of malware on it?

 Spoiler: Pesterchum
  RR: What? No! I just opened sburb and my computer showed your room.

I take a picture of my computer screen and send that in pesterchum too.

[User]
 Spoiler: Pesterchum

 But I didn't sign any waviers? The company is going to get the balls sued off of it.  Elizabeth protests.

[User] The timer steadily ticks down.

[User] Xavier going to click on Elizabeth's computer and see if that gives him any options.

[User]
 Spoiler: Xavier
As you go to click on the computer, a new app pops up on your computer. One you don't really remember downloading. It reads "Trollian". Regardless of whether or not you go to click on it, it pops open, revealing some text.

 Spoiler: Trollian
   NO TIME! JUST LISTEN!

THE BUTTONS-CLICK ON THEM, PUT THE TOTEM LATHE, CRUXTRUDER, AND ALCHEMITER SOMEWHERE EASY TO REACH!

AND WATCH OUT BEHIND YOU!

What do you do? Look behind you? Explore the menus, looking for those... Whatevers? Or something else entirely, possibly ignoring that annoying yellow text?

 Spoiler: Elibazeth
You hear a rustling behind your door.

[User] Elizabeth gets up, and checks the door confused.

[User]
 Originally Posted by JNAProductions

 Spoiler: Xavier
As you go to click on the computer, a new app pops up on your computer. One you don't really remember downloading. It reads "Trollian". Regardless of whether or not you go to click on it, it pops open, revealing some text.

 Spoiler: Trollian
   NO TIME! JUST LISTEN!

THE BUTTONS-CLICK ON THEM, PUT THE TOTEM LATHE, CRUXTRUDER, AND ALCHEMITER SOMEWHERE EASY TO REACH!

AND WATCH OUT BEHIND YOU!

What do you do? Look behind you? Explore the menus, looking for those... Whatevers? Or something else entirely, possibly ignoring that annoying yellow text?

Xavier is going to look behind him.

[User]
 Spoiler: Elibazeth
Behind the door appears to be a midget dressed in an imp costume. This would normally be the most pressing matter, but a slightly more pressing matter is that he's holding a knife.

He seems oddly content, though-he's rummaging through, of all things, your curtains, with the knife occasionally catching and tearing them.

 Spoiler: Xavier
On your screen, you see Elibazeth go to and open her door.

Behind you, you see a dark stormcloud rapidly approaching through your window.

[User]
 Originally Posted by JNAProductions

 Spoiler: Xavier
On your screen, you see Elibazeth go to and open her door.

Behind you, you see a dark stormcloud rapidly approaching through your window.

Xavier thinks about how nice it is that he isn't out on the river during the storm, and turns back to his computer, looking for the buttons mentioned by Trollian.

[User]
 Spoiler: Xavier
It takes some doing, but within maybe a minute, he finds the various buttons to summon the machines. Each one is about 10'X10', and some 7 or 8 feet tall. As he looks for a place to put them, though, he sees Elibazeth staring down a small man with a knife, facing away from her.

[User] The ****!  Elizabeth asks alarmed before slamming the door shut, and looking in her room for weapons.

[User]
 The small man hears her, and turns around as she slams her door. She can hear him pounding on it and stabbing at it as she looks around for a weapon.

 Spoiler: Strife Specibus Selection
Pick something. Anything. You can use it as a weapon with whatever die is appropriate for your class. Note that, until you find another Strife Specibus, you are LOCKED INTO this weapon type.

[User] Elizabeth grabs her guitar to use as a sort of cudgel.

[User]
 Spoiler: Strife Specibus-Guitar

Elibazeth steels herself, grabbing one of her instruments as a weapon. It feels oddly light and dexterous in her hands, for some reason.

Meanwhile, the timer keeps ticking down.

[User] Trying to help Elizabeth in a timely fashion, Xavier attempts to fit one of the machines in the air above the small man.

[User]
 The cruxtruder drops on top of the imp-man, crushing him in a pile of black goop.

It also, unfortunately, crushes directly through Elibazeth's hallway floor, crashing down a level.

 Spoiler: The Cruxtruder

As it drops, it shifts from side to side, landing on edge. The impact knocks the cap loose, revealing a glow inside-however, the cap is still partially on.

[User] Elizabeth moves to look at the strange machine.

[User] Something seems to be bumping against the interior. It glows with an inner light, and doesn't seem aggressive, just insistent.

[User]
 Spoiler: Pesterchum
  RR:Is that your house? How'd the game designers know what it looked like?

Also, Xavier tries to get his perspective to be able to move on the computer so he can follow Elizabeth's movements.

[User]
 Spoiler: Replies

 I dunno. This is really starting to freak me out.  Elizabeth replied.

Elizabeth will try to see if the machine has a door or anything.

[User]
 It's a simple right click and drag to move the camera, though it seems limited to Elibazeth's house. A little searching reveals it includes a "snap to player" functionality, automatically going to wherever Elibazeth is.

Meanwhile, she clambers down the new hole in her house to reach the Cruxtruder. A little jimmying later, and she pops the hatch open, revealing...

An orb of light. Spouting incomprehensible gibberish.

 Spoiler: Xavier

 Spoiler: Trollian
   GET THE OTHER MACHINES DOWN NOW! YOU DON'T HAVE MUCH TIME! SHE DOESN'T HAVE MUCH TIME!

[User] Huh, what?  Elizabeth says drawing the guitar closer to herself.

[User]
 Xavier is going to put the other machines down on the ground floor of elizabeth's house, trying not to block off any doors.

 Spoiler: Pesterchum
  RR:Sorry about your floor. What is that thing?

[User] The glowing orb bounces up and down near Elibazeth, continually spouting inane nonsense that appears to maybe be some kind of language? But probably not.

[User] After putting down the machines, Xavier is going to click on the orb to see if it gives him any information or options.

[User] The orb pops up with a name when clicked on:  Kernelsprite .

[User]
 Spoiler: Pesterchum to Elisabeth
  RR:My screen says that thing is a 'kernelsprite'.
RR:I have no idea what that means, but it sounds like some sort of digital fey.

[User]
 Spoiler

 Aren't fey all naturey?  Elizabeth mentions.

[User]
 Spoiler: Pesterchum
  RR:That's how they're portrayed in D&D, yes.
RR:I think they come from Celtic mythology
RR:Not sure about that tho
RR:Don't step into any 8-bit goomba rings, eh?

[User] The timer continues to count down. Outside the window, Elibazeth can see a faint shadow, coming from high above the clouds.

[User] Elizabeth will attempt to look outside the window.

[User]
 High, high in the sky-miles up-is what seems to be a rock. Coming down rather quickly.

The timer counts down.

[User] Reminded of the storm by Elizabeth's movements, Xavier is going to look outside his own window to check on it.

[User]
 Originally Posted by JNAProductions
 High, high in the sky-miles up-is what seems to be a rock. Coming down rather quickly.

The timer counts down.

Elizabeth will post attempt to post on facebook about a meteor, coming down, before starting to leave the house.

(Is she alone in the house.)

[User]
 Originally Posted by Potato_Priest
 Reminded of the storm by Elizabeth's movements, Xavier is going to look outside his own window to check on it.

Xavier pokes his head out just in time to have a bucket of rainwater slam into his face. He backs up, closing the window, as the lights flicker and go out.

His home is without power.

 Originally Posted by Illven
 Elizabeth will post attempt to post on facebook about a meteor, coming down, before starting to leave the house.

(Is she alone in the house.)

Elibazeth manages a post from her phone, and heads to leave the house, abandoning the machinery that Xavier had placed. The kernelsprite continues to follow her, bouncing and jiggling like a madman.

[User] Anything you want to help with?  Elizabeth snapped at the kernelspite.

[User] The kernelsprite jiggles some more.

[User]
 Originally Posted by JNAProductions
 Xavier pokes his head out just in time to have a bucket of rainwater slam into his face. He backs up, closing the window, as the lights flicker and go out.

His home is without power.

Xavier checks to see if his computer and phone are still working.

 Spoiler: Pesterchum
  RR: Testing
RR: Power just went out here b/c of storm

[User]
 When checking your phone, you see it's still working. However, it only has  (3d20)[ 24 ]  percent battery left.

Your computer is wholly dead.

[User]
 Spoiler

 Oh, right. You have storm, I have meteor.  Elizabeth mentioned.

[User]
 Spoiler: More Pesterchum
  RR:A meteor? Find cover fast

Noticing that it's fairly chilly and dark with the power out, Xavier goes to light a fire in the woodstove. He steps outside and grabs some logs and kindling from the dry area under the awning, then brings it back inside and uses some newspaper and matches to get a small blaze going.

[User] Elizabeth will attempt to take cover from the meteor.


[User]
 Its dark.  Are you awake?

You must be, simple glows from your pod indicate so.   Just where are you?  There is floor below you?  and  is that Sky above you?

Night sky?  with a big ship up above?     You are 2 clicks from where you were supposed to land.   Radio is dead.   You hear the creaks and groans of steel as bits of the ceiling above you bend further in,  a small pile of debris cascades down near you.

Is that time right? 2100 hours?   7 hours after the drop?

It's amazing you aren't hurt given the glorified name of Falling Coffins these things get.

[User]
 Maenala groggily shakes her head, and looks around.  Unsure of where she is, she falls back on habit.  First, make sure she's alone.

She puts two fingers to her temple, and her antennae start to sweep back and forth, searching for any sign of intelligent life.

 Spoiler: OOC
I'm casting Detect Thoughts.  If there's any creature within 60 feet of me, I can sense the presence or absence of their thoughts, as long as their intelligence score is 1 or higher.  Though they can negate this effect by making a Will save with a DC of 14.

If I choose to spend more time focusing on using this spell, I can get more information, but we'll see what happens after one Round.

[User] There is indeed a presence.  But it isn't paying attention to you at this time.   You aren't sure where its coming from however.

[User]
 When she gets a ping, Maenala focuses harder.  She doesn't just want to know that there's something nearby, after all.  She feels that she ought to know more before she proceeds.

 Spoiler: OOC
Continuing to Detect Thoughts.  I'll go ahead and focus for 2 more Rounds, unless something happens after one.  After this second round, I'll know the number of creatures around and what their INT scores are.  And in the third round, I can read their surface thoughts.

[User]
 Two creatures are about.  Intelligence 10.

Then you hear basic thoughts.   "Just debris, kept saying it was just debris collapsin"
 "hope he actually checks the hole this time..."

[User] Maenala lowers her hand, breaking the mental connections.  Her eyes fly open, and she draws her Azimuth laser pistol.  Slowly, carefully, she makes her way out of the pod.

[User] The ground beneath you creaks and groans as weight shifts.  You look to be in some sort of maintenance tunnel.   IF you had to venture a guess you were between the upper and lower city.   The tunnel is dark and you can make out a flickering light over a door coming from the distance.

[User] She holds her pistol at the ready, and starts to walk down the tunnel, her ears perked for any unexpected noise.  She heads towards the door, hoping that it's unlocked.  The only thing to do now was find her bearings, and make her way to the drop site to rendezvous with the others.  She hoped they hadn't been knocked off course as much as she had been.

[User]
 As you get out of the line of sight in the hole, The ground continues to creak.   The door flickers in and out of view as the light flashes on and off.   It’s at this point in the eerie almost silence, you hear a clink clink clink behind you as something falls into your old pod.

 Spoiler: Roll time
Make a reflex save.

[User]
 Maenala acts quickly, attempting to dodge what she assumes is a grenade being tossed into her pod.

 Spoiler: Reflex Save!
 (1d20+3)[ 18 ]

[User]
 The shockwave of a burst of fire and flame.   You are mildly singed but otherwise fine.   You managed to get out of the blast radius with only minor damage.

Laughter up above as you hear,  "HAW well if anything survived an impact its dead now!"

The way to the door is clear.

 Spoiler: Damage
1d6 piercing from shrapnel and 1d4 fire
 (1d6)[ 3 ]
 (1d4)[ 4 ]

Cut in half for making the save. you take 2 fire, 1 piercing damage to your stamina points.

[User] She sucks in a breath of pain, and crouches against the wall.  Luckily for her, it seems like the interlopers were no longer concerned with her.  She hurries to the door, opens it, and steps through.

[User]
 You are in what appears to be the upper city piping.   Plumbing runs up the myriad support pillars and supplies the water to all the upper city buildings.

You ponder the idea of being in an above ground sewer.   Lighting is poor but thats more due to the grids not being fully operational at this time.   That said you should be able to find your way up and out if you follow the paths.
 Spoiler: gimme a roll
Perception

[User]
 Maenala looks around for the easiest way up.

 Spoiler: Perception Roll!
 (1d20+2)[ 9 ]

[User]
 Its not the fastest way up, but it is the easiest.   You are taken a bit of a roundabout way as the paths were broken from damage, but you manage to surface.  It's night.

Cars are seen abandoned on the roads.

 Spoiler: nother roll
perception again,  almost like its the most rolled skill in the game.

[User]
 She wipes gunk from the sewers off as she steps out into the light.  She takes a look around to get her bearings before moving on.

 Spoiler: 'nother perception roll!
 (1d20+2)[ 3 ]

[User]
 You still have a hardtime seeing.   You make to a road not sure where you are from where you began.

Maybe you can find a map at some point.

[User] Cursing herself at being unable to figure out where in the city she was, thanks to a lack of distinctive landmarks, she instead tries to see what kinds of buildings surround her.  Hopefully there would be a map or a terminal of some kind that would help her find her way.

[User] It's hard to miss the loud crash coming from one of the nearby buildings.  You see a ship plow through the wall of the Displacer Drives building.  The ship is military in design. Pact.  Not one you know about though.

[User]
 "Well...  Seems as good a place to look as any."

She trots across the street and into the building.  Hopefully the ship hadn't done too much structural damage...

[User]
 It's dark in  the lobby.   Light reflections from outdoor lighting glint off streamlined desks and seating.  A few lobby reception computer monitors flicker.

You absolutely know you won't find anything in here pertaining to that crash.

[User]
 Once in the building, and thus having a landmark from which to work, Maenala tries to determine if the ship was headed in any way towards her rendezvous point.

 Spoiler: OOC
Doing a computer roll with my tablet thinger, to see if I can figure out where the ship's headed with the Starfinder version of Google Maps or whatever.  😛
 (1d20+8)[ 19 ]

[User] You are able to tack on to the signature but its quickly lost.  The base direction however is toward the rendezvous coordinates.


[User]
 Arena Tournament, Round 26:  Jocco  vs.  Bulch
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 Jocco
 A ugly man, full of scars and with mechanically enlarged limbs, grins in a evil and mad way at Blunch. He waves his halberd wildly at the water orc and hissis: "prepared to die?"
  Ini  - (1d20+2)[ 14 ]

[User]
 Initiative  - (1D20-2)[ 10 ]

" Im prepared to do the killing halberd boy.

Bring it. "

Starting in Y13, with a javelin in each hand.

[User]
 Jocco, round 1

Jocce hussles from B13 to M13 and makes obscure and provoking signs and faces from behind the glass wall at Bulch/Blunch.

Stats (you may look):

 Spoiler

HP:11
AC 17 (+5 armor, -1 Deformaty (tall), +2 Dex, +1 Expertise)
Buffs: none
Position: M13, halbert drawn.

You're up.

[User]
 Bulch

" Come to me you huge freak-man. "

Move to X4.

To refs

 Spoiler

ready an action to throw one of my javelins at him if he enters LoE.
  Attack  - (1D20+5)[ 9 ]
  Damage  - (1D6+6)[ 8 ]

 Stats  - Prefer to keep Ref only look on my sheet if you really want to :)  http://www.thetangledweb.net/addon.p..._char&cid=5958

 Spoiler

HP ; 11/11
AC 18
Saves; +2 +4 -2
Location; X4

[User]
 Jocco, round 2

I assume your done.
Jocco moves from M13, M11, N11, O12 to R12. He crouches behind the pilar (total defence).

Stats:

 Spoiler

HP: 11
AC: 20 [24 if cover applies] (+5 armor, -1 Deformaty (Tall), +2 Dex, +4 TD)
Buffs: none
Position: R12, halbert drawn.

I'm done.

[User]
 When crossing my LoE I throw a javelin, which misses you.

I figure tthis gives you the last bit of movement if you wanna take it - or keep it the same.

Then my turn but i only get a move action

Then your turn

Then my turn.

[User]
 Jocco, round 2 redone

When Jocco enters P12, Blunch's javelin flies over his head and he desides to take a different path: he hussels to the water-orc and stops at W5. He grins at the female barbarian, while he circles his weapon above his head.
 "Run, run, as fast as you can, worm!", he giggles

Stats:

 Spoiler

HP: 11
AC: 16 (+5 Armor, -1 Def., +2 Dex)
Buffs: none
Position: W5.

[User]
 Bulch

5ft step to X3

and woosh she's off moving to N3.

If she can't take 5ft step then move - ill take the AoO and finish at O3

Finished.

[User]
 Jocco round 3, AoO

You can't take a five foot step. That's only possible if you don't move in your round at all. So, it's an AoO.
Jocco swings his halberd at Blunch, trying to hook her leg:
  Trip touch attack  - (1d20+5)[ 7 ] (+1 BAB, +3 Str, +1 WF).
If it's a hit, Blunch has to make a strenght check versus  (1d20+7)[ 16 ] (+3 STR, +4 Improved Trip). If Jocco wins this strenght check, Blunch is tripped and falls prone in X4. A succesful trip is immediatly followed by a swing with the halberd:   Attack  - (1d20+5)[ 23 ]  for  (1d10+4)[ 11 ] .

EDIT: that's a miss, so you're at N3.

[User]
 Jocco, round 3

Jocco double moves to Q6.

End of my turn.

EDIT: I misread, Blunch is at O3, not N3, my bad.

[User]
 Blunch

Free; Drop one Javelins
Free; Draw Battleaxe
Free; Rage

Move; To Q5

Standard Attack!

  Attack  - (1D20+8)[ 16 ]
  Damage  - (1D8+9)[ 14 ]
 Stats

 Spoiler

Raging 1/5
AC; 16
HP; 13/13

[User]
 Jocco, round 4 AoO

Doing that provokes an attack of opportunity:
When Blunch tries to step in Q5 (from Q4 I presume), Jocco's halberd sweeps again in the direction of the legs of the orc.
  Trip Attempt  - (1d20+5)[ 6 ] . If that's a hit:   strenght check  - (1d20+7)[ 15 ] .
If Jocco beats Blunch's strenght check, Blunch is tripped and falls prone. Jocco immediatly follows the tripping with an attack:   Attack  - (1d20+5)[ 23 ]  for  (1d10+4)[ 7 ]  damage.

EDIT: Jocco totally missed the slippery water-orc and dies. By the way, your character sheet states that Blunch has a longsword, but you used a battleaxe.

[User] By draw battleaxe i made a typo and meant draw longsword.

[User]
 GM Kyeudo
 Bulch is declared the Winner!


[User]
 Arena Tournament, Round 26:  Oathbreaker TGH  vs.  Todd
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 Initiative -  (1d20+1)[ 18 ]

I will be starting in square Y14.

[User]
 Why do I always end up fighting an extremely competent player with a character that better than mine right off the bat?

Initiative  (1d20+2)[ 8 ]

[User]
 I'm not sure, I don't consider myself competent at any rate 😛
Todd is equipped with his armor and poleax
Todd - Round 1

Swift Action:
Activate Strength Domain

Standard and Move Actions:
Double Move to Q14

End of Turn

Stats:

 Spoiler

HP: 19
AC:  15
Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade.
Stance: None
Breath: Good to Go
Position: Q14
Speed: 20
Strength Domain: 1/10

[User] I'm not gone.  There was a storm on the west coast and my internets been down for two days.  I'll post as soon as I'm able.

[User]
 Oathbreaker round 1:

Oathbreaker starts at B14 with both his swords drawn.  he then double moves to L15.

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: L15
 Current Buffs:  None

Your turn.

[User]
 Todd - Round 2

Swift Action:
Activate Punishing Stance

Move Action:
Q15 to N17

Standard Action:
Ready an Action.

 Spoiler

Ready an action to use my breathe weapon if he moves adjacent to me.

End my Turn

Stats:

 Spoiler

HP: 19
AC: 13
Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade.
Stance: Punishing Stance
Breath: Good to Go
Position: N17
Speed: 20
Strength Domain: 2/10

[User]
 Oathbreaker round 2:

Oathbreaker takes a 5ft. step to M16 and full attacks:

Large Katana Attack!  (1d20+2)[ 13 ]  /\ If it threatens  (1d20+2)[ 17 ]
If it hits  (2d8+4)[ 18 ]  /\ If it crits  (2d8+4)[ 7 ]

Off-hand Bastard Sword Attack!  (1d20+3)[ 23 ]  /\ If it threatens  (1d20+3)[ 19 ]
If it hits  (1d10+2)[ 3 ]  /\ If it crits  (1d10+2)[ 3 ]

Tail Slap Attack!  (1d20)[ 11 ]  /\ If it threatens  (1d20)[ 19 ]
If it hits  (1d6+2)[ 7 ]  /\ If it crits  (1d6+2)[ 5 ]

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: L15
 Current Buffs:  None

your turn.

[User]
 See, I told you  I wasn't competent, completely forgot about the rules for ranged weapons and diagonal distance.

Your attacks both hit and I fall down at -5.

[User]
 Huh? How?  Isn't your AC 15? At the least?

Edit: Was it a stance thing?

[User]
 GM Kyeudo
 Oathbreaker is declared the Winner!


[User]
 You all start the same, but separated..

You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it.
You can see that all your equipment is on you, including a ring that is not yours and a blank paper.

You can hear a voice, the voice of the king, saying the following:

"The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die.
However, this is not that easy. only 3 can ever go out.

This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you.
For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other.

The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception.
Whenever anything on the paper changes, he will send you a telepathic message.

The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities.

Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items.

Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you.

By the way, I gave three keys to competitors, so the real fun will begin early."

As you look at the paper you see the following appear onto it:

 Spoiler

Red key: held by a red dragon, competitor.
Blue key: held by a white bear, maze.
Yellow key: held by a stone golem, maze.
Purple key: held by a shadow dragon, competitor.
Orange key: held by a skeleton, maze.
Green key: held by an ent, maze.
Black key: held by a mummy, maze.
White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor.
Rainbow key: held by nothing.

A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!"


[User]
 You all start the same, but separated..

You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it.
You can see that all your equipment is on you, including a ring that is not yours and a blank paper.

You can hear a voice, the voice of the king, saying the following:

"The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die.
However, this is not that easy. only 3 can ever go out.

This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you.
For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other.

The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception.
Whenever anything on the paper changes, he will send you a telepathic message.

The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities.

Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items.

Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you.

By the way, I gave three keys to competitors, so the real fun will begin early."

As you look at the paper you see the following appear onto it:

 Spoiler

Red key: held by a red dragon, competitor.
Blue key: held by a white bear, maze.
Yellow key: held by a stone golem, maze.
Purple key: held by a shadow dragon, competitor.
Orange key: held by a skeleton, maze.
Green key: held by an ent, maze.
Black key: held by a mummy, maze.
White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor.
Rainbow key: held by nothing.

A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!"


[User] Accidental Double Post: Please Delete


[User]
 Arena Tournament, Round 26:  Xerxes  vs.  Kodrul
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Xerxes - king_korath
 Kodrul - VeisuItaTyhjyys
 All Combatants, please roll initiative.

[User]
 initiative
 (1d20+4)[ 6 ]

[User]
 initiative
 (1d20+4)[ 20 ]

edit don't use see post below.

[User]
 initiative
 (1d20+4)[ 14 ]

edit : don't use see post below.

[User]
 Originally Posted by king korath
 initiative
[roll0]

My computer freaked out just now leading to the triple post so just use the first initiative post.  I am very sorry.

[User] It happens.

[User]
 GM Kyeudo
 Xerxes is the Winner!


[User]
 Arena Tournament, Round 26:  Shasnuart  vs.  Beleg
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 rolling initiative.  And the round has finally started.

init  (1d20+5)[ 12 ]

[User]
 Woohoo, been wating for this

Initiative:  (1d20+2)[ 6 ]

 Spoiler
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested.  +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Here is my  Character  For reference.

-Suzuro

[User]
 Since there is LoS every where, I start in Z 13, with my bow in one hand and a vial in my other. I apply the oil to my weapon. Then move to Z 7.

 Spoiler
oil of magic weapon +1

your turn

vital stats

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
80 arrows

[User]
 I will start in A 13 and double move to J 11

Stats

 Spoiler
AC: 21 FF: 19 Touch: 12 Position: J 11
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Your go.

-Suzuro

[User]
 move to Z1. I nock an arrow.

 Spoiler
readied action to shoot at him as soon as I have LoE

vitals

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
80 arrows

[User]
 Move to L 14

 Spoiler
AC: 21 FF: 19 Touch: 12 Position: L14
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

[User]
 Move to X 4.

Vitals

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
80 arrows

[User]
 Double move to P 9

Stats

 Spoiler
C: 21 FF: 19 Touch: 12 Position: P 9
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

your go.

-Suzuro

[User]
 move to Y 1 and then shoot you.
attack  (1d20+8)[ 28 ]
damage  (1d8+1)[ 2 ]

vital stats

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
79 arrows

[User]
 rolling to confirm crit.

threat roll  (1d20+8)[ 17 ]
damage if confirmed  (2d8+2)[ 13 ]

[User]
 Just for future reference I have 21 AC, heh, awesome Totemists.

Double Move to U 2

 Spoiler
HP: 11 AC: 21 FF: 19 Touch: 12 Position: U 2
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

-Suzuro

[User]
 move to Z4 then shoot.

attack (1d20+8)[ 18 ]
damage  (1d8+1)[ 2 ]

[User]
 Ooooh! Close, no cigar!

Move to Z 3
Attack:  (1d20+2)[ 21 ]
Damage:  (1d8+2)[ 9 ]

Your go!

Stats

 Spoiler
HP: 11 AC: 21 FF: 19 Touch: 12 Position: Z 3
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

-Suzuro

[User]
 Almost killed me.  five foot step to z3 then use rapid shot.

attack 1 (1d20+7)[ 12 ]
damage  (1d8+1)[ 3 ]

attack 2  (1d20+7)[ 25 ]
damage  (1d8+1)[ 4 ]

edit: stats

 Spoiler
 ac 18
hp 4
arrows 76

[User]
 ummmm...do you mean Z5....because, I'm kind of in Z3...

-Suzuro

[User] Yes sorry.

[User]
 Move to Z 4
Attack:  (1d20+2)[ 19 ]
Damage: (1d8+2)[ 3 ]

Stats

 Spoiler
HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 4
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Your go.

-Suzuro

[User]
 I am at one hp!! how did you get the dice roller to roll so good.  I have not rolled over a four for damage all game!  Oh well back to the game.  five foot step to Z 6 then rapid shot again.

attack 1  (1d20+7)[ 18 ]
damage  (1d8+1)[ 3 ]

attack 2  (1d20+7)[ 14 ]
damage  (1d8+1)[ 7 ]

vitals

 Spoiler
hp 1
ac 18
72 arrows

[User]
 If I've found out anything in my...year and a half-ish of Playing D&D and 40,000, it's that I'm favored of the dice Gods.  Anyways, I'll get back to this.

Move to Z 5
Attack:  (1d20+2)[ 21 ]
Damage:  (1d8+2)[ 4 ]

Stats

 Spoiler
HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 5
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Your go!

-Suzuro

[User]
 And I believe that's game, like I said, "Favored of the Dice Gods (I still think it's Gork and Mork)."  Anyways, good game, if you'd rolled better, you most likely would have beat me.

-Suzuro

[User]
 You are not the only one favored by the dice gods!  We will see who can beat the odds in the upcoming match!

HaHa!

*dissapears in puff of smoke*

[User] Good game Suzuro.

[User]
 GM Kyeudo
 Shasnuart is the Winner!