[User]
 PLEASE DO NOT POST. UNDER CONSTRUCTION
 A word from the Blue Wizard:
As I am still caught up in a planar-debate of Epic proportions,
I thought a brief history of the known world as observed by the Blue Wizard should be recorded.
This will also record known entities on the planet that have brought themselves to a Level of Name recognition. It is by no means finished, and will be continually updated, as I can or feel needed. It will also record certain world events, so PCs can follow along. I will try not to reveal too much in certain areas for some of the players are in different time zones. That being said here the most recent famed humans.

The world in the years of the Fire Empress and Emperor Zathos the  Weak  Mighty. {The empress Avellanna is keeping her librarians quite busy with all the historical edits she is putting out.}

The empire is in turmoil, and the many kingdoms seek independence, or at least new rulership.

From the Records of the Lemurian Empire:

Old Empires Adventures:
Sam: successful bard of a recently well-to-do merchant family in the kingdom of Zhe.

Darya: Princess of the Sea, daughter of Maura d'Veil, known as the goddess of Beauty.

Ramona and Tevrier: Living in the planes of Zhe defending it from evil nobles.

Orc-slayers:
Cara: Priestess of Pelor. Living in Sunhaven, a prosperous town in the good Northern Kingdom. Protected by the Secret Alliance.

Cassy: A beautiful rebel sorceress, sought by many nobles as a concubine. Known for the murder of Lady Selma, the Blue-wizardess. Still wanted dead or alive.

Taros: A worthy paladin, from a respected low-ranking noble family. Is in conspiracy with the high priestess of Sunhaven, Cara Meerslae.

Marius: Once a great-hammer wielding warrior with a bright military career ahead of him with heroic past. It is now all for naught as he seeks redemption and his hidden past.

James: Lord of Jamestown, a fortified town near Sunhaven. He rules with a firm hand and makes his people feel safe. Works in Jamestown.

Artifact Hunters:
Lukan: Dwarven Priest of Odin, working underground with the Secret Alliance in Zhe
{slain on Odin's Quest}

Raven: Last report, retired in Sunhaven with drow wife Illanee. Very dangerous. Unknown potential.

 Darklords:
 Arha: Possibly linked to the ancient Black King. His queen or concbine? Is this a sign of things to comes. She is said to suck the life of her enemy. Rumored to be roaming around with a lich-king.

Sharon: A powerful sorceress with stunning good looks, and the charm of the fey. Wickedly dangerous with magic and in the bed. Still on the loose!

Sonny: A well-known and respected guildman. Worked his way up as a Family bodyguard. - The Guildmaster's Personal Guard

Mariners:
 Hioline: The quirky elven diviner, discovered upon a sinking ship at sea, whose captain sought the great white sturgeon. - Disappeared

 Ramose:  Priest of Ra, traveled the planes, and was freed from imprisonment by the crew of the Red Tornado while in the Beastlands. - met a very sticky end☹

Jondalar: Aasimar Sorcerer, master of the energies.

[User]
 Above is a record of Heroes/Villains gone past and present in the World of the Blue Wizard.

A growing list that shall ever expand.

[User] In most timelines the Empress is now Arrianna II.

[User] The 'party' now at Old Bahn.


[User]
 Arena Tournament, Round 95:  Marquis de la Nuit  vs.  Lotus
 Map:
 Spoiler

The outer Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300 XP
 GP Award:  300 GP

 Marquis de la Nuit  - Beelzebub1111
 Lotus  - Kajhera

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

[User]
 Marquis, Initiative
 (1d20+2)[ 19 ]

No Purchaces

Refs/LoS

 Spoiler
Starting position: B10
Left Hand: Vial of Alchemist's Fire
Right Hand: Empty

[User]
 Initiative:
  (1d20+9)[ 17 ]

No purchases.

Refs/LoS:

 Spoiler

Starting position Z11.
Starting with a Bullseye Lantern in left hand and a Flint and Steel in right hand.

[User]
 Marquis, Round 1
Refs/LoS:

 Spoiler
Move to E10
Ready Action:

 Spoiler
Cast Arrow of Dusk if I have Line of Sight to a target within 110ft

Stats:

 Spoiler

HP: 7/7
AC: 12 (T: 12 FF: 10)
Left Hand: Vial of Alchemist's Fire
Right Hand: Empty
No Effects.

Done

[User] Lotus is struck down by ref lightning for his lack of hereness, and the Marquis gets the win!


[User]
 Arena Tournament, Round 94:  Goltoth  vs.  Jose Sanchez
 Map:
 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300 XP
 GP Award:  300 GP

 Goltoth  - Master Rahl22
 Jose Sanchez  - Dwalin

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

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

Still considering purchases.

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

Selling my crafted banded mail and one of my three crafted spiked chains, and crafting a suit of full plate. No other purchases.

Starting in B11 wielding spiked chain.

[User] Niiice. This is the first full plate I see in Arena(not counting Warforged with Adamantine Body of course), and on level 1 to boot

[User]
 Purchases: Potion of Shield of Faith -50gp
Martial Script of Charging Minotaur -50gp

Start in Y-11 with shield equipped, potion and flail on belt, and script held.

 Goltoth, Turn 1

Standard: Read from the script
Move: Draw potion from belt

End of turn

Stats:

 Spoiler

Location: Y-11
HP: 13/13
AC: 18, FF: 16, Touch: 12
Buffs:
Charging Minotaur 0/1
Shield equipped, additional -2 ACP

[User]
 though it isn't marked on your sheet, as a barbarian you should be illiterate and activating Martial Scripts requires litteracy.

Activation fails, the script is still unused.

[User]
 Jose Round 1

Double move to G14

[User]
 Son of a... I even read that part that says an illiterate character can't activate it.  Guess I'll have to spend skill points at level up. 🫤
 Goltoth, Turn 2

Standard: Drink potion
Free: Drop empty flask
Move: Move to U-17 and draw flail

End of turn

Stats:

 Spoiler

Location: U-17
HP: 13/13
AC: 20, FF: 18, Touch: 14
Buffs:
Shield of Faith 10/10
Shield equipped, additional -2 ACP

[User]
 Jose turn 2

Double move to L17

[User]
 Goltoth, Turn 3

Free: Shift
Move: Move to T-18, south to T-20, west Q-20 and attempt to jump to M-20
  Jump  - (1d20+10)[ 19 ]

Not done, need to see results of roll.

Stats:

 Spoiler

Location: Q-20
HP: 13/13
AC: 20, FF: 18, Touch: 14
Buffs:
Shield of Faith 9/10
Shifting 8/8
Shield equipped, additional -2 ACP

[User]
 Goltoth, Turn 3 continued

Jump good enough to get me to N-20.
Move: Continue jump from previous move action to N-20, then move to J-20, I-19, I-18.

End of turn

Stats:

 Spoiler

Location: I-18
HP: 13/13
AC: 20, FF: 18, Touch: 14 (+2 to all from tree)
Buffs:
Shield of Faith 9/10
Shifting 8/8
Shield equipped, additional -2 ACP

[User]
 Jose turn 3

5 ft step to K17
Stanndard Trip Attack:
Touch Attack: (1d20+6)[ 22 ]
Opposed Strength Check if successful: (1d20+8)[ 11 ]

Waiting for result of opposed check

[User]
 Opposed Strength  - (1d20+4)[ 12 ]

If the first succeeds, attempt to trip you
  Opposed Strength  - (1d20+4)[ 17 ]

Going to be gone this weekend with little internet access.  I probably won't be able to take my next turn until Monday.

[User]
 Opposed Strength: (1d20+8)[ 20 ]

If successful then end turn, if unsuccessful then drop my weapon to avoid being tripped and use my move action to draw my second spiked chain.

Farewell, see you on Monday.

[User]
 Goltoth, Turn 4

5ft step to J-17
Free: Rage
Full round: Full attack Jose
  Flail attack  - (1d20+7)[ 8 ]
  Damage  - (1d8+6)[ 14 ]
  Bite attack  - (1d20+2)[ 5 ]
  Damage  - (1d6+6)[ 9 ]  and 1 con damage

End of turn

Stats:

 Spoiler

Location: J-17
HP: 15/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield of Faith 8/10
Shifting 9/10
Rage 7/7
Shield equipped, additional -2 ACP

[User]
 Jose Turn 4

Standard: Trip
Touch attack to initiate: (1d20+6)[ 14 ]
Opposed Strength Check if successful: (1d20+8)[ 12 ]

Turn not over.

[User]
 Opposed Str  - (1d20+6)[ 16 ]
  Trip attempt if successful above  - (1d20+6)[ 24 ]

[User]
 Opposed Trip:  (1d20+8)[ 28 ]

If successful, Move to L16-L15-J14
If unsuccessful, drop chain to avoid being tripped, and move similarly, drawing weapon as part of move action.

[User]
 Flail Attack of Opportunity  - (1d20+7)[ 20 ]
  Damage  - (1d8+6)[ 9 ]

[User]
 Goltoth, Turn 5

Full round: Charge to J-15
  Flail attack  - (1d20+7)[ 18 ]
  Damage  - (1d8+6)[ 14 ]
  Bite attack  - (1d20+2)[ 9 ]
  Damage  - (1d6+6)[ 9 ]
😡 Of course I couldn't get 2 more damage on the AoO, or hit on this attack. *sigh*

End of turn

Stats:

 Spoiler

Location: J-15
HP: 15/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield of Faith 7/10
Shifting 8/10
Rage 6/7
Shield equipped, additional -2 ACP

[User]
 I can't believe 3.5 made it so a regular move action away provokes. I am pissed I missed that. Granted I probably still would have done it, but I would have planned it a little better.

Attack of opportunity for you moving through my threatened square during the charge.

Trip:
Touch to initiate: (1d20+6)[ 7 ]
Opposed Strength if Successful: (1d20+8)[ 20 ]

[User] wow, your bad luck with those trips is really getting remarkable... Sorry man

[User]
 Well that was lovely, lucky I didn't get hit with any of the rest of those attacks.

Jose Turn 5:
Standard: Trip Attack
Touch to initiate:  (1d20+5)[ 17 ]  includes one point of combat expertise
Opposed Strength Check if Successful:  (1d20+8)[ 13 ]

Regardless of result, afterward five foot step to I-13 and if I had to drop my chain will draw my second. End of turn once this all resolves.

[User]
 Opposed Strength  - (1d20+6)[ 11 ]

Trip if above was successful
  Opposed Strength  - (1d20+6)[ 12 ]

Curses, he had to land one sometime I guess. 🫤

Your 5ft step seems to be illegal.  I-13 is the 30ft high post.  Will post my turn once you have revised that step.

[User]
 Ah, you are correct, I made a typo, it was supposed to be K-13.

My bonus attack for successfully tripping you:
Regular Attack: (1d20+5)[ 11 ]  (still including my combat expertise)
Damage if Successful: (2d4+6)[ 13 ]

-ref question for future reference
 Spoiler
If them trying to stand triggers an attack of opportunity, can I trip them in response, causing their move action to be wasted? I am hoping this is true, but I fear it might be that doing so would lead to tripping them while they are already down, and then their standing occurs normally. Just wanting to clarify before trying it and having it not help.

[User]
 Jose:
 Spoiler
Your second interpretation is correct; AoOs occur before the triggering action, and you can't trip someone that's already prone.

[User]
 Goltoth, Turn 6

Move: Stand up
5ft step to J-14
Standard: Attack Jose
  Flail attack  - (1d20+7)[ 16 ]
  Damage  - (1d8+6)[ 11 ]

End of turn

Stats:

 Spoiler

Location: J-14
HP: 15/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield of Faith 6/10
Shifting 7/10
Rage 5/7
Shield equipped, additional -2 ACP

[User]
 Your standing provokes an attack of opportunity.

Attack:  (1d20+5)[ 7 ]
Damage if successful: (2d4+6)[ 14 ]

[User]
 Alright, well that was frustrating, then I guess my turn is up.

Jose-Turn 6
5 foot step to j-12
Standard: Attack  (1d20+5)[ 18 ]  with CE
Damage:  (2d4+6)[ 12 ]

[User]
 Attack hits.

 Goltoth, Turn 7

5ft step to J-13
Full round: Full Attack Jose
  Flail attack  - (1d20+7)[ 18 ]
  Damage  - (1d8+6)[ 11 ]
  Bite attack  - (1d20+2)[ 4 ]
  Damage  - (1d6+6)[ 7 ]

End of turn

Stats:

 Spoiler

Location: J-13
HP: 3/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield of Faith 5/10
Shifting 6/10
Rage 4/7
Shield equipped, additional -2 ACP

[User]
 Jose - Round 7

Full-Round: Withdraw to C-13 via I-11

Stats:
 Spoiler
HP:2/11

[User]
 Goltoth, Turn 8

Move: Move to D-13
Standard: Attack
  Bite attack  - (1d20+7)[ 26 ]
  Damage  - (1d6+6)[ 11 ]

End of turn

Stats:

 Spoiler

Location: D-13
HP: 3/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield of Faith 4/10
Shifting 5/10
Rage 3/7
Shield equipped, additional -2 ACP

[User]
 Your movement triggers an attack of opportunity, which I am taking and praying works.

Trip Attack:
Touch to Initiate:  (1d20+6)[ 17 ]
Opposed Strength Check if successful: (1d20+8)[ 10 ]

[User]
 Ooo, and it all comes down to this.

  Opposed Strength  - (1d20+6)[ 17 ]

The tension is high, what's it going to be?

It's going to be Goltoth ripping a chunk out of Jose's jugular vein. 😏  That was some crazy bad luck you had to only be able to trip me once man.  Good match.

[User] Goltoth is victorious!

[User] Congrats. I few mistakes and a lot of bad luck cost me the game.


[User] An Archway of the Forbidden One opens. An Exarch of the Forbidden One emerges. His lavender skin belies his half-elven, half-drow heritage. His dueldisk is made of stone, but seems light enough. He wears an archer's leather-padded tunic and a pirate captain's three-pointed hat.  Good evening, challenger. I am Shadow, First Exarch of the Forbidden One. Good luck!

[User]
 Wouldn't it be funny if I drew my Master on the first turn of the game, before you even appeared? You would, of course, question the legitimacy of my dueldisk in that event...  Shadow muses out loud, to the empty arena, as he awaits the other duelist.

 (1d20)[ 2 ]
 (5d40)[ 37 ][ 17 ][ 35 ][ 19 ][ 39 ](147)
 (3d40)[ 40 ][ 19 ][ 34 ](93)
 #2: Tomb of Exodia (Classic Exodia) ~40

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Pot of Duality
08. Pot of Duality
09. Pot of Duality
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
17. Nightmare’s Steelcage
18. Nightmare’s Steelcage
19. Nightmare’s Steelcage
20. Level Limit - Area B
21. Gravity Bind
22. Pot of Avarice
23. Dark Mimic LV1
24. Dark Mimic LV1
25. Dark Mimic LV1
26. Marshmallon
27. Dark Mimic LV3
28. Dark Mimic LV3
29. Dark Mimic LV3
30. Emissary of the Afterlife
31. Emissary of the Afterlife
32. Emissary of the Afterlife
33. The Shallow Grave
34. The Shallow Grave
35. Swords of Revealing Light
36. Dark Hole
37. Defensive Draw
38. Defensive Draw
39. Defensive Draw
40. Spirit Reaper

[User]
 ((Pardon my rp, I am a little tired..))

A man with a robotic helm enters. He wears a cape and an armor made from shining, almost white steel. Seemingly void of feelings, he declares:  Greetings. I have heared from your kind. It seems the worst hand for one of your kind would be the four limbs of your master and nothing to find his head. HA HA HA.  he chuckles as he draws.

Init:  (1d20)[ 2 ]

cards:
 (5d40)[ 73 ]
 (3d40)[ 68 ]
 Cyber Dragons

 Spoiler

1.	Cyber Dragon
2.	Cyber Dragon
3.	Cyber Dragon
4.	Monster Reborn
5.	Future Fusion
6.	Power Bond
7.	Power Bond
8.	Power Bond
9.	Giant Trunade
10.	Trap Stun
11.	Trap Stun
12.	Trap Stun
13.	Honest
14.	Honest
15.	Cyber Dragon Zwei
16.	Cyber Dragon Zwei
17.	Polymerization
18.	Polymerization
19.	Polymerization
20.	Limiter Removal
21.	Torrential Tribute
22.	Re-Fusion
23.	Gorz
24.	Ultimate Offering
25.	Malevolent Catastrophe
26.	Malevolent Catastrophe
27.	Malevolent Catastrophe
28.	Reckless Greed
29.	Reckless Greed
30.	Reckless Greed
31.	Shining Angel
32.	Shining Angel
33.	Shining Angel
34.	The Light-Hex-sealed Fusion
35.	The Light-Hex-sealed Fusion
36.	The Light-Hex-sealed Fusion
37.	Oilman
38.	Oilman
39.	Oilman
40.	Cyber Dragon Zwei

Extra:
Cyber - Twin Dragon x3
Cybertech Fortress Dragon x3
Cyber End Dragon	x3
Chimeratech Overdragon x3

Edit: (( OOC: I think indeed that the worst opening hand for any exodia deck would be four parts of exodia and no cards to keep drawing.. It also seems to be a tie in the initiatives. How do you usually rule in such a case? ))

[User]
 ((We reroll, of course 😛. Also, if I could get four Exodia limbs in my hand to start with, that'd be awesome - I wouldn't care if I had no searchers/draw cards, because I'd get them eventually. You're also going to need to reroll your opening hand while you're rerolling inish. use [rollv] instead of [roll].))

 (1d20)[ 1 ]

[User]
 Initiative:   (1d20)[ 17 ]
 Initial Hand:   (5d40)[ 15 ][ 8 ][ 23 ][ 36 ][ 14 ](96)
 Re-rolls if neccessary  (3d40)[ 29 ][ 8 ][ 36 ](73)

((OOC: Yes, but without any searchers or any defenses, it is like four dead draws in the beginning... Not good 😦))

[User]
 The voice of the semi-robotic man gets almost mechanical as he declares:  "I start. draw!"
 (1d35)[ 9 ]

A  Silver, metallic Serpent  appears on the field.  "..." , says the man as he reveals the spell card Power Bond from his hand  "this card is now treated as cyber dragon. And with this spell, it will become even more than that. Activate Power bond! Targets: Cyber dragon Zwei and The Light - Hex sealed fusion, currently in my hand. Summon:  Cyber Twin Dragon . Attack: 5600 Points" Set one card face-down. End Turn.
((OOC: Of course I do not attack, he only declares the number of attack points his dragon has... if you were confused...))

{table=“head”] 1 | 2 | 3 | 4 | 5
-- | CTD | -- | -- | --
-- | FD | -- | -- | --[/table]
LP:5200
Edit: Edited LP, thanks Shadow Elf

CTD: Cyber Twin Dragon ( 5600 /2100))

 Spoiler

FaceDowns:

 Spoiler

Trap Stun

Hand: 2 cards

 Spoiler

Honest
Gorz, Emissary of Darkness

Deck:

 Spoiler

1.	Cyber Dragon
2.	Cyber Dragon
3.	Cyber Dragon
4.	Monster Reborn
5.	Future Fusion
6.	Power Bond
7.	Power Bond
8.	Giant Trunade
9.	Trap Stun
10.	Trap Stun
11.	Honest
12.	Cyber Dragon Zwei
13.	Cyber Dragon Zwei
14.	Polymerization
15.	Polymerization
16.	Polymerization
17.	Limiter Removal
18.	Torrential Tribute
19.	Re-Fusion
20.	Ultimate Offering
21.	Malevolent Catastrophe
22.	Malevolent Catastrophe
23.	Malevolent Catastrophe
24.	Reckless Greed
25.	Reckless Greed
26.	Reckless Greed
27.	Shining Angel
28.	Shining Angel
29.	Shining Angel
30.	The Light-Hex-sealed Fusion
31.	The Light-Hex-sealed Fusion
32.	Oilman
33.	Oilman
34.	Oilman

Graveyard:

 Spoiler

Power Bond

[User]
 An admirable opening maneuver! I shall see if I can't match it.  ((Not that it matters since my deck is stall/draw, but you should have -200 more LP by my count.))

 (1d35)[ 28 ]
 I set a monster and a backrow card. Then, I activate the Nightmare's Steelcage, which will prevent attacks for both of us for two turns. If that's all uncontested, that'll bring an end to my turn.

Field Magic: None
{table=”head] 1 | 2 | 3 | 4 | 5
-- | -- | FD | -- | --
-- | -- | FD | NS | --[/table]
NS = Nightmare's Steelcage, 2 turns remain

Lifepoints: 8000

 Spoiler

Hand: 3

 Spoiler
Nightmare's Steelcage
Defensive Draw
Swords of Revealing Light

Facedowns: 2

 Spoiler
3: Emissary of the Afterlife, Defensive Draw

Graveyard: 0

 Spoiler
0

Out of Play: 0

 Spoiler
0

Deck: 34

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Pot of Duality
08. Pot of Duality
09. Pot of Duality
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
>>. Nightmare’s Steelcage
17. Nightmare’s Steelcage
>>. Nightmare’s Steelcage
18. Level Limit - Area B
19. Gravity Bind
20. Pot of Avarice
21. Dark Mimic LV1
22. Dark Mimic LV1
23. Dark Mimic LV1
24. Marshmallon
25. Dark Mimic LV3
26. Dark Mimic LV3
27. Dark Mimic LV3
>>. Emissary of the Afterlife
28. Emissary of the Afterlife
29. Emissary of the Afterlife
30. The Shallow Grave
31. The Shallow Grave
>>. Swords of Revealing Light
32. Dark Hole
>>. Defensive Draw
33. Defensive Draw
>>. Defensive Draw
34. Spirit Reaper

[User]
 (( OOC: I think I will have a veery hard time against this deck of yours.. ))

Draw:  (1d34)[ 4 ]

"I pass."

{table=“head”] 1 | 2 | 3 | 4 | 5
-- | CTD | -- | -- | --
-- | FD | -- | -- | --[/table]
LP:5200

CTD: Cyber Twin Dragon ( 5600 /2100)

 Spoiler

FaceDowns:

 Spoiler

Trap Stun

Hand: 2 cards

 Spoiler

Honest
Gorz, Emissary of Darkness

Deck:

 Spoiler

1.	Cyber Dragon
2.	Cyber Dragon
3.	Cyber Dragon
4.	Future Fusion
5.	Power Bond
6.	Power Bond
7.	Giant Trunade
8.	Trap Stun
9.	Trap Stun
10.	Honest
11.	Cyber Dragon Zwei
12.	Cyber Dragon Zwei
13.	Polymerization
14.	Polymerization
15.	Polymerization
16.	Limiter Removal
17.	Torrential Tribute
18.	Re-Fusion
19.	Ultimate Offering
20.	Malevolent Catastrophe
21.	Malevolent Catastrophe
22.	Malevolent Catastrophe
23.	Reckless Greed
24.	Reckless Greed
25.	Reckless Greed
26.	Shining Angel
27.	Shining Angel
28.	Shining Angel
29.	The Light-Hex-sealed Fusion
30.	The Light-Hex-sealed Fusion
31.	Oilman
32.	Oilman
33.	Oilman

Graveyard:

 Spoiler

Power Bond
Cyber Dragon Zwei
The Light-Hex sealed Fusion

[User]
 What a dreadfully uninteresting turn. Just the way I like my opponents to take their turns!
 (1d34)[ 25 ]
 Like you, I will be passing this turn. Your move.

Field Magic: None
{table=”head] 1 | 2 | 3 | 4 | 5
-- | -- | FD | -- | --
-- | -- | FD | NS | --[/table]
NS = Nightmare's Steelcage, 1 turn remains

Lifepoints: 8000

 Spoiler

Hand: 4

 Spoiler
Dark Mimic LV3
Nightmare's Steelcage
Defensive Draw
Swords of Revealing Light

Facedowns: 2

 Spoiler
3: Emissary of the Afterlife, Defensive Draw

Graveyard: 0

 Spoiler
0

Out of Play: 0

 Spoiler
0

Deck: 33

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Pot of Duality
08. Pot of Duality
09. Pot of Duality
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
>>. Nightmare’s Steelcage
17. Nightmare’s Steelcage
>>. Nightmare’s Steelcage
18. Level Limit - Area B
19. Gravity Bind
20. Pot of Avarice
21. Dark Mimic LV1
22. Dark Mimic LV1
23. Dark Mimic LV1
24. Marshmallon
>>. Dark Mimic LV3
25. Dark Mimic LV3
26. Dark Mimic LV3
>>. Emissary of the Afterlife
27. Emissary of the Afterlife
28. Emissary of the Afterlife
29. The Shallow Grave
30. The Shallow Grave
>>. Swords of Revealing Light
31. Dark Hole
>>. Defensive Draw
32. Defensive Draw
>>. Defensive Draw
33. Spirit Reaper

[User]
 "You like hiding yourself behind your lord, don't you?"

draw: (1d33)[ 20 ]

"I set one card in either row face-down and end my turn."

{table=“head”] 1 | 2 | 3 | 4 | 5
-- | CTD | FD | -- | --
-- | FD | FD | -- | --[/table]
LP:5200

CTD: Cyber Twin Dragon ( 5600 /2100)

 Spoiler

FaceDowns:

 Spoiler

Honest
Trap Stun

Hand:

 Spoiler

Gorz, Emissary of Darkness

Deck:

 Spoiler
1.	Cyber Dragon
2.	Cyber Dragon
3.	Cyber Dragon
4.	Future Fusion
5.	Power Bond
6.	Power Bond
7.	Giant Trunade
8.	Trap Stun
9.	Trap Stun
10.	Honest
11.	Cyber Dragon Zwei
12.	Cyber Dragon Zwei
13.	Polymerization
14.	Polymerization
15.	Polymerization
16.	Limiter Removal
17.	Torrential Tribute
18.	Re-Fusion
19.	Ultimate Offering
20.	Malevolent Catastrophe
21.	Malevolent Catastrophe
22.	Reckless Greed
23.	Reckless Greed
24.	Reckless Greed
25.	Shining Angel
26.	Shining Angel
27.	Shining Angel
28.	The Light-Hex-sealed Fusion
29.	The Light-Hex-sealed Fusion
30.	Oilman
31.	Oilman
32.	Oilman

Graveyard:

 Spoiler

Power Bond
Cyber Dragon Zwei
The Light-Hex sealed Fusion

[User]
 In your end phase, my Nightmare's Steelcage rusts away into oblivion.
 (1d33)[ 33 ]
 I'll set a monster facedown. Then, I shall activate the Nightmare's Steelcage yet again. This buys me another two turns free of your Cyber Twin Dragon.

Field Magic: None
{table=”head] 1 | 2 | 3 | 4 | 5
-- | -- | FD | FD | --
-- | -- | FD | NS | --[/table]
NS = Nightmare's Steelcage, 2 turns remaining

Lifepoints: 8000

 Spoiler

Hand: 3

 Spoiler
Dark Mimic LV3
Defensive Draw
Swords of Revealing Light

Facedowns: 3

 Spoiler
3: Emissary of the Afterlife, Defensive Draw
4: Spirit Reaper

Graveyard: 1

 Spoiler
Nightmare's Steelcage

Out of Play: 0

 Spoiler
0

Deck: 32

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Pot of Duality
08. Pot of Duality
09. Pot of Duality
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
>>. Nightmare’s Steelcage
17. Nightmare’s Steelcage
>>. Nightmare’s Steelcage
18. Level Limit - Area B
19. Gravity Bind
20. Pot of Avarice
21. Dark Mimic LV1
22. Dark Mimic LV1
23. Dark Mimic LV1
24. Marshmallon
>>. Dark Mimic LV3
25. Dark Mimic LV3
26. Dark Mimic LV3
>>. Emissary of the Afterlife
27. Emissary of the Afterlife
28. Emissary of the Afterlife
29. The Shallow Grave
30. The Shallow Grave
>>. Swords of Revealing Light
31. Dark Hole
>>. Defensive Draw
32. Defensive Draw
>>. Defensive Draw
>>. Spirit Reaper

[User]
 Draw:  (1d32)[ 18 ]
 "I pass... AGAIN!"

{table=“head”] 1 | 2 | 3 | 4 | 5
-- | CTD | FD | -- | --
-- | FD | FD | -- | --[/table]
LP:5200

CTD: Cyber Twin Dragon ( 5600 /2100)

 Spoiler

FaceDowns:

 Spoiler

Honest
Trap Stun

Hand:

 Spoiler

Re-Fusion
Gorz, Emissary of Darkness

Deck:

 Spoiler

1.    Cyber Dragon
2.    Cyber Dragon
3.    Cyber Dragon
4.    Future Fusion
5.    Power Bond
6.    Power Bond
7.    Giant Trunade
8.    Trap Stun
9.    Trap Stun
10.    Honest
11.    Cyber Dragon Zwei
12.    Cyber Dragon Zwei
13.    Polymerization
14.    Polymerization
15.    Polymerization
16.    Limiter Removal
17.    Torrential Tribute
18.    Ultimate Offering
19.    Malevolent Catastrophe
20.    Malevolent Catastrophe
21.    Reckless Greed
22.    Reckless Greed
23.    Reckless Greed
24.    Shining Angel
25.    Shining Angel
26.    Shining Angel
27.    The Light-Hex-sealed Fusion
28.    The Light-Hex-sealed Fusion
29.    Oilman
30.    Oilman
31.    Oilman

Graveyard:

 Spoiler

Power Bond
Cyber Dragon Zwei
The Light-Hex sealed Fusion

[User]
 I sense my cages are beginning to aggravate you...
 (1d32)[ 24 ]
 I pass.

Field Magic: None
{table=”head] 1 | 2 | 3 | 4 | 5
-- | -- | FD | FD | --
-- | -- | FD | NS | --[/table]
NS = Nightmare's Steelcage, 1 turn remaining

Lifepoints: 8000

 Spoiler

Hand: 3

 Spoiler
Dark Mimic LV3
Defensive Draw
Swords of Revealing Light

Facedowns: 3

 Spoiler
3: Emissary of the Afterlife, Defensive Draw
4: Spirit Reaper

Graveyard: 1

 Spoiler
Nightmare's Steelcage

Out of Play: 0

 Spoiler
0

Deck: 31

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Pot of Duality
08. Pot of Duality
09. Pot of Duality
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
>>. Nightmare’s Steelcage
17. Nightmare’s Steelcage
>>. Nightmare’s Steelcage
18. Level Limit - Area B
19. Gravity Bind
20. Pot of Avarice
21. Dark Mimic LV1
22. Dark Mimic LV1
23. Dark Mimic LV1
>>. Marshmallon
>>. Dark Mimic LV3
24. Dark Mimic LV3
25. Dark Mimic LV3
>>. Emissary of the Afterlife
26. Emissary of the Afterlife
27. Emissary of the Afterlife
28. The Shallow Grave
29. The Shallow Grave
>>. Swords of Revealing Light
30. Dark Hole
>>. Defensive Draw
31. Defensive Draw
>>. Defensive Draw
>>. Spirit Reaper

[User] ((I am sorry, but due to several circumstances, I can no longer access the pc often enough to ensure a good duel.. Will be offline for a while, so lets say you won .. you have a nice deck btw.. ))


[User] You have been summoned. You were called to a great convocation of gods, and were informed of each other's existence. You were informed that there is something wrong with the future, and that you must find the flaw and put it right. The gods seemed worried; as far as you can surmise, they cannot feel the flaw or what may be causing it, dispite the unified powers of dozens of gods of this. It was suggested that you start your search in a plane known only as Eridis, a dark backwater of the multiverse.

[User]
 ESHALYN

A tall, willowy woman stands in the room with you, and as you look at her, the thought occurs to you, this is a snake, in human form. Her black hair is glossy and reaches to her shoulders, and her blue eyes stare at you, unblicking. She is covered from neck to toe in a sheer black robe that clings to her curves, but covers her skin completely. A black cape billows from her neck and shoulders, it is decorated with a symbol of her god, Set, surrounded by a giant python and a giant cobra. Her black purse is similarily decorated, but she does not seem to be carrying any visible weapons.

 Ssso, Eribusss, you sssay. That isss not a plane I am familiar with. Doesss anyone know sssomething about it?

[User]
 Mallias, Torexis and Sallethium stand together in the room, looking around at the other occupants. At ease in his heavy looking suit of armour, made from white dragonscales and covered in intricate patterns of gilded gold, Mallias turns to the two dragons next to him, who have taken human form so as to not disturb their companions. Torexis had taken the form of a rather striking golden haired woman and Sallethium, always the trickster, had turned into a man who looked almost as old as Mallias did.

 I'm curious about that too. Let's ask mistress knowledge goldmine over here  he said out loud for the benefit of the others in the room and nudged Torexis.

 Spoiler
Torexis' Knowledge: The Planes check 1d20+58

[User]
 A tallish man is standing with you in the room. He actually looks rather plain for a mage of such power. He is clean shaven and wears a simple embroided black tunic and pants under the glistening mithril chain. The cloak draws eye for a moment, being distorted and blurry. On his shoulder is a blue stone with spidery legs. It seems to be moving slightly as if observing the other people in the room. He has a mace by his side
 "I've heard this Eridis is rather inhospitable for living beings. It is filled to the brim with the walking dead. We will need precautions."  Aer speaks out nonchalantly.

[User]
 ESHALYN

 Unlike many other priessstsss, I have very limited ssskillsss in controlling or turning the living dead. It wasss not sssomething I ssstudied. However, I can create a lot of fire. Which they dont like. And lotsss of healing ssspellsss, which have a negative effect on them.

[User]
 Spoiler
Seems I forgot to actually roll Torexis' check.
Knowledge: The planes  (1d20+58)[ 76 ]

[User]
 "There will be no need for concern in that matter."

A tallish man strides out from the shadows. He wears a cloak of black velvet and whatever part of his face that isn't obscured by the shadows coming off from it is covered by a mask, featureless save for two holes for the eyes and a thin depression resembling a smile.

 "My talents are varied and I am capable of handling those degenerates if the need arises."

[User] Torexis smiles.  Which degenerates are these?

[User]
 "The undead, demons, devils, angels, daeva and more. If you do not stop your questioning, I will be inclined to include you into that list."

Even if the tone he uses is that of a somewhat playful child, you know that the masked man will not hesitate to follow though on his promise if pressed.

[User] Hey boy, did your mother never get around to telling you that threatening dragons tends to end badly?  Mallias interjects.

[User]
 ESHALYN

 Now, letsss not get ssstarted throwing around threatsss and wordsss, we're on the sssame team here. Im sssure all of usss are capable in their own waysss and working together, we can get our misssssionsss done

[User] "She is right"  Aer interjects  "Our quarrel are those who would block our way in eridis. Let us focus on them."

[User]
 Aeson seems to pause as if considering his options. You can tell that he doesn't even blink as his silence runs for more than a minute. "Hmm. Very well then. The threat found in Eridis is of more consequence."

Drawing the fabled sword, Ruinous, from its sheathe, he presents it to them in a seemingly non-threatening fashion.  "My sword is at this endeavor's disposal. What else do we need in order to proceed?"

[User]
 ESHALYN

 We need a way to plane ssshift to Eribusss. I can do it with sssome ressst, but it isss not a ssspell I have currently prepared.

[User] "I have no such limitations. I can take up to eight people including myself."  Aer says.  "We need to hold hands in a circle."

[User] Should it be required I can of course cast the necessary spells  Torexis adds.

[User] "If there are no more preparations to be made, let us depart for the plane immediately."

[User]
 I see no reason why not. Anyone who wants to come, hold on to either Sallethium or Galen.  Torexis says, as she holds out her arms and Galen and Sallethium step forward to hold a hand each.

 Spoiler
Still waiting on the results of the knowledge: the planes check of 76

[User]
 ESHALYN

Eshalyn steps forward and holds onto Galen with one hand, holding out her other one to whoever is next in the circle.

[User] Sheathing his sword, for the moment, Aeson steps forth and takes hold of Eshalyn's and Aer's hands.

[User] Aer holds whoever's hand is next in circle.

[User]
 With a flash, you planeshift. You are still in a circle, but you appear to be surrounded by thick fog.
 Spoiler
if you are still relying on sight without true seeing or some form of concealment negating sight, then you are effectivily blinded.

 Howls seem to be emanating from the white fog clounds around you. The ground under your feet appears to be black ice, icy cold buffets you.

[User]
 ESHALYN

Eshalyn chants for a moment as she appears to rub her eyes for a moment. She finishes, blinks and looks around, her eyes now penetrating the fog.

 Spoiler
True Seeing

 I have a few of thessse ssspellsss to ssspare, if anyone needsss one.

[User]
 Aer Quesc takes  (2d10)[ 10 ]  cold damage
Sallethiam takes  (3d10)[ 11 ]  cold damage
Mallias Skyfoot takes  (2d10)[ 10 ]  cold damage
Jahmal Tahmaspian takes  (2d10)[ 9 ]  cold damage
Aeson Vir takes  (2d10)[ 19 ]  cold damage
Eshalyn D'Hista takes  (2d10)[ 10 ]  cold damage

[User]
 "I have my own, thank you"  Aer replies. He then concentrates for a second and his eyes flash blue light.

 Spoiler
Manifesting Psionic True Seeing, 9 PP, 17 minutes.

[User]
 Aer, Eshalyn

 Spoiler
 You see hard, black ice streching out for as far as you can see.

[User]
 "As have I."

After a few moments of muttering strange syllables underneath his breath, Aeson becomes aware of what surrounds them.

 "There doesn't seem to be anything here to welcome us. Still, we should take care."

OOC: Casts True Seeing. 19 minutes duration

 Spoiler
Currently has:

Bound:
- Sol Invictus
- Reshar, Lord of the Nine Swords
- Zceryll
-Tenebrous (ToM)

Currently Known Maneuvers:

Permanent:
-Charging Minotaur
-Moment of Perfect Mind
-Steel Wind
-Action Before Thought
-Wall of Blades
-Iron Heart Surge
-Bounding Assault
-Ancient Mountain Hammer
-Moment of Alarcity
-Quicksilver Motion
-Diamond Nightmare Blade
-Time Stands Still
-Strike of the Vestiges
-Strike Beyond the Planes

Temporary:
- Mad Prophet's Vision
-Stunning Revelation (same source as above)
- Courage-Shattering Glare
-Strike of Perfect Clarity
-Hand of Death
-Obscuring Shadow Veil
-Infinite Procession of Steel (courtesy of Vestiges of War ability binding Reshar, source same as Courage-Shattering Glare)
-Incomprehensible Force (courtesy of Vestiges of War ability binding Reshar, source same as Mad Prophet's Vision)

Stances Known:

Permanent:
-Hunter's Sense
-Stonefoot Stance
-Hearing the Air
-Stance of Those Beyond

Temporary:
-Dance of the Spider
-Supreme Blade Parry
-Alien Geometry (source same as Mad Prophet's Vision)
-Golden Phalanx Assault (courtesy of Vestiges of War ability binding Reshar, source same as Courage-Shattering Glare)

Always has the benefits of Shifting Defense.

Temporary Abilities from Vestiges:

Tenebrous:
-Deeper Darkness
-See in Darkness (see through darkness of any kind even Deeper Darkness spell or Deeper Darkness ability)
-Touch of the Void (Swift action, +4d8 cold damage, one round duration)
-Rebuke Undead (as 20th level Cleric)
-Vessel of Emptiness (use Flicker shadow magic mystery as supernatural ability 3/day)

Zceryll:
-Alien Form (gain Pseudonatural Template, Complete Arcane p.161)
-Alien Mind (Immunity to Confusion, Insanity and Weird spells. +5 bonus on saving throws against mind-affecting spells)
-Bolt of Madness (Daze opponent for 1d3 rounds. Ranged Touch attack 300 ft., Will negates)
-Summon Alien (Use Summon Monster as Sorceror 20. Any from Summon Monster I-VIII, creatures you summon gain Pseudonatural Template)
-Telepathy (100 ft. plus Mindsight feat)

Sol Invictus:
-Essence Triumphant (gain 1 action point each encounter, only lasts until end of encounter)
-Solar Exaltation (Eclipse Caste chosen. +4 sacred bonus to Cha and +10 sacred bonus to all Bluff and Diplomacy checks. May use Mass Suggestion as a spell-like ability, CL 20. Once used, you must wait until 10 minutes after the end of its duration before you can use it again.)
-Transcendent Hero (Rolling a natural 1 does not automatically cause you to miss on an attack roll, or to fail a saving throw, ability check, or skill check. In addition, whenever you roll a natural 20 on a ability check or skill check, you treat the result of the dice roll as being a 30, rather than a 20.)

Reshar, Lord of the Nine Swords:
-Martial Aptitude (gain proficiency with all Martial Weapons)
-Master of the Nine (Gain use of the following maneuvers once per encounter: bloodletting strike, daunting strike, elder mountain hammer, flanking maneuver, iron heart focus, lingering inferno, pouncing charge, rapid counter, and soaring throw. These maneuvers can't be recovered. IL 20
-Reshar's Supremacy (+2 to Str and Con, +3 to all Balance, Concentration, Diplomacy, Hide, Intimidate, Jump, Sense Motive, and Tumble checks.)
-Stance of the Warrior (Gain the benefits of any martial stance of 5th level or lower as long as bound to Reshar. Chosen stance is Shifting Defense)

[User]
 ESHALYN
 There isss no enemy causssing thisss, it mussst be a product of all the ice. Hopefully, thisss ssspell can protect me. If it worksss for me, I will cassst it on whoever wantsss it.
Eshalyn hisses and waves her hands, finally touching herself.

 Spoiler
Endure Elements


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

 XP Award:  300 XP
 GP Award:  300 GP

 Pain Hydrate  - AlterForm
 Jack  - vollmond

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

[User] Both gladiators start this match at full health.

[User]
 Pain Hydrate checking in.

  Init  - (1d20+3)[ 20 ]

No purchases yet; may yet make some.

[User]
 Jack here.

  Initiative  - (1d20+7)[ 8 ]  <-- that is not a good omen

I do have some purchase, either coming tonight or in the morning.

edit:
1 gp 20x Blunt Arrows

Purchases not done.

Ref question

 Spoiler
Does lighting a tindertwig take an action? IE, if I have a tindertwig and a smokestick in hand, is it just a single standard action to light the smokestick?

Do I have to have 2 hands to light a smokestick as above, or can I have a weapon in one hand while I do it?

[User] I love how noticeably Rageclaws has changed the Arena metagame. 😁

[User]
 GM Kyeudo

@Jack

 Spoiler

I can't find what action lighting a smokestick without a tindertwig is, but lighting one with a tindertwig is at minimum a standard action. As I doubt that normally lighting one takes more than a full round action, I'd say go with that. I do believe both hands would be required.

[User]
 Kyeudo

 Spoiler
Ok, thanks! Now one question... in your ruling, does "go with that" refer to the full-round action, or the standard action? 🤨 You'd never know English was my first language...

[User]
 vollmond

 Spoiler
He meant go with the full-round

[User]
 vollmond

 Spoiler
I think Kyeudo was saying it takes a standard action to light a smoke stick with a tindertwig. (i think it's been a standard action every other time someone used a smock stick)

I can't imagine that lighting a smoke stick would take more effort than lighting a torch.

[User]
 Ok, further purchases:

50 gp 2x Scroll of Swift Expeditious Retreat
25 gp Scroll of Obscuring Mist (I'm so stupid)
25 gp Scroll of Color Spray

I can have all these on one scroll, yes? If so, that's what I do.

Purchases done (though I reserve the right to reactives)

 Originally Posted by AlterForm
 I love how noticeably Rageclaws has changed the Arena metagame. 😁

Heh, me too.

[User]
 GM Kyeudo

@Jack, refs

 Spoiler

I did mean that we should go with the standard action for lighting a smokestick with a tindertwig, as that is the absolute minimum action given for lighting things with a tindertwig.

[User]
 Thanks, Kyeudo.

Also buying a Glaive (8 gp)

[User] Pain will buy a Psionic Tattoo of Force Screen. (50gp)

[User] Jack will add another copy of Color Spray to that scroll. (25)

[User]
 Assuming you have no further purchases.

 Pain Hydrate - Round 1

Begin in M4. Guisarme held in 1 hand.
Standard: Tap Psionic Tattoo. DC 16 psicraft to ID. (For tradition's sake)

 Spoiler
Force Screen

Move: 40 ft to H9
Free: Shift grip to 2 hands on Guisarme.

Status

 Spoiler
HP: 14/14
AC: 21 (4 armor, 3 dex, 4 deflection); Touch 17, FF 18
Force Screen: 1/10
Position: H9

 End Turn

[User]
 I assume you meant glaive 😉
 Jack, Round 1

Knowledge Devotion roll

 Spoiler

  Knowledge Local  - (1d20+3)[ 10 ]  edit: so, +1 to all attack and damage rolls

Starting in M23, holding a scroll

Standard: Ready action

 Spoiler
If he comes within 20', cast obscuring mist and then 5' step.

 Turn complete.

Statblock:

 Spoiler

Location: M23
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
18x Dragonsbreath Arrows
20x Blunt Arrows
Single Scroll of Swift Expeditious Retreat (x2), Color Spray (x2), and Obscuring Mist
1x Smokestick
1x Tindertwig

[User] Bump. Would rather not end this in DQ 🙂 (I know there's still time left, just being proactive)

[User]
 Had the wrong type of email notification set. Namely, none. 😳
 Pain Hydrate - Round 2

Move: 40 ft to B13
Move: 35 ft to C20

Status

 Spoiler
HP: 14/14
AC: 21 (4 armor, 3 dex, 4 deflection); Touch 17, FF 18
Force Screen: 2/10
Position: C20

 End Turn

[User]
 Jack, Round 2
 Swift : Cast Swift Expeditious Retreat from the scroll
 Move : 50' to C-23, drawing my guisarme
 Free : Hold Guisarme in my mouth (if for some reason this isn't allowed, I'll drop it instead)
 Standard : Cast Color Spray from the scroll. WillNeg DC13
Unconscious for  (2d4)[ 3 ]  rounds; blinded and stunned for  (1d4)[ 4 ]  rounds, stunned for 1 round.
 Free : Switch Guisarme to two-handed grip, put scroll in mouth

After rereading this several times,  Turn complete.

Statblock:

 Spoiler

Location: C23
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
18x Dragonsbreath Arrows
20x Blunt Arrows
Single Scroll of Swift Expeditious Retreat, Color Spray, and Obscuring Mist
1x Smokestick
1x Tindertwig

[User]
 Damn. Obviously I didn't read this well enough. I need my mouth free to cast from the scroll. Does this mean my spell fizzles, or is there a rewind since it's an illegal action? If it's a rewind, I'll use another free to drop the guisarme on the ground before casting.

If it fizzles, I suppose my turn is still done.

[User]
 High Ref Scorer

I'd say it fizzles, as having an item in your mouth is not illegal, nor is to cast a spell with something blocking speech.

[User] I suppose it's your turn, then.

[User]
 Pain Hydrate - Round 3

5 ft step to C21
Standard: Attack Jack
  Attack  - (1d20+7)[ 13 ]  (My wonderful luck strikes again)
  Damage  - (2d4+9)[ 12 ]

Status

 Spoiler
HP: 14/14
AC: 21 (4 armor, 3 dex, 4 deflection); Touch 17, FF 18
Force Screen: 3/10
Position: C21

 End Turn

[User]
 Jack, Round 3

Let's try that again, shall we? This time with less stupid on my part.

 Free : 5-foot step to C-24
 Free : Drop Guisarme
 Standard : Cast Color Spray from the scroll. WillNeg DC13
Unconscious for  (2d4)[ 4 ]  rounds; blinded and stunned for  (1d4)[ 3 ]  rounds, stunned for 1 round.
 Move : Pick up Guisarme

 Turn complete.

Statblock:

 Spoiler

Location: C24
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
18x Dragonsbreath Arrows
20x Blunt Arrows
Single Scroll of Swift Expeditious Retreat, and Obscuring Mist
1x Smokestick
1x Tindertwig

[User]
 Here comes the snooze train...

  Will Save  - (1d20-2)[ 14 ]  vs DC 13

...looks like Pain had the wrong platform. 😏

[User] Arrrggg... *waits for the beatdown*

[User]
 Pain Hydrate - Round 4

Quick Ref question before my turn proper:

 Spoiler
My opponent neglected to mention the grip he used on his guisarme. Because he didn't shift his scroll back to his mouth, he can only be holding, not wielding his weapon, correct?

[User]
 Pain:
 Spoiler
Correct.

[User]
 @Alterform
 Spoiler
 Tho some would say a tad nitpickey, that is what the arena is based on. You are correct sir, by my reading of his actions he is currently holding a scroll in one hand and a 2-handed weapon in the other. Kill away.

**EDIT** Damn Ninja Sallera, for the third? time at least i was right.

[User] *grumbles at the waste of (so far) 75 gp*

[User]
 Pain Hydrate - Round 4 Continued

Move: 20 ft to E24 (C22 -> D22 -> E23 -> E24). No AoO since you don't have enough hands on your weapon to wield it properly.
Standard: Attack Jack
  Attack  - (1d20+7)[ 9 ]  ( 🫤 )
  Damage  - (2d4+9)[ 16 ]

Status

 Spoiler
HP: 14/14
AC: 21 (4 armor, 3 dex, 4 deflection); Touch 17, FF 18
Force Screen: 4/10
Position: E24

 End Turn

[User]
 Jack, Round 4

My luck can't hold out much longer...

 Free : Drop Guisarme
 Free : Hold scroll in mouth
 Move : To C18, drawing longbow as I go.   Tumble  - (1d20+5)[ 8 ]  DC 15 to avoid AoO edit: ok, so you get an AoO (and I had the wrong mod - forgot you have to tumble at half speed to get full mod)
 Standard : Fire a Dragonsbreath arrow at Pain
  Attack  - (1d20+8)[ 21 ]
  Damage  - (1d4+2)[ 5 ]  (1 point of that is Fire)
If that hit:  Catch on Fire  (DC15 RefNeg)

 Turn complete.

Statblock:

 Spoiler

Location: C18
Low-light Vision
Darkvision 60'
HP 10/10
AC 18, t15, ff13
Spells/SLAs Remaining:
Cantrips: 3/3
1st-level: 3/3
SLAs: 5/5
Silence: 1/1

Remaining Consumables:
20x Serpentstongue Arrows
17x Dragonsbreath Arrows
20x Blunt Arrows
Single Scroll of Swift Expeditious Retreat, and Obscuring Mist
1x Smokestick
1x Tindertwig

[User]
 With cover, that'll miss.

 AoO
  Attack  - (1d20+7)[ 22 ]
  Damage  - (2d4+9)[ 15 ]

[User] That AoO hits painfully, but you don't have cover (one corner of my square can see all 4 of yours).

[User]
 Note to self: If I ever submit a map, make every few lines bolder for easier reading farther from the key. Had you 1 square farther to the left.

  Reflex Save  - (1d20+3)[ 13 ]  (FWOOSH - Pain's on fire.)

[User]
 Yay! Initial fire damage:  (1d6)[ 3 ]

So from now on, another ref save at the beginning of each of your turns, with another 1d6 if you fail. My turn's definitely done.

[User]
 "Hraw! Pain is Jenna-zee!"
 Pain Hydrate - Round 5
  Fire  - (1d6)[ 3 ]
  Reflex Save  - (1d20+3)[ 17 ]  vs DC 15

Gonna see what that gets me first.

[User] Really? You shake it off on your first turn? That's disappointing. And doesn't bode well for me.

[User]
 "Pain has idea just crazy enough to work! We see how you swim in the hotrock pool!"
 Pain Hydrate - Round 5 Cont.

Move: 30 ft to D18
Standard: Bull Rush!
Pain moves into Jack's space at C18, which would provoke except that Jack isn't wielding any weapon that he threatens with.
  Strength Check  - (1d20+6)[ 19 ]
Jack makes an opposed strength check, at a -4 for being small size. Failure by 5 or more means a dip in the lava.

Status

 Spoiler
HP: 3/14
AC: 21 (4 armor, 3 dex, 4 deflection); Touch 17, FF 18
Force Screen: 5/10
Position: C18 (May change)

 End Turn  (As long as something doesn't go horribly wrong with the Bull Rush)

[User]
 This is going to hurt, isn't it?

  Strength Check  - (1d20-4)[ 4 ]

[User] That's plenty to put Jack in A18. Not sure if that's "exposure" or "total immersion," though. Gonna put the question in at the Waiting Room.

[User]
 To catch the edge   Reflex Save  - (1d20+4)[ 13 ]  DC 15

edit: aaaaaand that's game. 10d6 minimum rolls will kill me.

Good match!

[User]
 Yeah. Good game; the color sprays had me worried.

  Just To See How Crispy Jack Is  - (20d6)[ 77 ]

It occurs to me that McToughy might not even be able to survive a dip in the lava. Ouch. 😦

[User] Now I get to sit and fume and wonder what would have happened if that other color spray had gone off instead of fizzling. 😡 lol

[User]
 High Ref Scorer

And so Pain Hydrate takes the victory and a crispy meal as well.


[User]
 Tarltos vs. Sote'

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Tarltos, Sote'. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
 You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

Starting Positions:
 Tarltos
 Spoiler
Horizontal axis  (1d40)[ 38 ]
Vertical axis  (1d40)[ 37 ]

 Sote'
 Spoiler
Horizontal axis  (1d40)[ 4 ]
Vertical axis  (1d40)[ 31 ]

[User]
 *sigh* Ignore the above messed up rolls for starting position. Here you go:

Starting Positions:
 Tarltos
 Spoiler
Horizontal axis  (1d40)[ 3 ]
Vertical axis  (1d40)[ 11 ]

 Sote'
 Spoiler
Horizontal axis  (1d40)[ 21 ]
Vertical axis  (1d40)[ 10 ]

[User]
 Sote', a beady-eyed, fox-like creature, looks up from stroking the over-sized lion beside him and stares over at his new opposition, giving a quick salute before speaking an ancient word. His outline and then his whole body fades, and you see nothing more as the room fades and we both arrive in the arena.

Pre-battle Preparations:

 Spoiler

Standard Action: Activate Ring of Invisibility.
Swift Action: Wildshape into a Delver.

Initiative:
 (1d20+11)[ 25 ]

[User]
 Tarltos, a small halfling, grins and winks. Then we both disappear into the arena.

 Spoiler
no preparations. seriously.

initiative:  (1d20+11)[ 4 ](15)
What the? 🫤

[User]
 Look's like I win init. 🙂

Round actions:

 Spoiler

Move action: Burrow to Q7-S9, 10 feet underground, using tremorsense the entire way.

Do you happen to be touching to ground anywhere west of the 21st horizontal row and north of the Y vertical row? If so, I sense you and your location, so please tell me where you are.

Also, turn is not over.

[User]
 You detect me. Do I say where I am, or do you just know I'm on that side of you? Also do I put my actions out in the open?

And can I ask how you detect me? Did you wild shape into a form with blindsight?

[User]
 Originally Posted by Lord Mattos
 You detect me. Do I say where I am, or do you just know I'm on that side of you? Also do I put my actions out in the open?

And can I ask how you detect me? Did you wild shape into a form with blindsight?

 Spoiler
You cannot really know how he detects you, but the sense he's using is able to pinpoint you. So you should report your exact location provided it's within the area he asked. You can ask questions as to the nature of ability after the fight; I'm pretty sure you have nothing that negates this, at least active at the present so...

Also, you should use spoilers for your actual actions, but post description of what you do in the open, especially if your opponent sees you. Then, if you opponent has any ways to identify your exact abilities (Spellcraft/Martial Lore/etc.), you can enlighten him.

[User] I assume Eldariel just answered your questions.

[User] Yes, he did, are you going to finish your turn? I'm at C11.

[User]
 Round actions:

 Spoiler

Finish my movement (double move, including what I did before), ending at C10-E12, still 10 feet underground. For now I will wait here... and "see" the result of my companion's attack.

Dire Lion moves from starting position to C12-D13, charging Tarltos. Dire Lion's have Pounce, so he then makes a full attack.

(Note to self: +2 to attack, -2 to AC until start of next turn)

You see the over-sized lion that had accompanied Sote' before charging at you from the east and skids to a stop next to you (at C12-D13), lashing out with its teeth and claws.

Claw Attack:  (1d20+24)[ 30 ]
Damage:  (2d6+11)[ 21 ]

Claw Attack:  (1d20+24)[ 31 ]
Damage:  (2d6+11)[ 18 ]

Bite attack:  (1d10+22)[ 28 ]
Damage:  (2d6+11)[ 16 ]

Grapple check (no AoO): [roll]1d20+25)
(the below only applicable if the grapple check works, and if so, we are grappling)
Rake attack:  (1d20+24)[ 41 ]
Damage:  (2d6+11)[ 16 ]

Rake attack:  (1d20+24)[ 28 ]
Damage:  (2d6+11)[ 21 ]

[User]
 Grapple check did not roll, so here you go:

Grapple check (no AoO):  (1d20+25)[ 41 ]

And now my turn is over.

[User]
 Grapple check:  (1d20+11)[ 16 ](27)

first 3 attacks missed. Both rakes hit.

Note to self:
 Spoiler
70 hp left

Does a shuriken count as a light weapon for purposes of attacking while grappling?

[User]
 Originally Posted by Lord Mattos
 Grapple check: [roll0]

first 3 attacks missed. Both rakes hit.

Note to self:
 Spoiler
70 hp left

Does a shuriken count as a light weapon for purposes of attacking while grappling?

Both can read:
 Spoiler
Well, Shuriken should probably be a light weapon given it's about the size of a dagger and has a damage die to boot. But: " A shuriken can’t be used as a melee weapon. " I guess nothing by strict RAW stops you from doing ranged attacks while in grapple, but it seems exceedingly silly without something like Weapon Supremacy to actually make it sensible, and it does provoke an AoO each attack.

Though the Lion is only allowed a free Grapple-check if it hits its Bite; thus, since the Bite missed, you aren't grappled yet. Though moonlitdreams, your Lion is allowed Rakes just for charging. If it successfully Grappled, it could Rake again, but you still get Rakes just for the charge.

[User] Okay, then not grappled, but raked. That works.

[User]
 Ok, so I take a 5-foot step to B11. Then:
Activate Invisibility as swift action. Full Attack with RS and TWF.
 (1d20+27)[ 11 ](38)  damage: 8 + (1d6)[ 4 ]  fire damage, + (1d6)[ 3 ]  cold damage, + (1d6)[ 2 ]  electricity damage, and + (1d6)[ 1 ]  acid damage.

 (1d20+27)[ 4 ](31)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 5 ]  cold, + (1d6)[ 2 ]  electricity, + (1d6)[ 5 ]  acid.

 (1d20+27)[ 12 ](39)  damage: 8 + (1d6)[ 1 ]  fire, + (1d6)[ 2 ]  cold, + (1d6)[ 6 ]  electricity, + (1d6)[ 6 ]  acid.

 (1d20+22)[ 15 ](37)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 6 ]  cold, + (1d6)[ 2 ]  electricity, + (1d6)[ 2 ]  acid.

 (1d20+22)[ 9 ](31)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 2 ]  cold, + (1d6)[ 3 ]  electricity, + (1d6)[ 5 ]  acid.

 (1d20+17)[ 15 ](32)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 2 ]  cold, + (1d6)[ 6 ]  electricity, +[roll]1d6[roll] acid.

 (1d20+17)[ 8 ](25)  damage: 8 + (1d6)[ 3 ]  fire, + (1d6)[ 3 ]  cold, + (1d6)[ 3 ]  electricity, + (1d6)[ 6 ]  acid.

End of turn.

Note to self:
 Spoiler
12 Ki power left

[User] @Mattos: Don't forget to apply your Sudden Strike-damage; being Invisible qualifies you just fine against the Lion. Also, reroll that Acid that didn't roll.

[User]
 Spoiler

Move action: I emerge from the ground at B8-D10.
Swift action: Wildshape into my Battlebriar Form.
Standard: Attack

A humongous creature emerges from the ground near you (at B8-D10), swiftly turning into a six-legged lionlike creature that has a body made of writhing vines and thorns. The creature lashes out with its vines.

Attack:  (1d20+22)[ 40 ]
Damage:  (4d8+11)[ 29 ]

If the attack hits--- > Grapple check (no AoO):  (1d20+37)[ 56 ]
Grapple (to impale you on the thorns):  (1d20+37)[ 45 ]

I may have actions after this, depending on if it hits or not.

Edit: Ninja'd by Eldariel; disregard this post until after you finish rolling damage for the lion.

[User]
 Oh, yeah. And I also forgot to add the +2 to attack for being invisible so just add that. Acid damage reroll:  (1d6)[ 1 ]

Attack 1: + (8d6)[ 20 ]
Attack 2: + (8d6)[ 28 ]
Attack 3: + (8d6)[ 30 ]
Attack 4: + (8d6)[ 22 ]
Attack 5: + (8d6)[ 26 ]
Attack 6: + (8d6)[ 23 ]
Attack 7: + (8d6)[ 38 ]

And the first attack hit.

[User]
 Grapple check (hopeless but still):  (1d20+11)[ 17 ](28)

Oh, and roll for miss chance.

[User]
 Oh,  ouch . You have killed my lion.

What sort of miss chance? Miss on a 1? Low-high?

[User]
 Originally Posted by Moonlitdreams
 Oh,  ouch . You have killed my lion.

What sort of miss chance? Miss on a 1? Low-high?

He's Invisible; the ability lasts for 1 round. As such, since your present form lacks Blindsight, while you're able to pinpoint him (on your turn before shifting shape) you cannot "see" him. Therefore, you have a 50% miss chance.

[User]
 Yay, my guy works! Kind of, depending on how the rest of this fight goes.

And thank, you Eldariel.

[User]
 Gotcha.

Miss chance for attack (low misses):  (1d100)[ 71 ]

The rest of my turn will follow based on the result of this roll.

Good job so far, Mattos.

[User]
 Okay, so that attack hits.

 Spoiler
Activate Belt of Battle for another full attack (using all three charges).
Using Flurry of Blows (first attack is a Stunning Fist).

The gems on Sote's belt dull and go gray, and he attacks again.

Attack:  (1d20+22)[ 24 ]
Damage:  (4d8+11)[ 30 ]

Make a DC 28 Fortitude saving throw if the above attack hits.

Attack:  (1d20+22)[ 36 ]
Damage:  (4d8+11)[ 37 ]

Attack:  (1d20+22)[ 24 ]
Damage:  (4d8+11)[ 24 ]

Attack:  (1d20+22)[ 27 ]
Damage:  (4d8+11)[ 31 ]

Attack:  (1d20+17)[ 30 ]
Damage:  (4d8+11)[ 26 ]

Attack:  (1d20+12)[ 17 ]
Damage:  (4d8+11)[ 27 ]

Trample Damage:  (2d6+16)[ 21 ]
Make a Reflex save (DC 33) to take only half of the trampling damage.

Crit threat for any of these on a 19 or 20. I will roll for that if needed.

Edit: ...Stupid dice. 🫤

[User]
 Only second attack hit, reflex save:  (1d20+23)[ 11 ](34)  <- woohoo!

So is your turn over?
note to self:

 Spoiler
23 hp left, ugh

[User]
 @Moonlitdreams:
 Spoiler
As I understand, you're in Warbound Impaler Battlebriar-form and Impaled him; shouldn't he be Impaled and thus Helpless and thus very dead on your attack?

Also, how are you trampling him in lieu of a full attack?

[User]
 Oh yeah, trample attack is not actually there, but that doesn't matter because it did not hit anyway.

And I forgot to mention, since my grapple and impale checks succeeded (post #17), you are helpless against my attack. So I guess I didn't even have to roll then. If I am understanding correctly, you would be very dead as I just full attacked you while you were helpless.

[User]
 Originally Posted by Moonlitdreams
 Oh yeah, trample attack is not actually there, but that doesn't matter because it did not hit anyway.

And I forgot to mention, since my grapple and impale checks succeeded (post #17), you are helpless against my attack. So I guess I didn't even have to roll then. If I am understanding correctly, you would be very dead as I just full attacked you while you were helpless.

You do need to roll; for reference,  Helpless . If you CdG, you don't, but as you opted to full attack instead, you roll against Dex 0 AC at +4. So all of them probably hit anyways, but it's a noteworthy difference.

[User] Alright, then did that kill you?

[User]
 Sigh, yes it did. Good game, though.

What did you turn into anyways? I've never seen that type of creature.

[User]
 Match Finalized.

 Moonlitdreams/Sote' ,  Victor
Wins 2/Losses 2

 Lord Mattos ,  Victim
Wins 0/Losses 1


[User]
 Tarltos vs. Michael of the Veldt

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Tarltos, Michael. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
 You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

Starting Positions:
 Tarltos
 Spoiler
Horizontal axis:  (1d40)[ 26 ]
Vertical axis:  (1d40)[ 2 ]

 Michael
 Spoiler
Horizontal axis:  (1d40)[ 22 ]
Vertical axis:  (1d40)[ 3 ]

[User]
 Whoops. Don't know what happened. New starting positions:

 Tarltos
 Spoiler
Horizontal  (1d40)[ 22 ]
Vertical  (1d40)[ 16 ]

 Michael
 Spoiler
Horizontal  (1d40)[ 29 ]
Vertical  (1d40)[ 37 ]

[User]
 Tarltos, a small black-clad halfling, turns to Michael. He grins and winks as they both dissappear into the arena.

Actions:
 Spoiler
Swift: activate Ghost Step (invisible)

Initiative:  (1d20+15)[ 7 ](22)

(Sorry for triple post)

[User]
 Will we be handling our own LoS checks, or what?

  Initiative  - (1d20+7)[ 20 ]

Actions before appearing in the arena:

 Spoiler
Activate Animated Shield as a standard action, activating Air Devotion as a swift.

[User] I'll ask if someone like Eldariel will come and do that for us. Looks like I go first.

[User]
 Well, to expedite matters, I'm doing this with few assumptions and correcting things as necessary:
@Mattos:
 Spoiler
LOS established, you see Michael mounted on his Griffin at AC37-AD38.

@Eurus
 Spoiler
Few assumptions:
 - Michael is mounted on Silvertide, correct?
 - Since Silvertide is Large, you get to choose which corner of your starting square, AC37, you start at. I placed you at AC37-AD38 to expedite matters.
 - I assume neither Michael nor Silvertide has any sensory abilities beyond vision?

Either way, you have no LOS.

[User]
 Eldariel:

 Spoiler
Michael is indeed mounted, those starting squares work fine, and Silvertide has scent. Other than that, no special detection modes.

[User]
 Ok, then. Here we go.

Round actions:
 Spoiler
Double move to Z25.

End of turn.

[User]
 @Mattos:
 Spoiler
Correct me if I'm wrong, but doesn't your Invisibility end now?

[User]
 Eldariel:
 Spoiler
I don't have the book on hand right now, but I believe it lasts until the start of my next turn.

[User]
 Mattos:
 Spoiler
You activated it on your turn on surprise round though, so your next turn would've been this turn, no?

[User]
 Eldariel
 Spoiler
I suppose you're right, could I change it to no actions in surprise round and use Ghost Step at beginning of this turn?

[User]
 @Mattos:
 Spoiler
Alright, I'm allowing that, but that means he does get to see your starting position.

@Eurus:
 Spoiler
For a brief moment, you see a man in P22. Then he disappears from sight. Your turn.

[User]
 Eldariel:

 Spoiler
So... I can be fairly sure he's not within 30 feet or I'd smell him. One move action for Silvertide to go to W/X-30/31, +20 feet in the air. Does the griffin smell him within 30 feet at any point during that move?

[User]
 Eurus:
 Spoiler
I'm assuming straight line of movement from your starting position. No smell yet.

[User]
 Eldariel:

 Spoiler
Second move action to fly to P/Q-22/23, still +20 feet. Still nothing? If so, Michael will just ready an action to unload a Manyshot at him if I see him and I'll end my turn.

[User]
 @Eurus:
 Spoiler
As your movement isn't a straight line, but one more square horizontally than vertically, I'm making the shift exactly half-way through your movement (and as the number of squares is uneven and D&D rounds down, you moved 3 squares in a line, then one sideways, then 4 more in a line); so you moved S26-T27 -> S25-T26 -> P22-Q23.

No scent. And do remember that as Manyshot has maximum range of 30', you cannot take your readied action if you see your opponent any further away than that.

@Mattos:
 Spoiler
Your turn. You see the Griffin and Michael at P22-Q23 (20' up).

 Round 2

[User]
 Actions:
 Spoiler
Swift action to turn invisible, then double move to S23

[User]
 @Mattos:
 Spoiler
Surely you can do the math yourself. Given he's 20' in the air, to be within 30' of him, you have to approach to within 20' on the ground level, or somewhere from U22 to U23.

Horizontal distances are calculated just as normal 2d distances; 5' for first diagonal, 10' for second, etc. So 5' -> 10' -> 5' -> 10' = 30', or 4 diagonals away.

[User]
 @ Eurus:
 Spoiler
Your turn. You momentarily see Tarltos at Z25 until he turns invisible again. At the beginning of your turn, Silvertide smells Tarltos. For reference of the related rules,  Scent .

[User]
 Eldariel:

 Spoiler
Then of course, Silvertide will take a move action to attempt to determine which direction he's in.

[User]
 Eurus:
 Spoiler
South and towards surface. South being downwards in 2d on the map.

[User]
 Eldariel:

 Spoiler
Descending to be flying at ground level (10 feet of movement), turning in place to face south instead of northwest (15 feet of movement?), and then going south 25 feet to U/V-22/23. If I get within 5 feet of him, scent automatically pinpoints him, right? If not, I'll continue on another 10 feet south and up, to end in W/X-22/23 +10 feet. I  think  that's under 90 feet of movement, these aerial combat rules infuriate me.

[User]
 Eurus:
 Spoiler
You're 20' up so you need to descend 15' to reach groundlevel close enough to pinpoint him should you get next to him. The height is always used to denote your "bottom" or the height you "start" from.

Eh, but yeah, I'm really tired, I'll get back to you tomorrow.

I'll get back to you two tomorrow.

[User]
 Eldariel:

 Spoiler
But you move down at double speed, right?

No problem, see you tomorrow.

[User]
 Originally Posted by Eurus
 Eldariel:

 Spoiler
But you move down at double speed, right?

@Eurus:
 Spoiler
This is correct; I was thinking you intended to merely move down the 10'. Alright then.

Once you descend down and move to Q22-R23, Silvertide is able to pinpoint Tarltos at S23.

@Mattos:
 Spoiler
You see the Griffon descend towards ground level and move straight towards you. It seems to sniff your position at Q22-R23.

It's not your action yet, but I'm posting this as an update since I'd wager an attack is what will follow and for that, you have immediate actions and god-knows-what as options.

You may both post publicly for now given LoS has been established, though I'll cover you if someone disappears again.

[User]
 Okay, Silvertide continues his movement to go about five feet up, so you can take an attack of opportunity. Then Michael will activate Divine Might as a free action and shoot a full attack at S23.

I'm going to say that high is good for concealment rolls, so over a 50 has a chance to hit. I  really  should have remembered to put Seeking on my bow. Just to check -- your creature type isn't Giant, Monstrous Humanoid, or Outsider (Evil), is it?

  Attack 1  - (1d20+28)[ 47 ] ;   Damage 1  - (1d8+9)[ 15 ]  +  (2d6)[ 6 ] ;   Miss Chance 1  - (1d100)[ 38 ]
  Attack 2  - (1d20+28)[ 31 ] ;   Damage 2  - (1d8+9)[ 15 ]  +  (2d6)[ 7 ] ;   Miss Chance 2  - (1d100)[ 48 ]
  Attack 3  - (1d20+28)[ 42 ] ;   Damage 3  - (1d8+9)[ 13 ]  +  (2d6)[ 8 ] ;   Miss Chance 3  - (1d100)[ 46 ]
  Attack 4  - (1d20+28)[ 29 ] ;   Damage 4  - (1d8+9)[ 12 ]  +  (2d6)[ 8 ] ;   Miss Chance 4  - (1d100)[ 98 ]
  Attack 5  - (1d20+23)[ 26 ] ;   Damage 5  - (1d8+9)[ 12 ]  +  (2d6)[ 9 ] ;   Miss Chance 5  - (1d100)[ 1 ]
  Attack 6  - (1d20+23)[ 24 ] ;   Damage 6  - (1d8+9)[ 17 ]  +  (2d6)[ 8 ] ;   Miss Chance 6  - (1d100)[ 92 ]
  Attack 7  - (1d20+18)[ 32 ] ;   Damage 7  - (1d8+9)[ 15 ]  +  (2d6)[ 9 ] ;   Miss Chance 7  - (1d100)[ 53 ]
  Attack 8  - (1d20+18)[ 27 ] ;   Damage 8  - (1d8+9)[ 12 ]  +  (2d6)[ 5 ] ;   Miss Chance 8  - (1d100)[ 42 ]

[User] Isn't it just my luck. Eight attacks, and only three of them bypass concealment. Two of those attacks are natural ones. So. Did attack #7 hit you with a roll of 32?

[User]
 None of them hit. Hahaha!

got to go for now, will be on soon to roll for attack of opportunity.

Eldariel:
 Spoiler
Can I use Palm Throw and Two wiht One Blow on an AoO?

[User]
 Originally Posted by Lord Mattos
 Eldariel:
 Spoiler
Can I use Palm Throw and Two wiht One Blow on an AoO?

Mattos:
 Spoiler
Nothing prevents you from using those as an AoO. However, as you don't have any way to threaten area with ranged weapons, and you aren't armed with any melee weapons currently, you don't even threaten an area and thus cannot take an attack of opportunity in the first place.

[User]
 Nevermind, no AoO. Anyways,
 Spoiler
swift action to become invisible. 11 Ki power left. 5-foot step west.

Full attack! Touch attacks! Take -4 to hit griffon too with each attack!

Attack 1:  (1d20+28)[ 7 ](35)  damage: 8 + (1d6)[ 1 ]  fire, + (1d6)[ 1 ]  cold, + (1d6)[ 6 ]  electicity, + (1d6)[ 3 ]  acid, + (8d6)[ 24 ]  Sudden Strike.

Attack 2:  (1d20+28)[ 4 ](32)  damage: 8 + (1d6)[ 6 ]  fire, + (1d6)[ 5 ]  cold, + (1d6)[ 4 ]  electicity, + (1d6)[ 5 ]  acid.

Attack 3:  (1d20+28)[ 17 ](45)  damage: 8 + (1d6)[ 3 ]  fire, + (1d6)[ 1 ]  cold, + (1d6)[ 2 ]  electicity, + (1d6)[ 3 ]  acid, + (8d6)[ 23 ]  Sudden Strike.

Attack 4:  (1d20+28)[ 20 ](48)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 3 ]  cold, + (1d6)[ 3 ]  electicity, + (1d6)[ 1 ]  acid.

Attack 5:  (1d20+28)[ 20 ](48)  damage: 8 + (1d6)[ 4 ]  fire, + (1d6)[ 3 ]  cold, + (1d6)[ 2 ]  electicity, + (1d6)[ 2 ]  acid, + (8d6)[ 33 ]  Sudden Strike.

Attack 6:  (1d20+28)[ 11 ](39)  damage: 8 + (1d6)[ 5 ]  fire, + (1d6)[ 1 ]  cold, + (1d6)[ 3 ]  electicity, + (1d6)[ 1 ]  acid.

Attack 7:  (1d20+23)[ 11 ](34)  damage: 8 + (1d6)[ 3 ]  fire, + (1d6)[ 5 ]  cold, + (1d6)[ 4 ]  electicity, + (1d6)[ 5 ]  acid, + (8d6)[ 25 ]  Sudden Strike.

Attack 8:  (1d20+23)[ 4 ](27)  damage: 8 + (1d6)[ 4 ]  fire, + (1d6)[ 5 ]  cold, + (1d6)[ 1 ]  electicity, + (1d6)[ 4 ]  acid.

Attack 9:  (1d20+23)[ 3 ](26)  damage: 8 + (1d6)[ 5 ]  fire, + (1d6)[ 2 ]  cold, + (1d6)[ 4 ]  electicity, + (1d6)[ 3 ]  acid, + (8d6)[ 25 ]  Sudden Strike.

Attack 10:  (1d20+23)[ 2 ](25)  damage: 8 + (1d6)[ 1 ]  fire, + (1d6)[ 2 ]  cold, + (1d6)[ 5 ]  electicity, + (1d6)[ 3 ]  acid.

Attack 11:  (1d20+18)[ 15 ](33)  damage: 8 + (1d6)[ 6 ]  fire, + (1d6)[ 1 ]  cold, + (1d6)[ 5 ]  electicity, + (1d6)[ 2 ]  acid, + (8d6)[ 31 ]  Sudden Strike.

Attack 12:  (1d20+18)[ 10 ](28)  damage: 8 + (1d6)[ 6 ]  fire, + (1d6)[ 2 ]  cold, + (1d6)[ 4 ]  electicity, + (1d6)[ 6 ]  acid.

Attack 13:  (1d20+18)[ 15 ](33)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 5 ]  cold, + (1d6)[ 6 ]  electicity, + (1d6)[ 1 ]  acid, + (8d6)[ 30 ]  Sudden Strike.

Attack 14:  (1d20+18)[ 14 ](32)  damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 4 ]  cold, + (1d6)[ 6 ]  electicity, + (1d6)[ 2 ]  acid.

Your turn.

[User]
 Attack 4 crit check:  (1d20+28)[ 10 ](38)
extra damage: 8 + (1d6)[ 6 ]  fire, + (1d6)[ 3 ]  cold, + (1d6)[ 5 ]  electicity, + (1d6)[ 3 ]  acid.

Attack 5 crit check:  (1d20+28)[ 11 ](39)
extra damage: 8 + (1d6)[ 2 ]  fire, + (1d6)[ 4 ]  cold, + (1d6)[ 3 ]  electicity, + (1d6)[ 3 ]  acid.

@Eurus: yes, they are ranged attacks. And yes, you are flat-footed.

[User]
 Those are ranged attacks?

 Spoiler
50% miss chance from Air Devotion. 1 is a miss, 2 is a hit.

  Atk 1  - (1d2)[ 1 ]
  Atk 2  - (1d2)[ 2 ]
  Atk 3  - (1d2)[ 1 ]
  Atk 4  - (1d2)[ 1 ]
  Atk 5  - (1d2)[ 2 ]
  Atk 6  - (1d2)[ 2 ]
  Atk 7  - (1d2)[ 1 ]
  Atk 8  - (1d2)[ 1 ]
  Atk 9  - (1d2)[ 1 ]
  Atk 10  - (1d2)[ 1 ]
  Atk 11  - (1d2)[ 1 ]
  Atk 12  - (1d2)[ 2 ]
  Atk 13  - (1d2)[ 2 ]
  Atk 14  - (1d2)[ 2 ]

[User] Oh, just to check. You said that they're touch attacks, but you didn't say that I was flat-footed against them. Was that a mistake?

[User]
 For the record, I have an easier time realizing that you answered my questions when you post instead of editing. Which is, incidentally, the reason why I'm triple-posting. 😉

Anyway, am I flat-footed  in addition  to them being touch attacks? If so, since I don't have any sort of fortification or anything, I'm dead.

[User] I am invisible, so yes, you are flat-footed. Master Thrower's 'Weak Spot' trick makes it touch attacks. I win. Good game.

[User] Oh well. I need to invest in one of those scout's headbands, invisibility is obviously a problem for me. Congratulations.

[User] Almost everyone has either tons of Str/Con or some way to not be flat-footed when I'm invisible. Soon I'll have to make a new character 🫤

[User]
 Match Finalized.

 Lord Mattos/Tarltos ,  Victor
Wins 1/Losses 1

 Eurus ,  Victim
Wins 1/Losses 3


[User]
 Welcome to your first mission. You've been sent from the palace to rid the area of some bandits that have been causing trouble for the locals recently.

why dispatch nobles to do a soldier's job, you ask? To show the common people that the government is both willing and able to help the citizenry, as well as serving as a way nobles can increase their social standing.

Hans (usmok's character) has been dispatched by his family to prove himself by aiding and protecting Lizabelle (Jazz's character), and the Hanowlan family has sent Alyn (Ishikar's character) to likewise aid their daughter Sophia(Horngeek's character).

here's the map:

map theme:  Loyalty (hector's theme)

--------------------------------------------------------------------------------
Enemy info:
 Spoiler
 Fighter
Level 1
Equipment: Iron Axe (45/45),  Vulnerary (3/3)
HP: 20
Str: 5
Skl: 2
Spd: 4
Def: 2
Res: 0

Move: 5
Con: 11

Damage: 13
Attack speed: 4
Accuracy: 79
Avoid: 8
Critical: 1 - (E. Luck)

 Myrmidon
Level 1
Equipment: Slim Sword (50/50)
HP: 16
Str: 4
Skl: 9
Spd: 9
Def: 2
Res: 0

Move: 5
Con: 8

Damage: 7
Attack speed: 9
Accuracy: 118
Avoid: 18
Critical: 9 - (E. Luck)

 Brigand (Boss)
Level 3
Equipment: Iron Axe (45/45) ,  Vulnerary (3/3)
HP: 26
Str: 6
Skl: 2
Spd: 6
Def: 4
Res: 1

Move: 5
Con: 12

Damage: 14
Attack speed: 6
Accuracy: 79
Avoid: 12
Critical: 1 - (E. Luck)

Player info:
 Spoiler
 Horngeek
equipment: Iron Sword (46/46), Vulnerary (3/3)
Level: 1
EXP: 00
HP: 21
Str: 6
Skl: 8
Spd: 9
Luck: 1
Def: 4
Res: 1

Move: 4
Con: 10

Damage: 11
Attack speed: 9
Accuracy: 116
Avoid: 19
Critical: 4 - (E. Luck)

 JupiterJazz
equipment: Slim Lance (50/50), Vulnerary (3/3)
Level: 1
EXP: 00
HP: 16
Str: 6
Skl: 6
Spd: 7
Luc: 7
Def: 5
Res: 4

Move: 6
Con: 10

Damage: 10
Attack speed: 7
Accuracy: 97
Avoid: 21
Critical: 8 - (E. Luck)

 usmok
equipment: Iron Lance (46/46), Vulnerary (3/3)
Level: 1
EXP: 00
HP: 22
Str: 6
Skl: 4
Spd: 4
Luck: 4
Def: 7
Res: 0

Move: 4
Con: 9

Damage: 13
Attack speed: 4
Accuracy: 88
Avoid: 12
Critical: 2 - (E. Luck)

 Ishikar
equipment: Iron Lance (45/45), Vulnerary (3/3)
Level: 1
EXP: 00
HP: 20
Str: 4
Skil: 5
Spd: 6
Luck: 4
Def: 6
Res: 2

Move: 4
Con: 9

Damage: 11
Attack speed: 4
Accuracy: 90
Avoid: 12
Critical: 2 - (E. Luck)

Weapon info:
 Spoiler
 Slim Sword
Durability: 50
Rank: E
Range: 1
Weight: 2
Might: 3
Hit: 100
Crit: 5

 Iron Sword
Durability: 46
Rank: E
Range: 1
Weight: 5
Might: 5
Hit: 90
Crit: 0

 Iron Axe
Durability: 45
Rank: E
Range: 1
Weight: 10
Might: 8
Hit: 75
Crit: 0

 Slim Lance
Durability: 50
Rank: E
Range: 1
Weight: 4
Might: 4
Hit: 85
Crit: 5

 Iron Lance
Durability: 45
Rank: E
Range: 1
Weight: 8
Might: 7
Hit: 80
Crit: 0

 Javelin
Durability: 20
Rank: E
Range: 1-2
Weight: 11
Might: 6
Hit: 65
Crit: 0

Storage Space: N/A
Gold: N/A

[User]
 Hans starts at B9, moves to E10, and sticks the myrmidon.

 Hans:   "Hey, could you surrender? Please? I don't want any bloodshed here today. We're much better equipped then you are, in fact, I doubt you can even pierce my armor with that tiny sword.
I'll even put in a good word for you. Tell them, 'This bandit guy is actually pretty nice! He went and surrendered peacefully! Make sure you use the SHARP axe, not the blunt one.'
...I don't think that sounded very good."

Also: Changed Hans's text color, it was borderline eye burning.

[User]
 Alyn start from C9 and moves to D11 to attack myrm 1.

If Sophia would rather take the attack I'll move to F10 instead.

 Alyn:  A bandit extermination?  Simple enough to take care of.  If they're smart they'll surrender but they hardly ever are.  Shame really, but eventually I find that they get the point one way or another.

Edit: Fixed I believe, I missed the border color differentiations when I first posted so I picked somewhere near where the others had started.  Making a note of spawn locations or marking the squares in some way may help a little bit as the blue and black borders tend to blur together a bit on my monitor.

[User]
 Sophia starts at B10, and takes one of two options:

if Myrmydon 1 is still alive:

Move to D11 and attack Myrmidon 1

 Sophia:   "Good work, I'll finish him off now!"

If he's been defeated:

Move to F10

 Sophia:   "Good work, both of you!"

[User]
 Start at  A9  and move to  D12 .

 Lizabelle:  "Bandit curs you will taste my lance."

[User]
 slight problem. ishikar, you cant spawn on panel D9.

with everyone else's spawn choices you can start at either C9 or B8

once that's corrected, i'll edit the update into this post.


[User]
 A LONG TIME AGO IN GALAXY FAR FAR AWAY...

In the year 3954bby the republic rules the galaxy, the sith no longer a major threat.
Sith clans battle for territory and power while the republic beats back the final waves of the manolorian army
However the last sith lords aren't giving up so soon.

Now is a good time for your characters to get to know each other.

[User] One Question Where Are the Players? I know they are on Tatooine but where like Mos Epsa or in a shanty town or what ever?

[User] I'm going to have them meet in a bar on tatoine and than explain what's going on.

[User] I'm really sick today (throwing up) so we cant play tonight.


[User]
 Map:
 Spoiler
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 ||||||||||||
 22 ||| C | C ||||| C | C ||
 23 ||| C | C ||||| C | C ||
 24 |
 25 |||||||||||[/table]

[User]
 Initiative  - (1d20+7)[ 12 ]

Starting point: Straight line from Boci's position, distance of (2*speed + weapon reach) away. (AKA, chargable)

I have a rod in my hand, and my headband, cloak, amulet and ring are visible to you.

[User]
 Initative   (1d20+8)[ 27 ]

  Starting point: charging range.

  I have a spiked chain in my hands, 2 daggers hanging from my belt, an amulet, a cape, a belt, a pair of gloves, a ring and numerous potion bottles hanging from my belt.

  For PhoenixRivers:

 Spoiler
 Prevenoming both daggers and spoked chain  (1d20)[ 14 ]  (1d20)[ 5 ]  (1d20)[ 6 ]

[User]
 I charge forwards and swing my chain at the mage. [roll=Attack]1d20+24[/roll]   Damage:   (1d4+7)[ 8 ]   (Sorry, my mistake.)

  Action Breakdown:
  Full round action: Charge with spiked chain.

  States:

 Spoiler
HP: 102/102,
  AC: 20 (FF: 16, T: 14)

[User]
 Respoting since I messed up in previous one:

  Attack  - (1d20+24)[ 25 ]

  For PhoenixRivers:

 Spoiler
 Do I poison myself now? Also, is there a spot DC for Koury to notice that my spike chain has been envenomed?

[User]
 Stupid me, this is getting tiresome.

  For PhoenixRivers:

 Spoiler
   Ref sace DC: 15  - (1d20+11)[ 26 ]  - So, at least I'm not poisoned, but the spiked chain still has poison on it right, or not?.

[User]
 Defensivly cast a spell.

  Concentration  - (1d20+20)[ 25 ]  vs DC 19

If I succeed, I turn invisible.

[DM]
 Spoiler
Greater Invis. Assuming I succeed, I then move 30 ft away

End turn.

Also, lets establish where we were to begin, so refs can adjucate anything that may need it.

[User] How about you are at B18 and I was at B20?

[User] I scan the enviorment for signs of my foe.   spot check  - (1d20+9)[ 27 ]  With that check I can tell which square you are in. Horay for vague rules.

[User]
 To pinpoint an active, invisible character, you need a DC 40 Spot.

You do, however, notice that I am there.

[User]
 Originally Posted by Koury
 To pinpoint an active, invisible character, you need a DC 40 Spot.

You do, however, notice that I am there.

  Only if they do  not move according to my players handbook. If they do its just 20.

[User]
 Originally Posted by SRD
  {table=Head]DC | Task
20 | Notice presence of active invisible creature
30 | Notice presence of unmoving, living invisible creature
40 | Notice presence of inanimate invisible object
40 | Notice presence of unmoving, unliving invisible creature
80 | Defeat illusion[/table]

A character can use Spot to notice the presence of an invisible creature. The relevant DCs are reprinted here. If the character beats the DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it still maintains total concealment from the character (50% miss chance).

 Link . I'm certainly an active invisible creature.

[User]
 Originally Posted by Koury
  Link . I'm certainly an active invisible creature.

  This is an interesting contradiction we've found. Does the Glossary of the Player's Handbook trump SRD? Do you have a PH handy? (Sorry to make a big deal ojut of this but it is pretty relevant to the fight).

[User]
 You are well within your rights to try and get this resolved. And PHB trumps SRD. However:

 Originally Posted by PHB, pg 83
 A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.

I'm not seeing what you are seeing.

[User] It is in the glossary, the last paragraph for the "invisible" entry. Bottom of page 309, running over into 310.

[User]
 Originally Posted by PHB Glossery, invisible
 invisible: Visually undetectable. An invisible creature gains a +2
bonus on attack rolls against sighted opponents, and ignores its
opponents’ Dexterity bonus to AC (if any). (Invisibility has no effect
against blinded or otherwise nonsighted creatures.) An invisible
creature’s location cannot be pinpointed by visual means. It has total
concealment; even if an attacker correctly guesses the invisible
creature’s location, the attacker has a 50% miss chance in combat.
An invisible creature gains a +40 bonus on Hide checks if
immobile, or a +20 bonus on Hide checks if moving. Locating the
square an invisible creature occupies requires a Spot check (DC 40 if
the creature is immobile, DC 20 if the creature moved during its last
310
turn), modified by appropriate factors (such as an armor check
penalty or a penalty for movement).

Quoted for reference for DM.

[User]
 Originally Posted by PH
 Locating the
square an invisible creature occupies requires a Spot check (DC 40 if
the creature is immobile, DC 20 if the creature moved during its last
turn).

  That's what I was talking about. Its actually 3.36 where I am, so shall we call it a night and see if PhoenixRivers has a ruling tomorrow?

[User] PR is on, last I was aware. But  either way, sleep if you're tired! 😁

[User]
 Originally Posted by Boci
 Stupid me, this is getting tiresome.

  For PhoenixRivers:

 Spoiler
 [roll0] - So, at least I'm not poisoned, but the spiked chain still has poison on it right, or not?.

@Boci:
 Spoiler
Poison persists until someone is hit.  Yes, it's still poisoned.

@Boci: I'll need a listen check from you, as well.

@Invisible:

 Originally Posted by Rules compendium, Invisibility
 Spot
An observer can notice the presence of an active invisible target within 30 feet by succeeding on a Spot check (DC = invisible creature’s Hide check +20). The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. An invisible creature that is holding still is very hard to notice (DC = invisible creature’s Hide check +30). An invisible inanimate object or an invisible, unliving creature holding still is nearly impossible to notice (DC 40 for an invisible object; DC = Hide check +40 for invisible creature). Treat a helpless invisible creature as an invisible inanimate object (DC 40). A Spot check that beats the DC by 20 pinpoints the invisible target’s location, but that target still benefits from total concealment.

Precedence places Rules Compendium above other sources for primary source rules.  Therefore, this is primary source for Invisibility and detection, superceding the glossary entry of the Player's Handbook.

[User]
 I try to find further hints of my opponent's location.   listen check  - (1d20+3)[ 4 ]  Not seeing any I shrug and draw a potion. "Two can play at this game," I gulp the potion down and disappear.

  For PhoenixRivers:

 Spoiler

  Actions:
  Move: Draw potion.
  Standard: Drink potion
  5ft step to C19.

[User]
 @Both players:  Are you using the map in the OP?  If so, where EXACTLY did you start?

In addition:

@Kouri:
 Spoiler
From there, I'll need to know where you moved TO after becoming invisible.

[User] At the end of my charge, I was at B18 and Kouri was at B20.

[User]
 [DM]
 Spoiler
Ended last turn at H20.

Also: Holy crap, I forgot to mem a see invis?! 😩

OK, area Dispel Magic, centered on the square I last saw him in. Quickened, through my rod.

  CL Check  - (1d20+10)[ 24 ]

If I dispel him, I cast Wall of Force. I'll lay out the wall once I know if I know his location or not.

[User]
 Wait a sec on these turns.

@Boci, last turn:
 Spoiler
Your listen check is enough to hear Boci somewhere to the east, though you can't pinpoint it.

@DM Only:
 Spoiler
Dispel Check:  (1d20+10)[ 12 ]  vs DC 16 (Invis).

Boci Listen check for casting:  (1d20+3)[ 7 ]

@Boci, This Turn:
 Spoiler
You hear speech somewhere to the east, but cannot tell precisely where, nor can you make out precisely what is said.  It's at least 20 feet away, perhaps more.

@Kouri:
 Spoiler
Your Dispel does not reveal your foe.

Still Kouri's turn.

[User]
 "I see you," I cry triumphantly.

  For PhoenixRivers:

 Spoiler

 Checking to see if I can detect my oppoents presence.   spot check  - (1d20+9)[ 12 ]    listen check  - (1d20+2)[ 18 ]  Do I need a bluff check for the lie?

  Taking out my potion of bear's endurance (but not drinking it yet) and moving to 22 G.

[User]
 @Boci:
 Spoiler
Not your turn, though you can attempt that bluff.  Roll it.

@DM Only:
 Spoiler
Sense Motive:  (1d20)[ 1 ]

[User]
 [DM]
 Spoiler
Crap, I couldn't Dispel it? Well, he can't have moved far, considering drawing and drinking burned his turn up.

So, let's go with... Wall of Force anyway. I last saw him in B20, so I throw up the walls enclosing A19-21, B19-21, C19-21.

I get area equal to 13 10x10 squares. The wall I'm making is 45 ft long (using the existing wall on the one side), so I can make it (1300/45=~28) 25 ft high.

So I do.

End Turn

[User]
 Reposting:

"I see you," I cry triumphantly.

  For PhoenixRivers:

 Spoiler

 Checks for spot and listen are above (12 and 18), as are my actions.

    bluff check  - (1d20-1)[ 1 ]

  End of 3rd turn.

[User]
 WAIT.

Problem with Koury's last turn.

@Koury:
 Spoiler
Wall of Force is not Forcecage.  Per the spell description, it must be a flat vertical plane.

In other words, it cannot bend or turn.  It must be a perfectly straight plane.

[User]
 [DM]
 Spoiler
I see nothing saying a Wall of Force cannot bend. Flat describes an object that is smooth, or level. Its a texture thing. I can see a vague argument about needing to place it in 10x10 ft squares, but nothing in the spell says it cannot bend (though it must be vertical).

The wall was continuous and unbroken when I formed it. Its surface has not been broken by any object of creature. I'm not seeing the problem.

[User]
 @Koury:
 Spoiler
And "plane" describes a 2 dimensional flat structure.  Yours, by bending, occupies a 3rd dimension.  It is no longer a plane.

That is the ruling.  Wall of force must be a plane, in keeping with the spell's description.  It is not allowed to bend in any way, and the plane it forms must be vertical.  Reformat your action to be in compliance with this ruling.

[User]
 [DM]
 Spoiler
I strongly disagree. If it couldn't bend, it would say so. It having to be two dimensional is patiently rediculous. It's impossible. It has some degree of thickness, no matter what.

However, objections to your ruling notwithstanding, Glitterdust, centered on his previous location (B20). If he's in the area, DC 21.

[User]
 Originally Posted by Koury
 [DM]
 Spoiler
I strongly disagree. If it couldn't bend, it would say so. It having to be two dimensional is patiently rediculous. It's impossible. It has some degree of thickness, no matter what.

However, objections to your ruling notwithstanding, Glitterdust, centered on his previous location (B20). If he's in the area, DC 21.

@Koury:
 Spoiler
Objection noted.  And it does say so.  It must be a plane.  Planes don't bend.  I'll resolve the Glitterdust now.

There have been a few play errors, and people jumping ahead.  At the end of post 24, it was Koury's turn.  Boci attempted to take a turn in post 25 (which was invalid).

The remainder of Koury's turn was in post 27, but had a technical issue.  This has now been resolved.

@Boci:
 Spoiler
You're still in C19, as you haven't had the turn wherein you moved, yet.  You clearly heard speech to the east, around 20 or so feet away.  You didn't quite hear it clearly enough to pinpoint, and you don't recognize exactly what it was (without a spellcraft check).  I need you to make a will save.

@Koury:
 Spoiler
You're in H20.

@DM only:
 Spoiler
Boci's Listen check:  (1d20+3)[ 18 ]  (reactive, to hear spellcasting, Glitterdust.  DC2 (0+2 for distance), DC 12 to hear clearly, DC 22 to pinpoint square.

[User]
 For PhoenixRivers:

 Spoiler

  will save  - (1d20+8)[ 16 ]  BTW, I hope you don't mind the complete lack of roleplaying. I'd be fine with including flavour text with each action, but just posting the bare minimum seems more apropriate here.

[User]
 @Boci:
 Spoiler
Doesn't bother me.

You failed the Will Save, and are  Blinded .  The last thing you saw was a Golden cloud burst out from the square you were last in (B18).

@Koury:
 Spoiler
Your opponent is visibly outlined in C19, within the Glitterdust cloud.

Barring any further actions from Koury, it is Boci's turn.

[User]
 For PhoenixRivers:

 Spoiler

  Okay then I will instead double move to G15. Can I draw a potion whilst moving, or is that only weapons?

  End of 3rd turn.

[User]
 @Boci:
 Spoiler
Only weapons.

@Koury:
 Spoiler
Your opponent (outlined in glitter) leaves the cloud, moving north, out of sight.  You lose LOS as he moves north out of B17.

[User]
 [DM]
 Spoiler
Cast Fly. Move to G12, +0 ft, taking the rightside route.

Map question: Can you move between columns, or are they effectivly walls?

End turn.

[User]
 @Koury:
 Spoiler
No LOS.  They are effectively walls.

Boci's turn.

[User]
 @DM Only:
 Spoiler
Reactive Listen Checks:

Listen check for boci for spellcasting:  (1d20+3)[ 9 ]  (DC 10: 0 base, +5 distance, +5 intervening obstacle)

Listen check for boci for opponent movement:  (1d20+3)[ 4 ]  (DC 8 for north detection: 0 base, +3 distance, +5 intervening obstacle)

@Boci:
 Spoiler
You don't hear anything of note.

[User]
 For PhoenixRivers:

 Spoiler

  Drawing but not drinking a potion of bear's endurance. Mostly just waiting for the blindness to end.   listen  - (1d20+2)[ 19 ]

  End of 4th turn.

[User]
 DM Only:
 Spoiler
Boci's listen will apply to the first reactive listen required.

Koury is up.

[User]
 [DM]
 Spoiler
Move to B7 (only 50ft of my move), looking for a mass of glitter.

Not done.

[User]
 @Koury:
 Spoiler
You see an invisible creature outlined in Glitter at B15

[User]
 [DM]
 Spoiler
Finish move in B9 (not worried about 'I'd have seen him mid move and gone somewhere else').

Quickened True Strike (rod)
  Disintegrate  - (1d20+29)[ 34 ]  vs Touch AC

Fort DC is 25

End turn.

[User]
 @Boci:
 Spoiler
I need a Fort save from you.

[User]
 For PhoenixRivers:

 Spoiler

  fort save  - (1d20+13)[ 20 ]

[User]
 Boci:  Your fort save failed.

Damage:  (26d6)[ 91 ]

Turn passes to Boci.

[User]
 For PhoenixRivers:

 Spoiler

  Drinking potion of bear's endurance. +26 hp (37 left), move to 13F.

  End of 5th turn.

[User]
 @Boci:
 Spoiler
My apologies.  You'll also need a DC 15 Fort save for  Massive Damage .

[User]
 For PhoenixRivers:

 Spoiler

  fort save  - (1d20+13)[ 28 ] .

[User]
 @Boci:
 Spoiler
Having passed the save, it is relevant to note that your listen check detected the sound of casting to your north, somewhere in the vicinity of 30-40 feet away.  Would this affect your movement?

[User]
 For PhoenixRivers:

 Spoiler

  Since I can only move at half speed for being blinded, no it doesn't change much.

[User]
 @Koury:
 Spoiler
The glitterdusted figure moves east to E13, and then leaves your LOS, heading east.

Koury's turn.

[User]
 [DM]
 Spoiler
I round the corner and, assuming I am able to see him, try to dust him again.

Quickened True Strike (via Rod; last charge)
  Disintegrate  - (1d20+29)[ 49 ]  vs Touch

Fort DC 25

And for reference, I end movement in whatever square I am in when I first see him. So I probably didn't move too far.

[User]
 [DM]
 Spoiler
Well, whaddaya know.

  Crit Confirm  - (1d20+29)[ 31 ]  vs Touch

[User]
 @Boci:
 Spoiler
Need another Fort save from you.

[User]
 For PhoenixRivers:

 Spoiler

  fort save  - (1d20+15)[ 34 ]

[User]
 You passed the Fort Save, Boci.

Damage:  (10d6)[ 36 ]

[User]
 For PhoenixRivers:

 Spoiler

  1hp left. Drawing (move action) and activating (standard action) eversmoking bottle, taking a 5ft step to 12F.

[User]
 @Boci:
 Spoiler
 You are normally subject to this , but are protected by your necklace of adaptation.

@Koury:
 Spoiler
You stopped at B10, last round, and shot at your foe (per your text on stopping as soon as LOS was established).  Your foe was in F13.

This round, he drew something out, activated it, and smoke billows out, completely enveloping you.

 You are subject to this  at the start of your turn.

You are entitled to a reactive listen check.

[User]
 [DM]
 Spoiler
  Fort Save  - (1d20+12)[ 15 ]  vs DC 15

[User]
 [DM]
 Spoiler
  Listen  - (1d20)[ 10 ]
Wasn't paying attention. 😁

[User]
 Originally Posted by Koury
 [DM]
 Spoiler
[roll0]
Wasn't paying attention. 😁

@Koury:
 Spoiler
You heard movement from the general vicinity of your opponent's last known location, but you're not sure exactly where.

[User]
 [DM]
 Spoiler
Wall of Force, blocking off J13, J14 and J15. 15 ft wide, 85 ft high, I believe.

Also, I'll hold my breath.

End turn.

[User] Boci's turn.

[User]
 For PhoenixRivers:

 Spoiler

  3 minutes to live. Drawing, but not drinking a potion of enlarge person, moving to 12C.   listen  - (1d20+3)[ 17 ]