[User]
 Arena Tournament Commoner Exhibition:  AlterForm  vs.  TheFallenOne
 Map:
 Spoiler

 GP Award:  300 GP
Any and all awards do not transfer to the Arena Tournament Proper.

 Incarnom-nom-nom  - AlterForm
 NPC #354  - TheFallenOne

 All Combatants, please roll initiative.

[User]
 ...I'm in trouble. 🤨
  Init  - (1d20+4)[ 7 ]

[User]
 Initiative  (1d20-3)[ 5 ]

The reason I won't use acid spit in the Arena:
Potion Resist Energy(Acid) CL1 - 50 GP. Mean, I know. Sorry
Potion Faith Healing(Generic) - 50 GP

[User]
 Hmmm.

I'll fold.

[User] Boo!  Nobody likes a quitter.  Except possibly the opponent of a quitter.

[User]
 🤨

Hm, well, that breaks fastest match record soundly 😁

but yeah, can't blame you, that potion simply breaks your neck. I contemplated Incarnum feats too, but in the end I went for the exotic

edit: well, I'd prefer a fight, but he's simply outmatched here once I drink the potion. Well, were I him I'd have gone for alchemist fires and other grenade weapons, would still be hard against 20 foot reach though

[User]
 I've really got nothing to work with here.

Incarnom is made of pretty much 3 of the most well-established abilities in terms of power in the Arena; Abberation!Commoner is an actually original creation.

[User]
 Originally Posted by TheFallenOne
 Hm, well, that breaks fastest match record soundly 😁

Yeah, if we start those arena records, I think we can claim "Fastest Match," since we both showed up and one player admitted defeat in response to an action of the other. 😛

[User] I'm gonna bring this char into the Arena proper and popularize aberrant blood feats. Really, who DOESN'T want 20 foot reach and 2 tentacles? 😁 A water-orc monk, barbarian or cleric(switching out Law and Travel Devotion) with these 3 feats would be nastily strong

[User] Sadly, no, others have thrown in the towel at the start.  It doesn't usually happen in an exhibition, though.  I understand the thought behind it, but Alter...I think you've lost the eye of the tiger, man.

[User]
 Originally Posted by TheFallenOne
 I'm gonna bring this char into the Arena proper and popularize aberrant blood feats. Really, who DOESN'T want 20 foot reach and 2 tentacles? 😁 A water-orc monk, barbarian or cleric(switching out Law and Travel Devotion) would be nastily strong

Good plan. I'll have to . . .  acquire  a copy of Lords of Madness and then see if I can do anything clever with the feats as well.

[User]
 Originally Posted by hustlertwo
 Sadly, no, others have thrown in the towel at the start.  It doesn't usually happen in an exhibition, though.  I understand the thought behind it, but Alter...I think you've lost the eye of the tiger, man.

No, I'm just focusing it elsewhere.

McToughy is currently fighting 2-on-1 in the final match of Round 86.  He might win.   (Or at least take an opponent down with him)

[User]
 Originally Posted by hustlertwo
 Sadly, no, others have thrown in the towel at the start.  It doesn't usually happen in an exhibition, though.  I understand the thought behind it, but Alter...I think you've lost the eye of the tiger, man.

yeah, but... 10 minutes after match start? That's quite a coincidence that we were both online. Though as an exhibition the record may be invalid

Do so Alter, but please be so kind to let me be the guy who first brings this stuff into Arena proper. I'm still contemplating if I should use this commoner or go for a real class with these feats. Reaching level 2 with a commoner would be awesome and I think this setup could make it after maybe 2 or 3 Rounds

and you know, I didn't even use the meanest aberrant feat. Starspawn. Flight with 1/2 land speed, land every couple of rounds(depending on constitution), usable all day long. Combined with 20 foot reach this is plain ugly

[User] Aye, the aberrant feats are nice.  I think the only reason they haven't yet seen much, if any, use is that there probably aren't that many people out there with a legal copy of LoM.  It's a great DMing book, but there probably aren't too many others that would pick it up.

[User]
 yeah, I don't have the book either, but if one guy in your P&P group has it that's enough 😉

well, if we repeat this in a couple of months(with 8 players then I guess) would you be up for it Sallera? You make powerful and often unusual characters(Gallows *gulp*), I'd be interested to see what you could make out of a commoner

[User] Oh, certainly.  I'm always up for a character-building challenge. ^^

[User] I'll be jumping in as well.  NPC and Core-only stuff seems interesting, but I don't really want to waste my last slot on something like that, so better to mess around with one in an exhibition.

[User] hm, seems we should have waited with this a couple more days instead of starting it right ahead, good chance we might have gotten an 8 people round out of it. Ah well, next time. Then can it be an official exhibition with reward too


[User]
 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.
 Wild Wing, Alya. 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. 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.

Wild Wing

 Spoiler
start at K1

Alya

 Spoiler
start at AF24

[User]
 " Show me your best - I will end you! "

Prep round:

 Spoiler
Wildshape into Sanguaro Sentinel. Switch to Flame's Blessing.

OOC: I've got Knowledge Devotion. What's your base type for me to roll against?

[User]
 Trying again...

Initiative:  (1d20+12)[ 19 ]

[User]
 "Have to catch me first!"

 Spoiler
Prep round: assume hybrid form, enter assassin's stance

Initiative: (1d20+17)[ 33 ]

[User]
 Wildwing activates his winged vest as a swift action, and double moves straight up 40' above K1.

(OOC: Wildwing is a humanoid. In a very broad sense of "humanoid", granted. 😁)

[User]
 Knowledge Devotion:  (1d20+21)[ 22 ]

OOC: Also, what is Wild Wing's size? At the present, Alya is Huge. Also, any visible weapons, items or such? Being a cactus, Alya obviously holds nothing (except for Boots, Robe, Cloak, Necklace, Belt and Crown: think Pimp Cactus).

EDIT: Also, Collector of Stories to Knowledge Devotion > 27, meaning +3/+3.

[User] (OOC: Wildwing is currently large. He wears a fairly full set of magic items, but no gloves or boots, and carries a dagger.)

[User] What does he look like? I mean, generic creature type of what sort? Dragon-like? WereXish? Anything discernable by the bare eye?

[User] (OOC: Werebat. Not much point in being vague about it when he's a freakin'  mutant bat , not like anyone's going to mistake him for a gnome.)

[User]
 OOC: So I'm up against the friggin'  Batman . Swell.

IC:
" If you insist! "

Alya switches combat mode: Dire Eagle!
With that, she speeds towards Wild Wing!

OOC: Moment of Alacrity raises my Initiative to 39 which should allow me to act again barring shenanigans. Waiting confirmation though.

Mechanics:

 Spoiler
Move Action: Combat mode switch, Dire Eagle.
Free Action: Activate Boots of Speed
Standard Action (used as a Move Action): Move 110' towards you (raise 27.5' in the air to T-U 12-13)
Swift Action: Activate Moment of Alacrity, increasing my initiative to 39.

[User] (OOC: No shenanigans just yet, so yes, your turn again.)

[User]
 Get really angry:

 Spoiler
Start Whirling Frenzy.
Start Rage.
Start Feral Trance.

Activate Boots of Haste again, use Bounding Assault-maneuver and Pounce on you from 42.5' at L-M 4-5 (I figure you must be at 1-2 of either J-K or K-L since you're Large and I can reach both from here):

Primary Attacks:
Unarmed Strike #1:  (1d20+32)[ 45 ]  for  (3d8+23)[ 31 ]
Unarmed Strike #2:  (1d20+32)[ 37 ]  for  (3d8+23)[ 42 ]
Unarmed Strike #3:  (1d20+32)[ 34 ]  for  (3d8+23)[ 44 ]
Unarmed Strike #4:  (1d20+27)[ 37 ]  for  (3d8+23)[ 40 ]
Unarmed Strike #5:  (1d20+22)[ 33 ]  for  (3d8+23)[ 37 ]

Secondary Attacks:
Bite:  (1d20+29)[ 37 ]  for  (1d8+16)[ 21 ]
Talon:  (1d20+25)[ 41 ]  for  (1d8+15)[ 18 ]
Talon:  (1d20+25)[ 42 ]  for  (1d8+15)[ 23 ]

If you pull shenanigans or survive (probably due to the pulled shenanigans), I'll still maintain turn after this with a Swift Action remaining.

EDIT: Specified that I'm referring to the maneuver named "Bounding Assault", not the feat or anything else.

[User] OOC: To clarify positioning, Wildwing's occupying J1-K2 (K1 was given as his starting coordinate, so in a Large form that's the only legal position he could have started in). I don't see any natural 20s in those rolls, so no hits; Wildwing is unhurt.

[User]
 Ok, use Belt of Battle for a full-round action and initiate a maneuver (feel free to make Martial Lore-check to determine which one):

To hit:  (1d20+48)[ 58 ]

Damage:  (38d8+17)[ 215 ]

[User]
 OOC: I believe you've got me. However, I'd like clarification on a couple of points:

 Spoiler
1. Whirling Frenzy specifies "A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability)." So Rage is out, isn't it? (For that matter, Feral Trance could potentially be ruled a "similar ability", but while there are several other such abilities that specify they are "similar to a barbarian's rage" Feral Trance does not have the same sort of language in its description so it would probably be OK.)

2. Feral Trance says the transformation "destroys any gloves or shoes you're wearing." I had assumed any magic boots you're wearing would be toast, in which case the haste effect may or may not last through the end of your turn.

You'd hit on a 55, so chances are regardless of how these are ruled I'd be going down anyhow.

[User]
 Originally Posted by Eldariel
 Ok, use Belt of Battle for a full-round action and initiate a maneuver (feel free to make Martial Lore-check to determine which one):

To hit: [roll0]

Damage: [roll1]

Just out of curiosity, how much constitution and max hp do you have left after that?

[User]
 Wops, misread Whirling Frenzy. My bad (turns out it didn't matter as you pointed out - the +4 Str is counteracted by the -2 penalty and the attack missed anyways; I'll miss the AC though - I'll have to look into that to see if I could get any solid replacements). As for Feral Trance, the fact that my shoes are melded (Wilding Clasps states that the item doesn't meld if it could be reasonably worn by my present form - I'm an Eagle so I've got talons, which means I can't reasonably wear the Boots and thus they're Melded, and if they're worn...I've already got Talons so there wouldn't be relevant changes).

As for my Con and HP, my Con after the Con Bomb is 13 (14 for the Wild-form, but 13 for HP) and I've got 83 HP left.

[User] OOC: Ah, nice. Yup, that's the match then. I'm  really  wishing I had shoehorned that Ring of Avoidance into my final equipment loadout.

[User]
 Since the match is over, I don't see OOC-tags being necessary anymore (unless I feel the need to glamer over my victory...). Yea, I have a few items I really wished to be able to include too, like stuff that would heal Ability Damage with little effort (so I could use that a bit more often and with less consequence - at the present, it's like all-in except without Power Attack). Also, there's that one item (whatever type it was) that makes you immune to all forms of damage and such for one turn. Costs 40000 or so. I really wish I could have that. Unfortunately, it conflicts with my Necklace-slot with Necklace of Natural Attacks (and as became apparent here, I really need that Necklace).

Buying the items was easily the hardest part in making the character (along with rolling stats and HP - I  hate  rolled permanent stuff in arenas), especially since playswithfire didn't allow stacking effects on the same item for 1.5 the normal cost - I'd really love Boots of Battle Charger, for example (just 3000 attached and gives 2 Standard Action Charges/day and ability to charge over difficult terrain without flight or anything).


[User]
 As the large wooden doors opens, you see two humans talking, looking by a large window towards the university garden. One of them has a faint smile on his old, rugged face, and holds a small wooden object in the left hand he won't stop moving. the other one is like 30 years younger, but seems way more tired.

 "Oh, finaly you're here!" , the old one says,  "I've heard the rumors and contragulate you for the capture of those criminals! some of them escaped but I doubt they will truble us again yet this season..."

" Too bad they broke half of the pieces in that room in their little war" , the other says abruptly,  "especially a yet untouched, unknown and exotic artifact!"  he says that in a tone both sad and angry. "And that is why you're here. You own th-"

"Oh, shut up Isaac! stop being the grunt you are, give them wellcome and..."  (the old man looks at the other one, disapointed. Them moves at your direction, turning around a large table in the center of the room)  "I'm Wallace, but you can call me "wall". I wellcome and thank you in the name of Mosh Natural Museum. Indeed we are here to discuss the lost of that artifact, but there's nothing  you  should be afraid of. And nevermind Isaac, he's just on a bad week."  (Isaac takes a step back, lowers his head, and smiles at the old man comment).

As he finished his phrase, Wallace got just in front of Daerel. He drops his chin over his tall walking stick (showing a huge smile on the face) and offers his hand, to greet the elf  "how you're doing pall?"

 Spoiler
Since Daerel already works for the museum, he already knows Wallace - the most respected naturalist and antropologist scholar in the Mosh University. You also know some of his excetric habits, like allways introducing himself in that way, even to people he sees all the time


[User]
 Forgive me if I forgo the hooded figures.

Hettar starts at

 Spoiler

E2

Ghakal starts at

 Spoiler

AE39

in this  arena

You still get your standard action and swift action before arriving in the arena.

[User]
 Standard: Inspire Courage
Swift: Badge of Valor

Initiative:  (1d20+7)[ 25 ]

Default stance: Stance of Alacrity

[User]
 {OOC Since I was Teleported this turn, do I get my skirmish bonus to AC and or damage? wondering, could make a big difference.}

Standard: activate Ring of Blinking

Init:  (1d20+12)[ 27 ]

[User] Hettar Mounts his bat, and his bat flies (Runs) closer to the center of the battlefield (to...R20) and if At any time he sees Ghakal, he fires 3 arrows with manyshot at him.

[User]
 Teleportation does not count as movement for Skirmish and similar abilities.  Whether you see me from there depends on whether you are above the cliffs that are 5' ahead of you.

Regardless, you cannot use Manyshot because I am not within 30'.

Full Round: Activate Ring of the White Wyrm.
Swift: Activate Dragon Mask for 5 minutes of See Invisibility
Free: 5' step to AE38
Free: Rage
Free: Activate Boots of Haste

Position: AD37-AE38

[User]
 {OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}

Bat Flies Up until he sees you, and "runs" to AE 33. Rapid Shot to make 4 attacks. Bat then moves up as high as possible.
Attack roll  (1d20+32)[ 48 ]  damage  (1d8+17)[ 21 ] + (9d6)[ 28 ]
Attack roll  (1d20+30)[ 42 ]  damage  (1d8+17)[ 25 ] + (9d6)[ 35 ]
Attack roll  (1d20+27)[ 47 ]  damage  (1d8+17)[ 25 ] + (9d6)[ 31 ]
Attack roll  (1d20+22)[ 33 ]  damage  (1d8+17)[ 25 ] + (9d6)[ 33 ]

Forgot -2 penalty to attacks because mount is running.

[User]
 #3 chance to crit.
 (1d20+27)[ 31 ]  damage  (1d8+15)[ 20 ] + (1d6)[ 4 ]
Forgot miss chance. 21 or higher hits
 (1d100)[ 90 ]
 (1d100)[ 17 ]
 (1d100)[ 48 ]
 (1d100)[ 60 ]

#2 misses

[User]
 Immediate action: Armor of God to boost my AC
Only the natural 20 hits, for 56 damage, 15 of which goes into my delayed damage pool.

Forgot to roll for maneuvers granted.  By now only one is not granted.
 (1d11)[ 9 ]

[User]
 Swift: already used for Armor of God
Full round: Searing Charge

Pounce + Haste + Whirling Frenzy = 5 attacks.
I can see invisible, so only 20% miss chance from Blink.  21+ on miss chance hits.

Attack 1:  (1d20+42)[ 44 ]   (1d100)[ 29 ]  Damage:  (1d8+47)[ 50 ]  Fire:  (5d6)[ 16 ]
Attack 2:  (1d20+42)[ 57 ]   (1d100)[ 60 ]  Damage:  (1d8+47)[ 51 ]  Fire:  (5d6)[ 19 ]
Attack 3:  (1d20+42)[ 59 ]   (1d100)[ 31 ]  Damage:  (1d8+47)[ 52 ]  Fire:  (5d6)[ 15 ]
Attack 4:  (1d20+37)[ 41 ]   (1d100)[ 24 ]  Damage:  (1d8+47)[ 55 ]  Fire:  (5d6)[ 21 ]
Attack 5:  (1d20+32)[ 35 ]   (1d100)[ 31 ]  Damage:  (1d8+47)[ 55 ]  Fire:  (5d6)[ 18 ]

[User]
 Originally Posted by douglas
 Swift: already used for Armor of God
Full round: Searing Charge

Pounce + Haste + Whirling Frenzy = 5 attacks.
I can see invisible, so only 20% miss chance from Blink.  21+ on miss chance hits.

Attack 1: [roll0] [roll1] Damage: [roll2] Fire: [roll3]
Attack 2: [roll4] [roll5] Damage: [roll6] Fire: [roll7]
Attack 3: [roll8] [roll9] Damage: [roll10] Fire: [roll11]
Attack 4: [roll12] [roll13] Damage: [roll14] Fire: [roll15]
Attack 5: [roll16] [roll17] Damage: [roll18] Fire: [roll19]

I am 60 Ft in the air. can you get me?

[User]
 Searing Charge = flight with perfect maneuverability.  Even 60' up, you are well within my Hasted charge range.

I do start falling down afterwards, but I'm not sure whether that happens this turn or next turn.

[User]
 Wait, it's 70 ft. in the air.

Edit: also, how does the damage pool work?

[User]
 Originally Posted by Charlie Kemek
 {OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}

OOC: I think it's in the Complete Adventurer errata. You can dl it  here . If that isn't, one important thing is "you can't use Skirmish while mounted". This may lead to broken character here.

[User]
 You'd have to be quite a bit higher than that to be out of range.

Edit: Crusader class feature.  I actually take the damage at the end of my turn, and I get a +1 bonus on attack and damage for each 5 points of damage in it until then.  It can only hold 15 damage at a time, and any excess is not delayed.

[User]
 crap, I didn't know it. I would have made some changes to the build if I had known it, and if I had had time before the battle. I also made you take 1d6 of it as acid. if that makes any difference. I wish I had ToB.

Can I see your sheet?

[User]
 I don't have acid resistance, so that doesn't make any difference.

I take it you're dead?  I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.

[User]
 Originally Posted by douglas
 I don't have acid resistance, so that doesn't make any difference.

I take it you're dead?  I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.

yes, i'm dead. this is very annoying, finding out my build doesn't work.

[User] Technically, I think you could use skirmish even with the errata if you just dismount first.  Just get a +19 ride bonus so you never fail the check to mount or dismount as a free action, and it just adds a restriction of beginning and ending each turn somewhere you can stand without the bat.  Keep landing on cliffs and such, and you'd still mostly keep the benefit of requiring opponents to either fly or use ranged weapons to attack you.


[User]
 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.
 Lonehunter, Hettar
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. 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.

Lonehunter

 Spoiler
start at C14

Hettar

 Spoiler
start at S8

[User]
 Swift action to activate Balance on the sky
 I have been defeated once. It will not happen again.
Initiative:  (1d20+6)[ 18 ]

[User]
 Standard to activate ring of blinking.

Free action to mount bat (high enough ride modifier to auto succeed).

Init:  (1d20+12)[ 29 ]

{OOC what does Balance on the sky do?}

[User]
 Mount moves Hettar to J11. He then sees his opponent.

He shouts  "Prepare to loose again, for it will anger you!"

Mount moves him to G10, dismounts as free action, and shoots hunter with 4 arrows (rapid shot)

attack 1  (1d20+32)[ 37 ]  damage:  (1d8+15)[ 22 ] + (9d6+2)[ 41 ]  Miss chance, higher than 20 hits  (1d100)[ 83 ]
attack 2  (1d20+30)[ 50 ]  damage:  (1d8+15)[ 20 ] + (9d6+2)[ 40 ]  Miss chance, higher than 20 hits  (1d100)[ 6 ]
attack 3  (1d20+27)[ 46 ]  damage:  (1d8+15)[ 17 ] + (9d6+2)[ 40 ]  Miss chance, higher than 20 hits  (1d100)[ 66 ]
attack 4  (1d20+22)[ 25 ]  damage:  (1d8+15)[ 22 ] + (9d6+2)[ 44 ]  Miss chance, higher than 20 hits  (1d100)[ 51 ]

AC lowered by 1 for 1 round.

Mount moves him back to L10, he dismounts as free action, using mount as cover in the squares in front of him (AC is now 36).

[User]
 Forgot: also, before moving back, use Belt of battle to make extra full attack action. {OOC figures the natural 20 misses cause of blink}

attack 1  (1d20+32)[ 50 ]  damage:  (1d8+15)[ 19 ] + (9d6+2)[ 36 ]  Miss chance, higher than 20 hits  (1d100)[ 73 ]
attack 2  (1d20+30)[ 32 ]  damage:  (1d8+15)[ 19 ] + (9d6+2)[ 35 ]  Miss chance, higher than 20 hits  (1d100)[ 71 ]
attack 3  (1d20+27)[ 30 ]  damage:  (1d8+15)[ 17 ] + (9d6+2)[ 42 ]  Miss chance, higher than 20 hits  (1d100)[ 37 ]
attack 4  (1d20+21)[ 27 ]  damage:  (1d8+15)[ 16 ] + (9d6+2)[ 22 ]  Miss chance, higher than 20 hits  (1d100)[ 10 ]

Edit: I think You're Dead

[User]
 rolling your miss chances for me cloak of diplacement minor, but quite possibly I am dead

 (8d100)[ 50 ][ 44 ][ 83 ][ 5 ][ 66 ][ 23 ][ 73 ][ 58 ](402)  hit on greater than 20

OOC: lets me use air walk

I'd have definitely survived the one full attack, but with belt of battle, I'm dead

Mind if we see what would have happened if you hadn't used the belt of battle? You still get the win; I'm just curious.

[User]
 How did the bat get 3 move actions?
Either way, assuming we go with you not remembering your belt of battle.
OK, so two attacks hit and I take 110, which gets me to 38;
Swift action to shadow blink to L14, free action to rage (HP 68 woohoo)
Then full attack action for pouncing charge maneuver

All three attacks will be grapple attempts, so I'll roll the touch and grapple checks for all 3, though the touches won't be relevant once we're grappling. If I can grapple you, then they're improved hog-tie attempts until that works, then damage your opponent.

 Touch attack  (1d20+29)[ 46 ]  vs 19 miss chance  (1d100)[ 12 ]  succeeds on 51+ grapple attempt  (1d20+40)[ 51 ]  vs  (1d20+16)[ 35 ]  damage  (3d6+15)[ 24 ]  miss due to blink
 Touch attack  (1d20+24)[ 33 ]  vs 19 miss chance  (1d100)[ 83 ]  succeeds on 51+ grapple attempt  (1d20+35)[ 55 ]  vs  (1d20+16)[ 31 ]  damage  (3d6+15)[ 23 ] ; success, we're grappling
 Touch attack  (1d20+19)[ 30 ]  vs 19 miss chance  (1d100)[ 37 ]  succeeds on 51+ grapple attempt  (1d20+30)[ 50 ]  vs  (1d20+16)[ 25 ]  damage  (3d6+15)[ 23 ]   miss due to blink

EDIT: As I think of it, I have no idea how grappling works against a blinking creature; it's not mentioned. Do you have a 20% chance to escape the grapple each time you try due to going incorporeal and my grapple checks have a 50% chance of doing nothing? That seem reasonable to you?

My grappler is not particularly well suited to fighting ranged, blinking opponents, though it seems like a lot of these bouts are won by whoever gets to attack first

[User]
 Originally Posted by playswithfire
  How did the bat get 3 move actions?

 It ran. I wasn't mounted, and thus I didn't take the penalty for moving. I can also can attack during anytime on the mount's move, and it adds up to 80 ft (I think).

Also, I think that grapple counts as a physical attack, and thus has a 50% chance of failing, and I can move out of the grapple, (btw, I had cover) with a 50% chance of taking 1d6 damage.

[User] You had cover relative to my initial position, I moved to come at you from a different angle. Either way, I end up losing this one. I knew a grappler wouldn't do all that well in this tournament, but I like the idea of a justicar so I wanted to try


[User]
 Arena Tournament, Round 89:  Thag  vs.  That Guy with the Horse
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Thag  - vollmond
 That Guy with the Horse  - Introbulus

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

[User]
 Considering purchases.  Fighting against another mounted warrior should prove to be interesting.  In the meantime, Initiative.

Initiative:  (1d20+7)[ 25 ]

[User]
 Haha wow, I was not expecting this. I had forgotten this round was double-elimination, thought Thag was out of the running.

Hmmm a joust? I can dig it.

I have a negative init mod, so you autowin. Also considering purchases.

[User]
 Sold: Lance (+5 GP)

Bought: MW Lance (-310 GP)

Will wait for your purchases before starting.

[User] I'm working today on my strategy to know what to buy. Question about your character: How are you getting the extra +1 to attack when mounted?

[User]
 From Mounted Combat:

 When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground.

And a Warhorse is a Large creature.  However, since we are BOTH mounted, that bonus won't apply here.  So I'll only be using the first number for the duration of this match.  Actually, thanks for reminding me of that, since I would've forgotten otherwise.  ^^;

[User]
 Ah, the mounted combatants. Good luck to you guys, this will be interesting to watch. Maybe Sturmherz will meet one of you again

Small correction Introbulus: you'd get the mounted attack bonus if you attack the riding dog, but not the rider. Just in case it becomes relevant

[User]
 Originally Posted by TheFallenOne
 Ah, the mounted combatants. Good luck to you guys, this will be interesting to watch. Maybe Sturmherz will meet one of you again

Small correction Introbulus: you'd get the mounted attack bonus if you attack the riding dog, but not the rider. Just in case it becomes relevant

...I had not even considered that.  This could prove...useful in battle...*evil grin*

[User] Great, I get two opponents willing to flaunt the Arena tradition of not attacking mounts? 😛

[User] well, if you do the math my chance of hitting your dawg was better than hitting you if you factor in taking the mount as cover and activating Ferocity, so... Guy with the Horse on the other hand doesn't have Thags AC and his horsie won't go down with one hit. Always a question of which target offers the better result on average

[User] Honestly?  I'd recommend getting yourself some armor.  You won't lose much from your class as long as it's not heavy (Unless I missed something about Eagle Totem Barbarians), and it'll increase your survival chances by a considerable degree.  Even leather armor would give you AC on-par with my own, without increasing your Armor Check Penalty one iota.

[User]
 Yeah, but then it's not "Thag the Naked Avenger and Dawg" anymore; it's "Thag the Lightly Armored Avenger and Dawg." 😉

Yeah, fine. Ok, buying a Chain Shirt. Purchases complete.

Sorry that all took so long. May the best knight win.

edit: also buying enough sling bullets to replenish from my last match. I used 1 or 2.

[User] You also lost one sling to sunder. I doubt 9 or 10 makes a difference, but you should be aware of it anyway

[User] D'oh, that's right. I'll "buy" a new sling, then, too 🤢 I'll miss that 0 GP...

[User]
 yeah well, as far as economic warfare goes that was an epic fail on my part

you guys should be ready to start then

[User]
 Originally Posted by vollmond
 Yeah, but then it's not "Thag the Naked Avenger and Dawg" anymore; it's "Thag the Lightly Armored Avenger and Dawg." 😉

Yeah, fine. Ok, buying a Chain Shirt. Purchases complete.

Sorry that all took so long. May the best knight win.

edit: also buying enough sling bullets to replenish from my last match. I used 1 or 2.

Woah woah woah...far be it for me to suggest a player put  stats  before  character .  Are you sure this is the way you wanna go?

Though actually, I'm only asking you again because I'm definitely not ready to post today (It's going to be a very busy day), and since I won initiative, I might as well let you know that you pretty much have all of today to reconsider your purchases.

[User] nah, he needs the higher AC, and this is cheaper than continually buying pots of mage armor. i figured the "naked" part wouldn't last terribly long when I made him, anyway. i'll see if i have any other ideas, but this works for me.

[User]
 Two things I need to clarify before the match starts.

1: Your sheet says you have a size bonus to AC, but you are listed as being a medium creature.  Are you, in fact, a small creature?

2: Your mount is listed as a medium creature.  That being the case, what part of your starting area are you starting in?

[User]
 where is he listed as a medium creature? 🤨 Size says "S" for small, which is correct for whispergnomes

You don't know in which square he starts because there's no Line of Sight between your starting locations, though you can wait with posting your turn until he declares starting position and held items in a spoiler

[User]
 Ahh...I got the line for gender and size mixed up. ^^;  Well that being the case, I think I'll make my first round in a spoiler as well.

  That Guy with the Horse, Round 1

 Spoiler

Hmm...closing the gap in distance would gain some leverage on this fight, but for the first encounter, it'll be best not to give you a chance to launch a charge attack...so for now, That Guy will be armed with a loaded Crossbow, and guide his horse to  H2/I3

From there, he will ready an action to shoot Thag *The rider* with a crossbow bolt when he moves into Line of Sight.

Stats:

 Spoiler
HP: 11/11
AC: 17 (10+3 Dex + 4 Armor)
Weapon in Hand: Crossbow (light)
Position: H2/I3

[User]
 Starting:

 Spoiler
In Y-11, holding lance and potion of Mage Armor

 Thag, Round 1

 Spoiler

 Standard : feed potion to Dawg
 Free : drop vial
 Move : to Y-15, drawing a sling in my off-hand as I go

 Turn complete.

Statblock:

 Spoiler

Location: Y15
Low-light Vision
Darkvision 60'
HP 14/14
AC 20, t16, ff16
Ferocity: unused

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

[User]
 High Ref PsiDog

@vollmond/refs

 Spoiler
I am not aware of any rules which allow a character to feed an ally a potion as a standard action.

The only provisions for feeding another creature a potion with your own actions I am aware of is the Full Round action to feed an unconscious character a potion.

I believe the above full round action may be extended to also include any unresisting creatures - such as a willing ally. As such your feeding the dog a potion would require a full-round action to complete unless you know of some other rule.

Please Revise your turn.

Also, is Thag mounted?
If not, where is Dawg?

[User]
 PsiDog/refs

 Spoiler
I could have sworn it was ruled that it took a standard action to feed a potion, but I can't find the reference. A second ref in the waiting room corroborated this, so I'll go with it. Will revise soon.

Yes, Thag is mounted

Turn revision coming, but probably not tonight.

[User]
 Thag, Round 1 revised

 Spoiler

 Full Round : feed potion to Dawg
 Free : drop vial
 Free : 5' step southwest

 Turn complete.

Statblock:

 Spoiler

Location: X12
Low-light Vision
Darkvision 60'
HP 14/14
AC 20, t16, ff16
Ferocity: unused

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

[User]
 High Ref Scorer

@refs

 Spoiler

Nothing to see

@Thag

 Spoiler

No LoS

@Guy

 Spoiler

No LoS

[User]
 Hmmm...

  That Guy with the Horse, Round 2

 Spoiler

Staying where I am, and readying an action.

Readied Action:

 Spoiler
Shoot at Thag when LoS is established.

Spot:  (1d20-1)[ 6 ]
Listen:  (1d29-1)[ 28 ]  (Er...subtract 9 from this result.  #<//<#;  Sorry 'bout that.)

Stats:

 Spoiler
HP: 11/11
AC: 17 (10+3 Dex + 4 Armor)
Weapon in Hand: Crossbow (light)
Position: H2/I3

[User]
 High Ref Scorer

@refs

 Spoiler

Nothing to see

@Thag

 Spoiler

No LoS

@Guy

 Spoiler

No LoS

[User]
 High Ref Sallera
 Thag bites the lightning, and That Guy claims a bloodless victory.

[User] guys, I really wanted to see some mounted combat here ☹ well, Round 89 can be updated then

[User]
 Wait, what? Aw crap. 🫤 my first DQ. Sorry about that, everyone.

*sigh*

[User] Huh? o.o; I thought we had more days to decide than just two...Awwww. ;-; I'm sorry Vollmond.  I should've reminded you.

[User] Nah, it's my fault; I wasn't keeping on top of things like I should've. Sorry to rob you of a worthy joust 🙂

[User] Heh...well, maybe we can joust again another day.  Who knows?


[User] Would any1 like to duel me by post? If interested, use a 40-50 card deck.

[User] This  may interest you.


[User]
 The nomadic lifestyle of your people has worn thin, and much talk of forming a permanant civilization is heard. You come from a vast deserted  wasteland  into stormy and harsh swamplands.

The surronding area is dense  swampland , storm clouds hang angrily overhead. To the north is a vast  forest , and to the south the harsh desert you abandoned. Finally there is a large  lake  far to the east.

 Event 1- Turn 5  (Month 4, Fall)

* Your civilization is ready to be born. Your people turn to you, their great leader, to decide on a location and name of the new people.

* Your people wish to develop weapons to better defend themselves

(You have 3 actions this turn)

[User]
 Action 1) Move North to the forest.
Action 2) Organize a settlement.
Action 3) Assign hunters to look for food.

Helinon looks over the swamps and thinks on the drastic change from their former home. He wonders if they would be able to live here. Sure there is plenty of food and water, but for the permanent settlement his people were calling for, the swampy muck would not be able to hold the weight of their buildings. His scouts had recently returned from the lands beyond this, and they told him of a large body of water to the east and a forest to the north. His choice was clear. To insure his people's safety, the terrain itself should benefit their abilities, and what better place for creatures like them but a forest where they could not only make weapons, but also buildings and a place to flee to in the case of defeat. He exits his tent to gather his fellow lycanthropes for the journey to their new home.

The journey itself was uneventful. The native fauna kept their distance from the lycanthropes, sensing something alien about them, and they were able to eat the many fish that lived in the swampy water. After days of traveling, they reached a vast expanse of trees. It looked as though the forest was dense, which benefited them, and their abilities. As Helinon looks over the forest he immediately decided that with so many natural resources near this location, this place would be their new home for a good long time. "My friends! This place is a blessing to us! The forest will provide us with game, and wood for buildings and weapons, and the lake to the southeast will provide us with food as well. This place is perfect for us to build our home! So let us begin!" And with that Helinon sets to work assigning jobs and organizing his people. He deemed that food was the priority, so he personally organized and led the hunters on their first voyage into the forest.

[User] *Bump*.........

[User]
 Sorry helinon. I feel liek a hypocrite for having not posted in... what 4-5 days?

I will not be letting these games die, no worries there. But I may not post for a few more hours, sorry.

[User] eh its ok. just making sure you havent forgotten.😁

[User]
 Hay, on second thought ima need about 15 actiosn from you. Covering roughly 2 seasons of in-game time ( roughly 6 months).

Im only doing this because you really need to catch up to the rest of the world. So when you got the fluff/flavor and descriptions to your next actions I will post, sorry. Remember, roughly 15. (you can do a little more or less depending o nwhat you can think up)

[User] Damn........that'll take awhile to write up. I'll do my best but it may take more than one day. Also I edited my first post to add some fluff.

[User] Yeah sorry bout that. It's just your almost half a year in the past. And I dident feel like starting you off behind the others technologically. So just write up some stuff you think your civilization can achieve in around 6 months.

[User]
 Month 5
1)Begin cultivation of surrounding area.
2)Assign woodcutters to chop down trees for weapons and lumber.
3)Build Spears and research Bows.

 Month 6
4)Develop wooden shields.
5)Build permanent structures.

 Month 7
6){If able} Build bows and arrows.
7)Build Defensive barriers around the settlement.
8)Build permanent structures at the lake.

 Month 8
9)Organize a consistent Guard.
10)Send scouts to explore farther out.

 Month 9
11)Begin domestication of animals.
12)Research stone tools and weapons
13)Build fortifications with stone.

 Month 10
14)Upgrade spear and arrows with stone.
15)Name settlement "Haven" and develop a code of laws.

The last month had gone well. Food had been gathered, and thier position was secure enough. It was slowly getting colder, though with their ability to change and use their thick fur and hides to stay warm, that was really not a large problem. No the real problem was packs of animals, now knowing enough about them, encroaching on them, threatening to attack. They could fight as fierce as any animal, but these were intelligent predators. They would wait until there were small groups of them and then maul those poor souls. They needed weapons. The simplest weapon could also be the most effective. The trees' branches were perfect for creating a long hard pole, with a sharpened tip to skewer those animals before they could get close. "You there!' Helinon called out to one of the passing settlers, "I need you to gather 3 or 4 men to begin collecting wood from the forest. Tell them to collect wood that can be used for weapons as well as structures." the person nodded and went off to collect the men for the job. He had an idea for a bent stick with a vine attached to its ends that could be quite useful in hunting. But that was for another time, and he would have to experiment with the idea for awhile. in the meantime, he needed his people to have a constant source of food, not just hunting it. He then gathered the rest of his people and led them in an effort to cultivate the land around his settlement.

Good?

[User]
 The civilization of Haven has had a rough year, however they have proven themselves strong and reasourceful. The icy embrace of winter comes all too quickly, and with it the lake freezes, many of the fish die, and most of the surronding landscape becomes barren. This is only a minor setback for your people however, and you recover quickly.

The lycanthrope people learn all too quickly their place in the world, and it's relation to the cosmos. The first full moon had come after many months, and the lycanthropy affliction set in. However this only furthered your peoples ferocity, and survival insticts.

Winter is now comming to a close, and the start of a new year is at hand. Your people have made notable advancements as a tribe, and are prouder for it.

 Events! Turn 9 - (Month 9, winter)

* The colder months prove trying to your people, resulting in a few casualties.

* Your people people are having trouble adhering to your code of laws. Being
a wild breed they seek more freedom then laws provide, however they obey grudgingly.

* Your scouts return, bringing news of another scouting party off to the east. They describe these people as "Small Lizards".

(You have 4 actions this turn)

Technologies/Reasources

 Spoiler

Stone Tools
Stone Weapons
Stone Fortifications
Bows/Arrows
Wild Game (Limited in fall/winter)
Water
Code of Laws
Farming (limited in fall/winter)
Lumber

[User]
 Month 11
1)Reduce laws, Make them guidelines for the race to obey.
2)Send scouts to find the home of these small lizards.
3)Develop preservation techniques for food.
4)Train people in the art of controlling their forms.

The last year had gone more or less as planned. While there were a few funerals to attend, Helinon's town had survived. Helinon noticed an unrest in the people ever since the moon had changed them, and felt that it had something to do with the laws set forth. He was thinking of changing the laws into a sort of guideline the people should follow. Somehow he knew that if they fought any outsiders and those outsiders got bitten by them, they would turn into lycanthropes as well. "That can't happen. I will not damn another race with that. They will be shunned by both our and their people." he said to himself.

A recent problem had evolved. The discovery of a new people would complicate things. The lycanthropes would have to either accept them as allies, or attack them and become enemies. Helinon sighs. this was going to a headache that would not go away anytime soon. He would first approach them peacefully, and if they did the same he would open trade with them and allow both of them to flourish. If not he would have to mobilize the warriors for an attack.

A problem that had plagued them in the winter was not the cold, but rather the lack of food. Since most of their food could only be found in the warmer months, they would have to find some way to allow their food stores to remain stocked for extended periods of time. There were some ideas for how to do this circulating the camp, and he would be testing those ideas on small portions of food.

A fascination among his people was the type of form they would take when the moon was out. it would be neither man nor beast, but something in between. Helinon had set aside portions of his time to try and use this form while the moon was not out, for it could prove useful in hunting and on the field of battle. He had come far, and could remain in that hybrid form for half an hour uninterrupted. He would have to teach his people this.

[User] Bump!........


[User]
 The adventurers meet at the local monastery. It lies in a small town beyond the Kingdom of Cyan. It is a small town made of mostly hunters and fishermen the monastery being the largest and most extravagant building. They are greeted by the robed monks who lead them to a round table. Already at the table is Fey'ri Cormanthor, The High Priest and Arch Druid of the Monastery. As you all sit he speaks.

 "As you all know an army of  seawolves  are gathering against Cyan. It is the belief of this brotherhood that only a Demi-God who was recently slain can save Cyan. You all will be given the task to help us, by acquiring needed artifacts. You all will be paid well and you will receive the blessing of our matron when it is complete."

[User]
 The Black-cloaked man grew bored of waiting around and was busy flipping his lucky coin. He was sitting in a darkened corner of the room practicing what he did best. From time to time he would catch someone in the room staring at him, at which point he did his best to glower at them in a mysterious and intimidating manner. Of course he had nothing against these people, but one must keep up appearances and keep one's skills sharp.
Upon the beginning of the speech the man swiped his coin abruptly from its usual trajectory and clenched it in his fist. The man leaned forward slightly, just enough that the ligh managed to show a man wrapped in a black shawl that blocked all of his features but his hands. What wasn't obscured by the shawl looked rather ragged; no sleeves, worn and dirty pants, dangling pouches from a worn old belt. The most curious feature of the figure, however, were the rusted iron manacle cuffs that were around his wrists. The cuffs were locked tight but seperate from one another, as if he had broken the shackles long ago but never been able to remove them.
He listened to the simple and straight-forward proposition the priest had for everyone there. He liked that priest; the priest didn't back away from an intimidating stare...
After the priest had finished speaking Black-cloaked man sat and waited. He never spoke first in such situations, it ruins the mystique he worked hard to maintain. Better to sit and look like you have something important to say than to actually say anything...

[User]
 Resting quietly on one of the chairs, an elf of some sort sat in a fetal pose, arms wrapped arround her legs as she listened to the archdruid's request.  Her eyes, hidden under strands of dark, blue-tinted strands of hair, darted 'round the room at those preasent, quickly turning away as one glared back.
With a clearly hesitant manner, Rasmind raised her hand as if asking permission to interupt, looking up from the ground and waiting a moment before inquiring, "Where are the artifacts you'd need, and how many are there?"

[User]
 Poised on the edge of his chair is another figure in an obscuring dark cloak. Around the edges of his dark gray cloak are trimmings of dark red runes. Peering from beneath the hood are icy blue eyes which seem to pierce through the heavy ambiance of the room in a fixed stare upon the Arch Druid. The pale man's features remain stoic through out the Arch Druid's request, save for an arched eyebrow.

He listens intently to Rasmind's request and, in the pause before the Arch Druid can answer her query adds his own:
 "And, for that matter, who is this god?"

[User] "The name of the god does not not matter as long as he saves your asses from the seawolves and you are paid. The artifacts I mentioned are all around the surrounding area protected by beast and traps which is why there is a group of you. Your first mission is to find the green gem of Queen Neag which was stolen by the Small gnoll settlement east of here. Should be an easy one, The Gnolls are large in number but relatively weak.  [Level 2 compared to all your level 4]  there are horses tied up by the local smith many are there but i personally subject only taking the black ones. As you leave you will also receive 3,000 Gold pieces as gift."

[User]
 The black-cloaked man rises from his seat, eager to get the show on the road. He cared not for what needed to be done, he simply cared that it paid incredibly well.

He spoke, for the first time anyone in this room had heard, in a raspy voice like the wind through the boughs of a willow.

 "So shall i go, so let it be."

[User]
 "Indeed. Let us begin."  The robed man stands from his seat and prepares to leave with the others. He carries in his arm a large red tome. Overtop his robes he wears an ornate black breastplate. On his back is slung a large leather backpack seemingly filled to the brim.

 "Perhaps we should begin with introductions. My name is Voraxius, renowned Archivist of the Deep Imaskari. I've come a long way in search of ancient divine secrets and hope this quest of our's will prove itself worthy of my time."

[User]
 "I have been called many things, few of them pleasant. My preferred one was Vayne. I have many reasons for being where i am and doing what i do. The magic that runs through my veins is a great tool to have. I forsee success and predict failure, let us hope i am right."

The black-cloaked man's speech patterns are odd, unnerving, and almost poetic.

[User]
 Lanith had yet to speak, he was too busy trying to take in everything around him. This town reminded him of home, he didn't know what seawolves were but presumed they were very dangerous. The invitation for introductions gave him a chance to speak.   I'm Lanith, a meldshaper, I came here because of the fate Ehlonna gave me. Erm... That's about it with me.
lanith smiled as he said the last sentance his clothes of brown and green standing out amongst the black cloaked figures in the room.

[User] Nodding to each of the responses in turn, the reticent elf waited a moment before speaking up herself. "Rasmind Stormthistle.  D-druidic adept," she stuttered before turning back to their appearent employer. "I'll be going along as well.  Let the folks at the infirmery know I won't be 'round for a while?" Her humble request seeming in kind with her appearent concern.

[User]
 "Then let us away, time spent standing is time lost."

The strange fellow proceeds in the direction he thinks is the direction in which he must go to complete the task set before him

[User] Voraxius follows Vayne's lead.

[User] After they went to collect their 'gifts', the druid remained silent for the most part as they made their way out of the monastery, Rasmind sighed as they passed the threshold and glanced further along their path.  "Our destination isn't far, but we may not get the chance to prepare much beside ourselves after we've started.  If you've anything you need before we depart, best get it now.  I'll be waiting at the smithy when you're ready."


[User]
 Welcome to Aslia! The leader, Morlin Kel-Zinas, has decided it is time to lead your civilisation into a new age of prosperity and conquest, and you are in control!

Johel will post the map shortly.

You have 1 level up notice (Only Leaders can level up)

Leader Morlin Kel-Zinas

 Spoiler

Hits: 1
Combat: 3
Defence: 1
Move: 2
Upkeep: 1
Special: Magic (Cantrip) [Can be leveled up later]

NB: Leaders have 2 to start with in all stats.

You may choose one of the following on level up:

Specials:
 - Basic Attack
 - Basic Defence
 - Basic Logistics
(increase atk, def or move of other units in stack respectively.)

Stat Boost
 - Boost any one of the unit's stats by 1 (-1 for Upkeep).

[User]
 Ground : Roll for each square

 001-030 : Plains : -
 031-035 : Rocky Desert : -
 036-040 : Sand Desert : move x 2
  041-065  : Forest : move x2, defense +1
  066-070  : Swamp : move x2, defense +1
 071-080 : Mountains : move x 3, defense +2
 081-085 : Rocky Hills : move x 2, defense +1
 085-100 : Hills : defense +1

[User]
 OOC: What can I produce in Aslia right now?

And can I see any special resources at the moment?

[User]
 Here's the city actions list:
-Produce a unit: units cost part of your starting wealth (200)

-Research a technology: techs take up an entire round not producing wealth - each round, the Production used on the technology instead of wealth is taken from the tech's overall cost - low level techs cost 25 production. Higher levels cost more. You can ask me to make new techs if you want... I'll tell you what you need to get them, but it costs an extra 50 wealth from your 200 to hush them up and keep them secret. Sorry if this seems gibberish, i'm ill. Also a copypasta.

-Make wealth: That.

You'll need to get more techs before you can see other resources.

[User] I think I'll start producing a settler. How long will that take?

[User]
 You can do that instantly.

When you end the turn, you will have 1 Leader, 1 Settler and 181 Wealth remaining.

 End turn?

Actually, there's nothing else you can do. End turn.

[User] Hmm. My next turn I'll level up my leader with Basic Logistics, and start moving my settler to square 20 on the map.

[User] The settler starts by moving north. It rushes over some plain, before getting stuck in the mountains.

[User] What technologies can I research?

[User] You can research any of the other base technologies, or suggest a technology to me to research. So, say, if you wanted Diplomacy, I think you're in a state to get that now, too.

[User] Can I research any magic techs?

[User] You could probably research around now a basic Healing or Damage magic, but it would take longer.

[User] Do the damage spells. Does my settler reach his spot this turn?


[User]
 Today is just like most other days at the martial arts school you are training at. The rest of the students are practicing and sparing in the courtyard. The living space to the west of the courtyard, the library and instruction rooms are to the east, Masters quarters to the north, and the village to the south. You are about to take you're final test and get permission to leave. You have about 20 minutes until the head master wants you at the ring closest to his quarters.

(sorry about not saying I'm new at this and I suck with names)

[User]
 Cut. Slash. Slice!

Just outside the village, Jinaru Kim-Hyun is finishing his practice for the day. Thirty six unused wooden barrels lay around him, ripped to shreds by his well-honed technique. He loved practicing his technique. To him, it was like spending an evening sunbathing, or enjoying a nice hot bath....Except stuff got eviscerated. That made it all the more fun for him. Unfortunately, while destroying barrels was fun and all, he couldn't simply spend all day in bliss. The test was going to begin soon.

"Pfft. I bet the test is gonna be something weird. Something with an overly philosophical symbolic undertone to it. 'You must conquer yourself before you can conquer your enemy' or some crap like that....Well, there's no reason to waste time here wondering about it. Might as well get to the ring before it starts."

Hyun rushed toward the ring where the test was to begin as quickly as he could manage without tiring himself out. Along the way, he began to think about pork and rice for some reason....

"I'm gonna have to make myself some lunch after this test is over. I could really go for some char siu right now..."

((I vote that we call this RP Fighter's Sojourn))

[User]
 Like all the other students, Zhao Yang was honing his skills. Instead of sparring or using the equipment, however, the nobleman had his nose firmly stuck in a book.

Before he could start practicing the White Wind style, he had to memorize it. And Yang found it difficult to understand an almost purely defensive style after having spent a decade perfecting his own, mainly offensive technique.

He sighed, pocketing the book. For this test, he would have to stick to what he knew. Zhao Yang gathered his calligraphy kit and walked toward the courtyard.


[User]
 Arena Tournament, Round 39:  Arthas  vs.  Froy
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Bayar - Arthas
 The Chilli God - Froy
 All Combatants, please roll initiative.

[User]
 If it is one thing that the arena tought me, is that I should never underestimate my opponents.

Initiative:  (1d20-7)[ -3 ]

Lets duel !

[User]
 Initiative  - (1d20+1)[ 11 ]

Because I  know  that Froy's going to win init on this...

Froy walks into the arena, perfectly sewed back together from last round's being chopped in half. He looks at the audience around him, and thrusts his  trident  pitchfork into the air in salute.
Froy thrusts a bit too far, however, and loses grip of his weapon. Froy tries to grab it again, but the pitchfork dances around his grasp and lands prongs-first scarily between his right foot.

"Oof, that was close!" Froy comments before picking up the pitchfork and starts moving towards the center of the arena, pitchfork and a torch drawn as usual.

(Start at Y13, Double-Move to O13)

[User]
 I admire your courage. Will rmember to wrie that on your tombstone.
 Arthas - Round 1

I begin in B13. Weapon and sheild ready.

Standard action:

 Spoiler
Activate Divine Vigor.

Swift action:

 Spoiler
Activate death devotion. on my weapon.

Move action: Move from B13 to J12.

Stats:

 Spoiler
HP: 12/12
AC: 14 FF: 15 T:8
Speed: 40
Divine vigor: 1/40
Death devotion: 1/10
Spells: 0: Vigor, resistance, guidance
1: Sanctuary inflict light wounds

[User]
 "Tombstones should be the last thing on your mind, I reckon! Literally!"

Froy moves over to M12 and hurls his torch mightily at Arthas. Just because he's never hurled a torch at anyone and would like to see if it's worth it.
  To hit  - (1d20-8)[ 6 ]  (Inc. -4 Throwing, -2 Range)
  Damage  - (1d3+2)[ 3 ]

...Probably not, though.

[User]
 You have guts, kid.
 Arthas - Round 2

Swift action: go furry. (activate animal devotion (ape))

Full round action: Charge you. (L12)

Attack:  (1d20+5)[ 6 ]
Damage:  (1d8+2)[ 10 ]

Stats:

 Spoiler
HP: 12/12
AC: 12 FF: 15 T:8
Speed: 40
Divine vigor: 2/40
Death devotion: 2/10
Animal devotion (ape): 1/10
Charge AC penalty 1/1
Spells: 0: Vigor, resistance, guidance
1: Sanctuary inflict light wounds

Edit: :jawdrop: WHAT THE **** ?!?!?!?!?

[User]
 Froy

Froy looks at that natural one.
"Oh, guts. Just don't make me spill yours all over the floor, m'kay?"

Retributive stab with pitchfork! Come on, reduced AC!
  To hit  - (1d20-2)[ 18 ]
  Damage  - (1d8+2)[ 3 ]

[User]
 I do believe that was a natural 20.

  Confirm Crit  - (1d20-2)[ 4 ]
  Crit Damage  - (1d8+2)[ 9 ]

Edit: Aw, you got lucky this time.

[User]
 (1d20+3)[ 4 ]
 (1d8+2)[ 4 ]

[User]
 Ach, two natural 1's in a row. I'm sure not rubbing your head for good luck.

Pitchfork stab!

  To hit  - (1d20-2)[ 11 ]
  Damage  - (1d8+2)[ 5 ]

[User]
 (1d20+3)[ 17 ]
 (1d8+2)[ 4 ]

Edit: make a fort save with a DC 15. Fail and youget a negative level. 😁

[User]
 "Ha! Fort save just so happens to be my strongest!"

  Fort save  - (1d20+4)[ 18 ]

And, if that passes... More Pitchfork stab!
  To hit  - (1d20-2)[ 10 ]
  Damage  - (1d8+2)[ 4 ]

[User]
 Arthas - Round 5

Activate charm domain special ability !

Attack: (1d20+3)[ 23 ]
Damage: (1d8+2)[ 5 ]

Stats:

 Spoiler
HP: 9/12
AC: 14 FF: 15 T:8
Speed: 40
Divine vigor: 5/40
Death devotion: 5/10
Animal devotion (ape): 4/10
Spells: 0: Vigor, resistance, guidance
1: Sanctuary inflict light wounds

[User]
 OOH !!! CRIT !!!

 (1d20+3)[ 9 ]
 (1d8+2)[ 6 ]

And if you dont die, make a fort save, just to get that precios negative level.
DC 17 this time.

[User]
 Fort save to avoid dying before Froy gets coup de grace'd  - (1d20+4)[ 8 ]

Either way, that's game. Good match. 😁

[User]
 High Ref Talic
 And Arthas is the winner!

Deposit the soul of your enemy in the receptacle on the way out.  In exchange, take the loot at the top as tribute to his Lichyness.


[User]
 Arena Tournament, Round 40:  En  vs.  Zanzabar
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 En - Curtis
 Zanzabar - edroux
 All Gladiators, please roll initiative

[User]
 My first arena!

Initiative:  (1d20)[ 4 ]

 Spoiler

hp: 10
AC: 10 Touch: 10 FF: 10
Speed: 30ft.
Longbow on belt, hands free.
Spells

 Spoiler

Level 0: Ray of Frost, Acid splash x2, Resistance
Level 1: Magic Missile x2, Mage armor

[User]
 Good luck. 🙂

Initiative:
 (1d20+4)[ 6 ]

Purchases:
smokestick x2

EDIT: Looks like I'm up first.  I'll take my turn after you make your purchases.

[User] No purchases.

[User]
 Zanzabar Round 1
No LOS, so this goes in a spoiler.

 Spoiler

Start in M25, crossbow ready.
Standard action: activate Burst ability
Single Move to F21

End turn.

Stats:

 Spoiler

HP: 8/8
AC: 17
Burst - 2 rounds remaining

[User]
 En, Round 1

Here we go.

 Spoiler
Start in N2, cast Resistance, move to S4.

End turn.

Stat Block

 Spoiler
hp: 10
AC: 10 Touch: 10 FF: 10
Speed: 30ft.
Fort. +4 Ref. +1 Will +2
Longbow on belt, hands free.
Resistance: 1/10
Spells
 Spoiler

Level 0: Ray of Frost, Acid splash x2,  Resistance
Level 1: Magic Missile x2, Mage armor

[User]
 Zanzabar round 2

 Spoiler

Single Move to D14

Need LOS check, please.

Turn not done yet.

[User]
 High Ref Talic

@Zanzibar:
 Spoiler
No LOS.  Also, by my math, you moved 45 feet in round 1.  The closest you could move to F21 was G21.  From there, the closest you can get to D14 is D15.  LOS is based on that location.

@En:
 Spoiler
No LOS.

[User]
 @Talic

 Spoiler

Right you are.  I forgot the extra 5ft for that last diagonal.  My current position will be D15.

Actions behind spoiler for no LOS:

 Spoiler

Ready action:

 Spoiler

If he moves into my line of sight with no cover from terrain, I will expend my psionic focus and shoot with my crossbow.

Attack:
 (1d20+4)[ 16 ]
Damage:
 (1d8)[ 2 ] + (2d6)[ 9 ]

Stats:

 Spoiler

HP:8/8
AC:17
Burst - 1 round remaining

[User]
 High Ref Talic

To Clarify, Edroux is done with Zanzibar's turn.  It is En's turn.  Curtis, you're up.

[User]
 En, Round 2

 Spoiler
Cast Mage Armor, move to W8.

End turn.

Stat Block

 Spoiler
hp: 10
AC: 14 Touch: 10 FF: 14
Speed: 30ft.
Fort. +4 Ref. +1 Will +2
Longbow on belt, hands free.
Resistance: 2/10
Mage Armor: 1/600
Spells
 Spoiler

Level 0: Ray of Frost, Acid splash x2,  Resistance
Level 1: Magic Missile x2,  Mage armor

[User]
 ref chilepepper

en
 Spoiler
no los

zanzabar
 Spoiler
no los

[User]
 Zanzabar Round 3

 Spoiler

Single move to G8.

If LOS:

 Spoiler

Expend Psionic focus and attack with crossbow.
Attack:
 (1d20+4)[ 22 ]
Damage:
 (1d8)[ 7 ] + (2d6)[ 5 ]

If no LOS:

 Spoiler

Ready action:

 Spoiler

If he moves into my line of sight with no cover from terrain:
Expend Psionic focus and attack with crossbow.
Attack:
 (1d20+4)[ 22 ]
Damage:
 (1d8)[ 1 ] + (2d6)[ 9 ]

End turn.

Stats:

 Spoiler

HP:8/8
AC:17

[User] LoS?  Damn 10-letter limit!

[User] I posted in the waiting room for it right after I made that post.  Hopefully they'll get to it so we can tell soon.

[User]
 En, Round 3

If no LoS:

 Spoiler
Double move to S9.

If LoS, I'll re-move.

Stat Block

 Spoiler
hp: 10
AC: 14 Touch: 10 FF: 14
Speed: 30ft.
Fort. +4 Ref. +1 Will +2
Longbow on belt, hands free.
Resistance: 3/10
Mage Armor: 2/600
Spells
 Spoiler

Level 0: Ray of Frost, Acid splash x2,  Resistance
Level 1: Magic Missile x2,  Mage armor

[/QUOTE]

[User]
 Sorry, I need LOS before my turn is quite through...  Shoulda been more clear on that.

I'm sure it won't be too hard to sort out, though. 🙂

[User] OK.  I HATE THE SPAM FILTER!!!!!!!!!!!!!!!!!!!!!!!!

[User]
 ref chilepepper

At the end of Zanzabar's turn.

zan
 Spoiler
No LoS, your action is readied.

en
 Spoiler
No LoS

We are now in the middle of En's turn, but I need another ref, so hang on.
refs
 Spoiler
I have no experience playing or reffing this map.  LoS is in question because of the weird height ranges with the colors.  I think there's LoS established, but I'm not 100% sure.

Hang on a sec guys.

[User]
 @Chile, Refs

 Spoiler

If i'm reading their last positions right, and one is in S9, and the other is in G9, then there shouldn't be LoS

[User]
 refs
 Spoiler
S9, G 8

[User]
 High Ref Talic:
 Spoiler
Agreed.  Los Barely not established.  Since the elevations are listed in a range (7-10 feet or 15-20 feet), rather than an exact height, I split the difference on both - 8 feet and 17 feet.  After calculating from elevation of square +5 feet (height of people, resulting in where they're looking from) and distance, bottom square can only see something in top square if it's 6' tall or taller.  Same applies for top square.

Used S9 and G8 as comparison points.

Match can proceed, everything's good to go.

[User] So... whose turn is it? I assume it is Zanzibar, Turn 4?

[User]
 High Ref Talic

Per Ref Chile's post (Post 19), it's En's turn still.  By what I see, with LOS as is, En's post in Post 16 should be valid.  Once he finishes that turn, it will be Zanzibar's turn, Round 4.

The LOS that was given was for the end of Zanzibar's turn, as you posted that you weren't done until LOS had been given.

LOS for movement in post 16 included:

En:
 Spoiler
No LOS

Zanzibar:
 Spoiler
No LOS

Now, if En en would care to post any remaining actions, following post 16, turn will pass to Zanzibar, round 4.

[User] I'm all done.

[User]
 Zanzabar Round 4:

 Spoiler

Double move to K18.

If LOS:

 Spoiler

Twiddle thumbs.

If no LOS:

 Spoiler

Twiddle thumbs.

Done.

Stats:

 Spoiler

HP: 8/8
AC: 17

[User] I'll be able to post for a few more hours, then I'm going away for the weekend, and won't be able to post until monday or tuesday.

[User]
 Initiate Ref Sam

@En

 Spoiler
No LoS

@Zanzabar

 Spoiler
No LoS

I believe it is now En's turn.

[User]
 En, Round 4

 Spoiler
Move to Q13.
No LoS: Move to P18
LoS+in range: Magic Missile  (1d4+1)[ 3 ]
Out of range: Prepare magic missile for if he comes into range.

End turn

Stat Block

 Spoiler
hp: 10
AC: 14 Touch: 10 FF: 14
Speed: 30ft.
Fort. +4 Ref. +1 Will +2
Longbow on belt, hands free.
Resistance: 4/10
Mage Armor: 3/600
Spells
 Spoiler

Level 0: Ray of Frost, Acid splash x2,  Resistance
Level 1: Magic Missile x2,  Mage armor

[User]
 Zanzabar Round 5:

Single move to I13.

If LOS:
Expend my psionic focus and attack with the crossbow.
Attack:
 (1d20+4)[ 23 ]
Damage:
 (1d8)[ 7 ] + (2d6)[ 7 ]
 Edit: I doubt I have LOS anyway, but crit threats are fun, so here's my roll to confirm.
Confirmation:
[roll]1d20+4[/roll]
Damage:
[roll]1d8[/roll]+[roll]2d6[/roll]
Edit: Evidently that doesn't work...  Oh well.  The regular damage will kill him if it makes a difference.

If no LOS:

 Spoiler

Ready action:

 Spoiler

If he moves into my LOS with no cover from terrain, I will expend my psionic focus and attack with the crossbow.
Attack:
 (1d20+4)[ 10 ]
Damage:
 (1d8)[ 8 ] + (2d6)[ 6 ]

Stats:

 Spoiler

HP:8/8
AC:17

[User]
 Hold up, Edroux.

On En's last turn, he establishes Line of Sight.

En is at Q13.  Zanzabar is at K18.

En fires a magic missile upon seeing you dealing 3 damage.

That may change your actions.

[User] I was fleeing rising waters and hungry sharks anyway.  My action stands.

[User]
 Well you can unspoiler your action, seeing as you have line of sight to one another.

En:  He moves and shoots at you, augmented by psionic shot, dealing 14 points of damage.

[User] The appropriate bits have been unspoilered.

[User] I believe I am down. We need a ref. Also, you may or may not have taken 3 damage.

[User] Pretty sure I'm dead.

[User]
 As I understand it, the sequence was:
You moved, establishing LOS
You hit me with a magic missile for 3
I moved
I shot you back

I was just waiting on you to take a look before I called a ref in.  GG curtis.

[User]
 High Ref Talic
 Zanzibar is the winner!

[User] May your sword swing true and your crossbow hit it's mark.


[User]
 Arena Tournament, Round 40:  MuShu  vs.  The Akhond
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 MuShu - TheTerran
 The Akhond - Flymolo
 All Gladiators, please roll initiative

[User]
 Wow...Round 40 is up...what an odd map...

  Initiative  - (1d20+4)[ 11 ]

NO new purchases for me.

Ref Stats:

 Spoiler
Location - M2
HP: 8/8
AC: 15  Touch: 15  FF: 11
In Hand: Alchemist's Fire

Spells:

 Spoiler
Level 0 - Launch Item x2, Launch Bolt x3
Level 1 - Expeditious Retreat, Slide, Ray of Clumsiness, Sticky Floor, Lesser Orb of Electricity

[User]
 (1d20+3)[ 11 ]

I'm here! I promise! Whew. That was close. I should start making my character names easier to spell, because if they're misspelled, apple-F doesn't work so good.

 Spoiler
I will start in....M25. Light crossbow in hand.

[User]
 Mushu - Round 1

Actions:

 Spoiler
Move to M6.
Ready an Action to cast Launch Item and Launch the Alchemist's Fire in hand if I gain LoS

End my Turn.

Stats:

 Spoiler
Location - M6
HP: 8/8
AC: 15 Touch: 15 FF: 11
In Hand: Alchemist's Fire

Spells:

 Spoiler

Level 0 - Launch Item x2, Launch Bolt x3
Level 1 - Expeditious Retreat, Slide, Ray of Clumsiness, Sticky Floor, Lesser Orb of Electricity

[User]
 The Akhond of Swat: Round 1 Part 2

 Spoiler
I double move to D19

stats
 Spoiler
 same as before, but I'm in D19.

All done. Outermost tan squares become  shark infested  shallow and unfriendly.

[User]
 Mushu - Round 2

Actions

 Spoiler
Move to M10.
Ready an action to Cast Launch Item if I gain LoS/LoE

End my Turn.

Stats:

 Spoiler
Location - M10
HP: 8/8
AC: 15 Touch: 15 FF: 11
In Hand: Alchemist's Fire
Spells:

 Spoiler

Level 0 - Launch Item x2, Launch Bolt x3
Level 1 - Expeditious Retreat, Slide, Ray of Clumsiness, Sticky Floor, Lesser Orb of Electricity

[User]
 Spoiler
 Single move to D13

Not done, LoS check needed.

[User]
 GM Kyeudo

Where have all the initiate refs gone? 🤨 I swear we had a swarm of them a month ago. Guess we need to go recruit more.

BTW, no LoS.

[User]
 Originally Posted by Kyeudo
   GM Kyeudo

Where have all the initiate refs gone? 🤨 I swear we had a swarm of them a month ago. Guess we need to go recruit more.

BTW, no LoS.

There's just me, really. And I'm not that helpful.

 Spoiler
 Single move to G18.

I'm done. Not bothering to look for a LoS check, cosmically improbable that it's different from the one we just had.

Your go.

[User]
 MuShu - Round 3

Actions:

 Spoiler
Move to M14.

If LoS is established, I will need to know what square he's in before I can make a decision on my standard action.

If LoS is not established, I will move to M18 and End my Turn.

Need an LoS.

Stats:

 Spoiler
Location - M18
HP: 8/8
AC: 15 Touch: 15 FF: 11
In Hand: Alchemist's Fire
Spells:

 Spoiler

Level 0 - Launch Item x2, Launch Bolt x3
Level 1 - Expeditious Retreat, Slide, Ray of Clumsiness, Sticky Floor, Lesser Orb of Electricity

[User]
 Iniate Ref Sam

@MuShu:

 Spoiler
No Line of Sight

@Akhond:

 Spoiler
No Line of Sight

[User] End my Turn

[User]
 You'd think on a map this small we could find one another...

 Spoiler
 use 20' of movement to get to K17.

Not done, I'll go fetch another LoS.

[User]
 High Ref Morbius

LoS stablished.

MuShu is in M18 and The Akhond is on K17.

Still Akhond`s turn

[User]
 That's within 110 feet, right?

I cast a sudden maximized, sudden empowered magic missile. 12 damage, no save or attack roll. 1d4+1 makes 5, add warmage edge +3 makes 8. 8 times one+one half makes 12.

Wait, did you ever cast that scroll of shield on your char sheet?

Because if you did, I have to try something else.

[User] No 😩

[User] I believe that's match.

[User]
 Ref TT
 The Akhond wins the match and gains the spoils.


[User]
 Town of Orlandaar
Border State of Haarn
Outside the North Gate
High Mid-Summer
Late Afternoon

Sael sometimes mused that, no matter how complicated the world seemed, and no matter how complicated people tried and make it, a deeper look always revealed an elegant and overriding simplicity that belied the endless surface permutations.

The borderlands, by way of example. A superficial glance would reveal what appeared to be chaos that was very different from the calm hegemony of the Interior. Here in the Outer States matters of strict practicality often took precedence over convention. Dress and manner did not necessarily indicate social station. Nor was social station a clear indication of prestige and authority. Trade often superseded blood. Physical force could often overcome the rule of law.

The lowest Jaad could quickly amass wealth and power and standing through any combination of luck, skill, cunning and military might while high-ranking Nobles and clearly marked Kenjad looked on from the side-lines. Even the all-mighty Jaden-Rah, so far from the courts and the Ducal Councils, were reduced to the status of obstacles. Or assets.

But a more measured and meditative look showed deeper truths: people still needed to eat. And to sleep. And to acquire prestige and assets. And to defend themselves from those who would do them wrong. And, as always, the concept of 'wrong' was as woefully relative here as it was anywhere.

For all their apparent complexity, the Borderlands were still filled with people. And people, most of the time, were very simple. And yet, Sael thought to himself as he approach the North Gate of Orlandaar, sometimes, just sometimes, they could be very complicated creatures indeed. Which is what made them so interesting.

It was moving toward sunset and the line of pilgrims was long. As Sael waited in line he noted that there only a few of those in line seemed to have come from far away and the rest seem to be girt and geared for day-trips. Also, those who were lightly burdened seemed to pass through the gates with little more than a nod and a wave to the waiting guards, while those at the head of caravans or in coaches were often questioned at length.

After a time, the line moved and deposited Sael in front of the gate. There were four heavily armoured and heavily armed guards there. All of them appeared like grim, hard men, veterans of long nights and rough days. One of them, a tall and broad man with thick features and a thick jaw, one hand on the hilt of his sword stepped looked up at Sael approached. Upon seeing his monk's robes his demeanour changed and softened slightly.

 "Good morrow, Master,"  He said in a deep and melodic voice that sounded odd coming from such a grizzled face,  "I bid you welcome to Orlandaar. What is the nature of your business here, if I may ask?"

 Spoiler

Welcome to your prologue! Thank you for your patience during the initial process. I hope to move things along more quickly now that we're starting. As the other PC's are moving along quite quickly, most likely you'll get a quick scene here and then I'll bundle you up into one of the other PC's prologues, wash-rinse-repeat until we're all in the same place together.

Now. Couple of things:

1. Your reasons for being here (in Orlandaar, I mean) aren't etched in stone. There are any number of reasons why you could be here on official business and any number of other reasons why you could be here unofficially. Similarly, you can tell the guard whatever you like. If you want to talk this stuff over with me before we begin, please feel free to PM me.

2. 'Master' is a very formal mode of address for a monks. They can expect a certain level of guarded respect from just about anyone, but 'Sir' or 'Brother' is far more common, even from Jaad and Ranid. You call your teacher or your mentor or a well-respected sage 'Master.'

3. Have fun! I'm starting things vague and undefined on purpose, partly so we can have some freedom to move into the initial narrative organically, and partly so you can have some room to rattle around without me telling you what to do and how to act.

[User] Sael adjusts the bag on his back. He waits for an uncomfortable two seconds staring at the guard then flashes a thin smile.  "I'm just passing through. Planning on resupplying. You know. Any interesting news? Maybe a recommendation for a nice quite place to eat?"

[User]
 The guard sets his square jaw to the side and peers at Sael for a moment thoughtfully. He shrugs and smiles.  "Passing through? On your way to the mines then? Good enough. I hear the Riverman lets Monks ride free as far as the foothills."

To Sael's question he offers another moment's thought.  "You'll find eateries a-plenty here, Master. More than you'll need, I'd think. Most of them with nothing but swill I wouldn't touch were I on my last legs. But you'll find Skelaar's on the edge of the Western Quarter. Not great but safe enough. The Ir'n Boat's a but further in, like. Quiet. Aldre the proprietor doesn't put up with much."  He shrugs again and spreads one hand in a what-can-you-do gesture. The other hand never leaves the hilt of his sword.  "But Orlandaar's a rough-as-you-like-it place these days. And you take your chances wherever you sit."

[User]
 "I thank you for your advice. And if you are finished with me I won't take up any more of your time. But I wonder, Why do you guess that I am heading toward the mines?"

After the guards answer, no matter what it is, Sael will say,  Ahh, Thank you  and be on his way. He will head through the town, towards the eatery owned by Aldre. Sael will try to relax and observe the people as he wander through.

[User]
 The guard seems mildly confused by Sael's question.  "I beg yer pardon, Master. I meant no offense. There've been more than a few Orders of Monks moving that way these last weeks. I assumed you were of their number. But as for that, I've no fear of your errand, whatever it may me. Welcome to Orlandaar, Master. Be certain to watch your purse and your step."

And with that, he was in.

The Taiko road bent into the city through the north gate and formed the main thoroughfare into the northern districts. The ground rose in a slight but perceptible slope from the gate and from the lakeside to a large hill at the centre of the town. Sael could see the large fortress-keep nestled against the sides of the hill. The town was thickly populated and busy closer to the shores of Lake Orlan and less so as the urban area gave way to the farmlands at the outlying districts.

Aldre's inn, The Ir'n Boat, was easy enough to find. The Western Quarter is sandwiched between the Lakeside district and the Open Market District and is a small, narrow string of small and winding roads that ends up against the wall itself. After only a few inquiries Sael finds himself inside a large one-storey building with the picture of a grey sinking boat on the placard out front.

The inside is dark and quiet. Almost full, with people lined up on long benches pulled up against long tables. Everything looks old and well-used, but also well-cared for. The woodwork is pitted and scratched with years of use, but cleaned and polished to a deep burnished shine. The conversation was both lively and muted. There was lots of drink, but no drunks. Many debates but no arguments. Lots of movement but no fighting.

Within minutes Sael finds himself lead to an empty space on one of the benches near the rear of the room, close enough to the kitchen to smell the roasting meat and baking bread coming from it. And within a few minutes a handsome lady of middling years, clearly busy and harried, appears. She takes in his robes and his bearing and nods to him in respect.

 "What'll be your pleasure, Brother?"  she says, her voice as rough as her surroundings.

[User]
 Seal places a silver on the table.  "Tea and rice thank you"  He said without making eye contact with the woman. When she leaves he stands up an makes a small jerk at his hips to strech them out. He looks down at his clothes. He wore his robes tighter than most of his order. Sael disliked the sound loose cloth made when it is caught by the wind. His dark brown robes had white wrappings around his waist, ankles and wrists. But now the white was stained black with the dust of travel.

 As his hand moved to brush some of the dust off he saw his callused hands and was reminded of the monastery. He thought of the hours he would spend doing push ups punching the sand  with each lift of the ground. He thought of the time hitting hanging logs with his heel and the pain he felt before he realized the logs swing back. Finally his thought turned to the frustration of feeling trapped in his own mind before he broke through the mental barriers under the guidance of master. Master, though stoic he was truly a kind and encouraging man.   I would be no where without the people that lead me to him, just another starving runaway  . Sael sat back down without cleaning his robes; the dust seemed appropriate now.

When his food and drink came he ate quietly and purposefully. Then he moved his chair back against the wall, curled his legs underneath him, closed his eyes, and emptied his thoughts. Tomorrow he will start his new life and hopefully eventfully find what is left of his past.

[User]
 Lost in the ever-echoing reverie of his thoughts, Sael feels the person approaching long before he sees him. A shadow falls on the surface of his mind and he knows, suddenly, immediately, instinctually, that he is no longer alone. And then he hears a voice, close enough for a low speaking voice but not close enough to present any form of physical threat. Someone, perhaps, used to dealing with Monks.

 "I've not seen robes the like of yours for many years, Brother. May I sit with you a spell? Perhaps two such as we can have a drink in peace without fear of the riffraff bothering us?"

[User] Sael cracks one eye open and takes a look at the man speaking to him. Nods and moves his chair closer to the table.  "Good evening, I suppose I'm in the mood to share some tales. But first introductions. Call me Sael."

[User]
 The man is difficult to read at first glance. His clothing is neither rich nor poor: being rustic but very well-tailored, travel-stained but not ragged or worn. His face is both open and guarded: the eyes and features of a man who hasn't seen enough to be worn down by it or who's seen so much that he's passed into a constant state of wry amusement.

He carries no weapon. No obvious weapon. But that isn't all that unusual here in the deeps of the city. But all the same there is something in the way he stands, relaxed and taut all at the same time, that says to Sael that he's not all the way unarmed either.

Being invited, he sits. Leans forward onto the table. Whistles for one of the serving girls and orders some bread and some meat and some dry wine to drink.

 "My name is Jaerlyn, Brother Sael. And I must say it's passing strange to see a Monk sitting here in such a fashion. The few of your kind that come by Orlandaar are mostly passing on toward the mines. There's most likely a story behind it all. And I have to admit myself a lover of stories."


[User]
 Heliomance vs. Rockdeworld

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.
 Andalla, Leaves. 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.

 Heliomance

 Spoiler
Andalla starts at E30-G32, and cannot see Leaves.

 Rockdeworld

 Spoiler
Leaves starts at Y1-AA3, and can see Andalla in E30-G32.

[User]
 As her name is announced, Andalla glares at Leaves. Before vanishing, she barks out two command words in quick succession. The gems on her dragon-shaped mask begin to glow, and she abruptly doubles in size. That done, she gives a wordless roar of defiance and fury that shakes the room, her form becoming even more bear-like, even as she disappears.

 For Lyndworm's benefit

 Spoiler
Swift action: Activate Dragon Mask. See Invisibility for the next 5 minutes.

Standard action: Activate Ring of Growth. Size doubles for the next 9 minutes.

Non-action: Rage.

Initiative:  (1d20+2)[ 18 ](20)

Stats are now as-written on my sheet.

[User]
 OOC: A few questions before we start:
1. Unless there's something special about your character, command words require a standard action, which means you can only activate one of them before the teleporting.  Are you sure you can do that?
2. What is your character's environment (based on race)?
3. How is your current HP on your character sheet higher than your total?

IC:  "What sort of abomination are you?"   Leaves asks the roaring creature.  He mutters a command word, and disappears.

 @Lyndworm:

 Spoiler
Before teleporting,
Standard action: Activate Ring of Invisibility.
Swift action: Activate Animal Devotion (Ape's Fury)

After teleporting, shouldn't Leaves be able to see Andalla, since we're both huge (and therefore higher than the 10' cliffs)?

  Initiative  - (1d20+5)[ 7 ]

[User]
 Rockdeworld

 Spoiler
You're absolutely right. I keep forgetting that Leaves is Huge. Sorry about that.

I was mistaken about Line of Sight. The first post has been updated.

[User]
 Originally Posted by rockdeworld
 OOC: A few questions before we start:
1. Unless there's something special about your character, command words require a standard action, which means you can only activate one of them before the teleporting.  Are you sure you can do that?
2. What is your character's environment (based on race)?
3. How is your current HP on your character sheet higher than your total?

IC:  "What sort of abomination are you?"   Leaves asks the roaring creature.  He mutters a command word, and disappears.

OOC:
1. Yup, I'm sure. One of my magic items is explicitly a swift action to activate.

2. I have no sodding clue. As I said, Andalla has been run through so many templates that neither she nor I really know what she is anymore. As the base race is Goliath, probably mountains.

3. IIRC, the max HP is unraged, and the current HP is taking rage into account.

IC: Andalla surges into the air, mighty wings beating furiously to keep her aloft. She flies over the arena, heading towards the ambulatory tree.

Double move to U14-W16, going as high as I can in the process.

[User]
 OOC: As your fly speed is 60', you can't rise any while travelling 120' horizontally, so your movement is impossible (unless you specifically state how you're moving around the cliffs).

I'll wait on my turn while you adjust to ask a question.
 @Lynd

 Spoiler
This is metagaming, but did you take into account that I activated the ring of invisibility before we teleported, and was therefore invisible in the arena?  I'm just concerned that you missed that, like in match 13.

[User]
 My first adjustment: I'll start off with a vertical Jump check to get me in the air.

 (1d20+68)[ 4 ](72)

I think there's some sort of penalty to apply to that for a standing start?
*is a little hazy on jump and fly speeds*

Basically I'll go as far as that jump check and my fly speed allow, whilst rising enough to clear the cliffs. Not sure where that puts me, offhand.

[User] OOC: A vertical jump isn't necessary, as a long jump moves you up also.  Your result allows you to jump 8 feet vertically.

[User]
 Rockdeworld

 Spoiler
That is exactly what has happened. I can't express my apologies well enough through textual communication, so please accept this smiley instead:

I'm horrible at this. The first post has been edited, but I will be more than happy to restart the Fight, should you wish it so.

[User]
 @Lynd

 Spoiler
Don't worry about it - happens to the best of us 😉
Sure, let's start the match over, since my opponent's action was made based on LoS.  I'd be fine with restarting from round 1, or whatever you want to do.

[User] Anyway, once we've figured out precisely where I am, it's your turn.

[User] OOC: Lynd is going to start the match over, because you weren't supposed to have LoS on your last turn.

[User]
 Actually, I would have done the same no matter whether I had LoS or not. I started in one corner, so taking off and moving towards the other corner gives me the best chance of spotting him.

 Lyndworm

 Spoiler
Also, I have See Invis up, if my lack of LoS is caused by invisibility.

[User] I'm going to have to withdraw from this fight, as there's statistically no way I can win (you could roll all 1's vs my 20's, but otherwise you'll hit my AC no matter what, and surely win all grapple checks).  Feel free to check my spoilers now 😉

[User]
 Match Finalized.

 Heliomance/Andalla ,  Victor
Wins 1/Losses 0

 Rockdeworld/Leaves ,  Victim
Wins 0/Losses 3


[User]
 A proud warrior in finely oiled black leather armour stands before you. The proud insignia of a white X blazing upon a red circle stands proud on his chest, his sword hilt, his necklace, his earings and frankly just about everywhere else it would fit. He unsheathes his sword from the scabarad which surpisingly unfolds into a duel disk.

 "Care for a duel?"

[User]
 initiative  (1d20)[ 9 ]
starting hand  (5d43)[ 41 ][ 32 ][ 27 ][ 29 ][ 10 ](139)
rerolls if needed  (3d43)[ 12 ][ 26 ][ 18 ](56)

{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
Life points - 8000

 Spoiler
Graveyard

 Spoiler
-

Removed from play

 Spoiler
-

Hand

 Spoiler
Ryko, Lightsworn Hunter
Mist Valley Soldier
X-Saber Airbellum
Double Summon
XX-Saber Faultroll

Deck

 Spoiler
1 - book of moon
2 - Mage Power
3 - Card Trooper
4 - Sword of Sparkles
5 - Sword of Sparkles
6 - XX-Saber Fulhelmknight
7 - Marauding Captain
8 - Ryko, Lightsowrn Hunter
9 - Big Bang Shot
10 -
11 - Mystical Space Typoon
12 - Big Bang Shot
13 - Lightning Vortex
14 - Gorz the Emissary of Darkness
15 - X-saber Airbelum
16 - Brain Control
17 - X-saber Anu Piranha
18 - XX-saber Faultroll
19 - Gottom's Emergency call
20 - Trap Stun
21 - XX-Saber Fulhelmknight
22 - Heavy Storm
23 - X-Saber Galahad
24 - XX-Sabr Gardestrike
25 - XX-Saber Fulhelmknight
26 - X-Saber Galahad
27 -
28 - Kunai with Chain
29 -
30 - XX-Saber Ragigura
31 - X-Saber Anu Pirahna
32 -
33 - Axe of Despair
34 - XX-saber Ragigura
35 - XX-saber Anu Pirahna
36 - Mirror Force
37 - Book of Moon
38 - D.D. Warrior Lady
39 - Gottom's Emergency Call
40 - Saber Slash
41 -
42 - Mind Control
43 - Saber Slash

Extra Deck

 Spoiler
Brianach, Dragon of the ice barrior
Black Rose Dragon
Red dragon Archfiend
Thoughtruler Archfiend
Stardust Dragon
Stardust Dragon
Black Rose dragon
Power Tool Dragon
XX-Saber Gottoms
XX-Saber Gottoms
X-Saber Urbellum
X-Saber Urbellum
Collosal Fighter
Collosal Fighter
Goyo Guardian

[User]
 "Certainly, good sir."

Initiative =  (1d20)[ 17 ]
Hand =  (5d40)[ 17 ][ 2 ][ 1 ][ 36 ][ 3 ](59)
Rerolls =  (3d40)[ 8 ][ 37 ][ 38 ](83)
 "It appears that I won initiative, good sir. But I insist that you take the first turn."

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

 Life Points
8000

 Spoiler
 Hand ~ 5

 Spoiler
-Exiled Force
-Marauding Captain
-Marauding Captain
-XX-Saber Fulhelmknight
-Sakuretsu Armour

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 RFG

 Spoiler
-

 United Army V2.1  ~ 35

 Spoiler
1. Marauding Captain
2. Warrior Lady of the Wasteland
3. Warrior Lady of the Wasteland
4. Freed the Matchless General
5. Freed the Matchless General
6. Field-Commander Rahz
7. Field-Commander Rahz
8. Command Knight
9. Command Knight
10. Command Knight
11. Rose, Warrior of Revenge
12. Rose, Warrior of Revenge
13. Rose, Warrior of Revenge
14. XX-Saber Fulhelmknight
15. XX-Saber Fulhelmknight
16. Sangan
17. D.D. Warrior Lady
18. Heavy Storm
19. Reinforcements of the Army
20. United We Stand
21. The A. Forces
22. The A. Forces
23. The A. Forces
24. Monster Gate
25. The Warrior Returning Alive
26. The Warrior Returning Alive
27. The Warrior Returning Alive
28. Mirror Force
29. Ultimate Offering
30. Scrap-Iron Scarecrow
31. Sakuretsu Armour
32. Sakuretsu Armour
33. Dark Bribe
34. Dark Bribe
35. Dark Bribe

 Spoiler
1x Goyo Guardian
3x Collosal Fighter
2x Brionac, Dragon of the Ice Barrier
3x X-Saber Urbellum
2x Stardust Dragon

[User]
 "How gracious of you. I draw."
 (1d38)[ 26 ]
 "Sadly not the best of starts, I set a monster and a spell or trap face down and end my turn."

{table="head]1|2|3|4|5
-|-|-|-|-
-|-|F|-|-[/table]
Life points - 8000

 Spoiler
Graveyard

 Spoiler
Marauding Captain
XX-Saber Fulhelmknight
D.D. Warrior Lady
Ryko, Lightsworn Hunter

Removed from play

 Spoiler
-

Hand

 Spoiler

Mist Valley Soldier
X-Saber Airbellum
Double Summon
XX-Saber Faultroll

Face down:
Kunai with Chain

Deck

 Spoiler
1 - book of moon
2 - Mage Power
3 - Card Trooper
4 - Sword of Sparkles
5 - Sword of Sparkles
6 - XX-Saber Fulhelmknight
7 -
8 - Ryko, Lightsowrn Hunter
9 - Big Bang Shot
10 - Mystical Space Typoon
11 - Big Bang Shot
12 - Lightning Vortex
13 - Gorz the Emissary of Darkness
14 - X-saber Airbelum
15 - Brain Control
16 - X-saber Anu Piranha
17 - XX-saber Faultroll
18 - Gottom's Emergency call
19 - Trap Stun
20 -
21 - Heavy Storm
22 - X-Saber Galahad
23 - XX-Sabr Gardestrike
24 - XX-Saber Fulhelmknight
25 - X-Saber Galahad
26 -
27 - XX-Saber Ragigura
28 - X-Saber Anu Pirahna
29 - Axe of Despair
30 - XX-saber Ragigura
31 - XX-saber Anu Pirahna
32 - Mirror Force
33 - Book of Moon
34 -
35 - Gottom's Emergency Call
36 - Saber Slash
37 - Mind Control
38 - Saber Slash

Extra Deck

 Spoiler
Brianach, Dragon of the ice barrior
Black Rose Dragon
Red dragon Archfiend
Thoughtruler Archfiend
Stardust Dragon
Stardust Dragon
Black Rose dragon
Power Tool Dragon
XX-Saber Gottoms
XX-Saber Gottoms
X-Saber Urbellum
X-Saber Urbellum
Collosal Fighter
Collosal Fighter
Goyo Guardian

[User]
 (1d35)[ 4 ]
 "I summon Marauding Captain, and use his ability to summon XX-Saber Fulhelmknight. And then, I use the Tuner ability of my XX-Saber Fulhelmknight to summon Goyo Guardian. I then set one magic/trap face-down and I will attack your face-down with Goyo Guardian. After that, I will end my turn."

{table=head]1|2|3|4|5
-|-|G|-|-
-|-|F|-|-[/table]
 G oyo Guardian -  2800 /2000

 Life Points
8000

 Spoiler
 Hand ~ 3

 Spoiler
-Exiled Force
-Marauding Captain
-Freed the Matchless General

 Facedown

 Spoiler
-M/T 3 - Sakuretsu Armour

 Graveyard

 Spoiler
-XX-Saber Fulhelmknight
-Marauding Captain

 RFG

 Spoiler
-

 United Army V2.1  ~ 34

 Spoiler
1. Marauding Captain
2. Warrior Lady of the Wasteland
3. Warrior Lady of the Wasteland
4. Freed the Matchless General
5. Field-Commander Rahz
6. Field-Commander Rahz
7. Command Knight
8. Command Knight
9. Command Knight
10. Rose, Warrior of Revenge
11. Rose, Warrior of Revenge
12. Rose, Warrior of Revenge
13. XX-Saber Fulhelmknight
14. XX-Saber Fulhelmknight
15. Sangan
16. D.D. Warrior Lady
17. Heavy Storm
18. Reinforcements of the Army
19. United We Stand
20. The A. Forces
21. The A. Forces
22. The A. Forces
23. Monster Gate
24. The Warrior Returning Alive
25. The Warrior Returning Alive
26. The Warrior Returning Alive
27. Mirror Force
28. Ultimate Offering
29. Scrap-Iron Scarecrow
30. Sakuretsu Armour
31. Sakuretsu Armour
32. Dark Bribe
33. Dark Bribe
34. Dark Bribe

 Spoiler
0x Goyo Guardian
3x Collosal Fighter
2x Brionac, Dragon of the Ice Barrier
3x X-Saber Urbellum
2x Stardust Dragon

[User] ((Urbellum is level 7, you just used 6 levels of syncrho material; care to rethink that move?. Also, X-saber thief 😛))

[User] ((Urbellum, what Urbellum? *edited* I actually went with Urbellum because it was the only level 7 Warrior Synchro I could find. [s]I then promptly forgot it's level. Oops.))

[User]
 "How unfortunate for you. The facedown was  Ryko, lightsworn hunter . His effect destroys your goyo guardian and mills the top three cards of my deck. My move I believe you said?"
 (3d37)[ 1 ][ 31 ][ 5 ](37)
Re-rolls if needed  (3d37)[ 7 ][ 34 ][ 20 ](61)

[User]
 (1d34)[ 4 ]
"hmm, sometimes a warrior must know when to wait, and when to gamble and attack. I summon  my Mist Valley Solider  and use it to attack directly.. Your move"

{table="head]1|2|3|4|5
-|-|-|-|-
-|-|F|-|-[/table]
Life points - 8000

 Spoiler
Graveyard

 Spoiler
Marauding Captain
XX-Saber Fulhelmknight
D.D. Warrior Lady
Ryko, Lightsworn Hunter
Mist Valley Soldier

Removed from play

 Spoiler
-

Hand

 Spoiler

X-Saber Airbellum
Double Summon
XX-Saber Faultroll
Sword of Sparkles

Face down:
Kunai with Chain

Deck

 Spoiler
1 - book of moon
2 - Mage Power
3 - Card Trooper
4 -
5 - Sword of Sparkles
6 - XX-Saber Fulhelmknight
7 - Ryko, Lightsowrn Hunter
8 - Big Bang Shot
9 - Mystical Space Typoon
10 - Big Bang Shot
11 - Lightning Vortex
12 - Gorz the Emissary of Darkness
13 - X-saber Airbelum
14 - Brain Control
15 - X-saber Anu Piranha
16 - XX-saber Faultroll
17 - Gottom's Emergency call
18 - Trap Stun
19 - Heavy Storm
20 - X-Saber Galahad
21 - XX-Sabr Gardestrike
22 - XX-Saber Fulhelmknight
23 - X-Saber Galahad
24 - XX-Saber Ragigura
25 - X-Saber Anu Pirahna
26 - Axe of Despair
27 - XX-saber Ragigura
28 - XX-saber Anu Pirahna
29 - Mirror Force
30 - Book of Moon
31 - Gottom's Emergency Call
32 - Saber Slash
33 - Mind Control
34 - Saber Slash

Extra Deck

 Spoiler
Brianach, Dragon of the ice barrior
Black Rose Dragon
Red dragon Archfiend
Thoughtruler Archfiend
Stardust Dragon
Stardust Dragon
Black Rose dragon
Power Tool Dragon
XX-Saber Gottoms
XX-Saber Gottoms
X-Saber Urbellum
X-Saber Urbellum
Collosal Fighter
Collosal Fighter
Goyo Guardian

[User] "I activate my face-down Sakuretsu Armour, neutralizing and destroying your monster. Does this change your move in any way?"

[User] "Nope, guess its just as well I forgot to edit my table. Your move"

[User]
 "Very good, then. Draw."
 (1d34)[ 30 ]
 "I summon my Marauding Captain to the field, and I will use his ability to summon Exiled Forces in attack mode. I will then set a magic-or-trap card and attack your life points directly, dealing 2200 damage to your life points. I'll end my turn."

{table=head]1|2|3|4|5
-|-|M|E|-
-|-|F|-|-[/table]
 M arauding Captain - 1200/400
 E xiled Forces - 1000/1000

 Life Points
8000

[spoiler] Hand ~ 3

 Spoiler
-Exiled Force
-Marauding Captain
-Freed the Matchless General

 Facedown

 Spoiler
-M/T 3 - Sakuretsu Armour

 Graveyard

 Spoiler
-XX-Saber Fulhelmknight
-Marauding Captain
-Goyo Guardian
-Sakuretsu Armour

 RFG

 Spoiler
-

 United Army V2.1  ~ 34

 Spoiler
1. Marauding Captain
2. Warrior Lady of the Wasteland
3. Warrior Lady of the Wasteland
4. Freed the Matchless General
5. Field-Commander Rahz
6. Field-Commander Rahz
7. Command Knight
8. Command Knight
9. Command Knight
10. Rose, Warrior of Revenge
11. Rose, Warrior of Revenge
12. Rose, Warrior of Revenge
13. XX-Saber Fulhelmknight
14. XX-Saber Fulhelmknight
15. Sangan
16. D.D. Warrior Lady
17. Heavy Storm
18. Reinforcements of the Army
19. United We Stand
20. The A. Forces
21. The A. Forces
22. The A. Forces
23. Monster Gate
24. The Warrior Returning Alive
25. The Warrior Returning Alive
26. The Warrior Returning Alive
27. Mirror Force
28. Ultimate Offering
29. Scrap-Iron Scarecrow
30. Sakuretsu Armour
31. Dark Bribe
32. Dark Bribe
33. Dark Bribe

 Spoiler
3x Collosal Fighter
2x Brionac, Dragon of the Ice Barrier
3x X-Saber Urbellum
2x Stardust Dragon