[User]
 The Dark Signers will never die! Prepare to face the combined might of the endless abyss!

 Spoiler
1. Junk Synchron
2. Junk Synchron
3. Junk Synchron
4. Ryko, Lightsworn Hunter
5. Ryko, Lightsworn Hunter
6. Ryko, Lightsworn Hunter
7. Dark Bug
8. Dark Bug
9. Dark Bug
10. Spyder Spider
11. Spyder Spider
12. Spyder Spider
13. Dark Spider
14. Dark Spider
15. Blackwing - Gale the Whirlwind
16. Genex Ally Birdman
17. Genex Ally Birdman
18. Sinister Sprocket
19. Sinister Sprocket
20. Sinister Sprocket
21. Gorz, the Emissary of Darkness
22. Chaos Hunter
23. Chaos Hunter
24. Super-nimble Mega Hamster
25. Super-nimble Mega Hamster
26. Sangan
27. Plaguespreader Zombie
28. Krebons
29. Krebons
30. Dark Hole
31. Monster Reborn
32. Heavy Storm
33. Mystical Space Typhoon
34. Mystical Space Typhoon
35. Mirror Force
36. Torrential Tribute
37. Solemn Warning
38. Solemn Warning
39. Solemn Judgment
40. Pot of Avarice

Extra Deck:
Dark Diviner x3
Frozen Fitzgerald x3
Underground Arachnid x3
Zeman the Ape King x3
Hundred-eyes Dragon x3

[User]
 Initiative:  (1d20)[ 18 ]
 (5d40)[ 8 ][ 11 ][ 3 ][ 15 ][ 26 ](63)
 (3d40)[ 27 ][ 14 ][ 7 ](48)

[User]
 A bored-looking Dr. McCarthy, Chemistry and Physics PhD! stands across from the Dark Signer.

 Dark Signers yet again? Goodness. One would think that you would at least try something different, given that every one of your attempts so far has ended in failure. The Scientific Method says you're going about this all wrong, as it were.
 (1d20)[ 5 ]
 (1d40)[ 2 ]
 (1d39)[ 9 ]
 (1d38)[ 22 ]
 (1d37)[ 19 ]
 (1d36)[ 8 ]

|-|-|-|-|-|
|-|-|-|-|-|

 Spoiler

Hand:

 Spoiler

Batteryman AA
Batteryman D
One for One
Batteryman Charger
Battery Charger

Graveyard:

 Spoiler

-

 Batteries not Included

 Spoiler

1. Batteryman AA
 2. Batteryman AA
3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
7. Batteryman D
8. Batteryman D
 9. Batteryman D
 10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
20. Card Trooper
 21. One for One
22. Battery Charger
23. Battery Charger
 24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
34. Solemn Warning
35. Solemn Judgment
36. Bottomless Trap Hole
37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User]
 (1d35)[ 30 ]
 Because of poor leadership. This time, we are much more united. And by we, I mean me and my partner. We have worked out a much better system this time: I handle the Dark Synchro monsters, he the Earthbound Immortals, and that is all. Now, prepare for your end!
 But, your end will be delayed, for the time being. I set two cards and end my turn.

((Note: Accidentally rolled a second time here by accident, and then deleted it.))

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

8000 LP

 Spoiler

Hand:

 Spoiler

Junk Synchron
Spyder Spider
Blackwing - Gale the Whirlwind
Sangan

FD:

 Spoiler

M3: Dark Bug
ST3: Mirror Force

Grave:

Banished:

Deck:

 Spoiler

1. Junk Synchron
2. Junk Synchron
3. Ryko, Lightsworn Hunter
4. Ryko, Lightsworn Hunter
5. Ryko, Lightsworn Hunter
6. Dark Bug
7. Dark Bug
8. Spyder Spider
9. Spyder Spider
10. Dark Spider
11. Dark Spider
12. Genex Ally Birdman
13. Genex Ally Birdman
14. Sinister Sprocket
15. Sinister Sprocket
16. Sinister Sprocket
17. Gorz, the Emissary of Darkness
18. Chaos Hunter
19. Chaos Hunter
20. Super-nimble Mega Hamster
21. Super-nimble Mega Hamster
22. Plaguespreader Zombie
23. Krebons
24. Krebons
25. Dark Hole
26. Monster Reborn
27. Heavy Storm
28. Mystical Space Typhoon
29. Mystical Space Typhoon
30. Torrential Tribute
31. Solemn Warning
32. Solemn Warning
33. Solemn Judgment
34. Pot of Avarice

Extra Deck:
Dark Diviner x3
Frozen Fitzgerald x3
Underground Arachnid x3
Zeman the Ape King x3
Hundred-eyes Dragon x3

[User]
 (1d35)[ 29 ]
 ...I make a similar move. End turn.

|-|-|F|-|-|
|-|-|F|-|-|

 Spoiler

Hand:

 Spoiler

Batteryman AA
One for One
Batteryman Charger
Battery Charger

Facedown:

 Spoiler

1.
2.
3. Batteryman D, Solemn Warning
4.
5.

Graveyard:

 Spoiler

-

 Batteries not Included

 Spoiler

1. Batteryman AA
 2. Batteryman AA
3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
7. Batteryman D
8. Batteryman D
 9. Batteryman D
 10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
20. Card Trooper
 21. One for One
22. Battery Charger
23. Battery Charger
 24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
 34. Solemn Warning
35. Solemn Judgment
36. Bottomless Trap Hole
37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User]
 (1d34)[ 7 ]
 I flip up my Dark Bug, and then summon Junk Synchron to the field. Now, as the shadows are devoured by even darker shadows, the curtain pulls back to reveal a world without light! Come forth, Dark Diviner! And, with 2000 attack points, my Diviner can strike down almost anything you may have set, and if he does, you lose the top 3 cards from your deck. Now, Diviner, attack! With that done, I'll end my turn.

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

8000 LP

 Spoiler

Hand:

 Spoiler

Dark Bug
Spyder Spider
Blackwing - Gale the Whirlwind
Sangan

FD:

 Spoiler

ST3: Mirror Force

Grave:
Junk Synchron
Dark Bug

Banished:

Deck:

 Spoiler

1. Junk Synchron
2. Junk Synchron
3. Ryko, Lightsworn Hunter
4. Ryko, Lightsworn Hunter
5. Ryko, Lightsworn Hunter
6. Dark Bug
7. Spyder Spider
8. Spyder Spider
9. Dark Spider
10. Dark Spider
11. Genex Ally Birdman
12. Genex Ally Birdman
13. Sinister Sprocket
14. Sinister Sprocket
15. Sinister Sprocket
16. Gorz, the Emissary of Darkness
17. Chaos Hunter
18. Chaos Hunter
19. Super-nimble Mega Hamster
20. Super-nimble Mega Hamster
21. Plaguespreader Zombie
22. Krebons
23. Krebons
24. Dark Hole
25. Monster Reborn
26. Heavy Storm
27. Mystical Space Typhoon
28. Mystical Space Typhoon
29. Torrential Tribute
30. Solemn Warning
31. Solemn Warning
32. Solemn Judgment
33. Pot of Avarice

Extra Deck:
Dark Diviner x2
Frozen Fitzgerald x3
Underground Arachnid x3
Zeman the Ape King x3
Hundred-eyes Dragon x3

[User]
 I respond to the summoning of your diviner with a Solemn Warning, paying 2000 life points to negate it's summoning, not to take such foolish moves in the future.
 *Moved Down to post below*
 This ends now! I flip summon my Batteryman D, and activate One for One! For One for One's effect, I discard Batteryman AA to special summon a second Batteryman D from my Deck! Now, I sacrifice a Batteryman D to tribute summon Batteryman Charger, whose effect Special Summons a Batteryman AA from my deck! Now, I use the effect of Batteryman Fuel Cell to special summon it from my hand, then use it's second effect to tribute my other Batteryman D, in return bouncing your facedown backrow card. Finally, I cast Battery Charger, paying 500 life points to return the previously discarded Batteryman AA to the field! Finally, my swarm of Batterymen swarm your now completely unprotected field.

What were you saying about my end? Eh, it doesn't matter much now.

Summary:

 Spoiler

Because it's a complex turn, here's a summary.

1. Flip summon Batteryman D.
2. Activate One for One: Discard Batteryman AA, special summon Batteryman D from deck.
3. Tribute Batteryman D, Normal Summon Batteryman Charger.
4. Batteryman Charger's effect summons a Batteryman AA from deck.
5. With 2 Batterymen on the field, special summon Batteryman Fuel Cell.
6. Sacrifice Batteryman D, using Fuel Cell's effect to bounce your facedown in Zone 3.
7. Cast Battery Charger, paying 500 life points to special summon Batteryman AA from the graveyard.
8. Attack directly with all monsters.
9. End turn if you survive.

|Fc|AA|Ch|AA|-|
|-|-|-|-|-|

Fc: Batteryman Fuel Cell -  2100 /0
AA: Batteryman AA -  2000 /0
AA: Batteryman AA -  2000 /0
Ch: Batteryman Charger -  3000 /2400

 Life Points:  5500

 Spoiler

Hand:

 Spoiler

-

Facedown:

 Spoiler

1.
2.
3.
4.
5.

Graveyard:

 Spoiler

Solemn Warning
One for One
Battery Charger
Batteryman D
Batteryman D

 Batteries not Included

 Spoiler

 1. Batteryman AA
 2. Batteryman AA
3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
 7. Batteryman D
8. Batteryman D
 9. Batteryman D
 10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
 13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
20. Card Trooper
 21. One for One
22. Battery Charger
23. Battery Charger
 24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
 34. Solemn Warning
35. Solemn Judgment
36. Bottomless Trap Hole
37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User]
 Rolling attempt 2
 (1d49)[ 9 ]

[User]
 Indeed I have fallen, but my master shall avenge me!

((Only if you're up for it, of course.))

[User]
 ((Go ahead. 😏))

Dr. McCarthy, Chemistry and Physics PhD, simply laughs!

 Ha, I'd like to see him try! It might be amusing!
 (1d20)[ 18 ]
 (1d60)[ 3 ]
 (1d59)[ 19 ]
 (1d58)[ 1 ]
 (1d57)[ 34 ]
 (1d56)[ 32 ]

|-|-|-|-|-|
|-|-|-|-|-|

 Spoiler

Hand:

 Spoiler

Batteryman AA
Batteryman AA
Card Trooper
Solemn Judgment
Bottomless Trap Hole

Facedowns:

 Spoiler

-

Graveyard:

 Spoiler

-

 Batteries not Included

 Spoiler

 1. Batteryman AA
2. Batteryman AA
 3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
7. Batteryman D
8. Batteryman D
9. Batteryman D
10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
 20. Card Trooper
21. One for One
22. Battery Charger
23. Battery Charger
24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
34. Solemn Warning
 35. Solemn Judgment
36. Bottomless Trap Hole
 37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User]
 In the past, many have tried to tame these mighty beasts, but none have succeeded. They put their own motives first, and thus failed. I, however, wish only to serve the Immortals, and so I have succeeded. Come, let me show you my power!
 (1d20)[ 11 ]
 (5d40)[ 39 ][ 8 ][ 40 ][ 10 ][ 25 ](122)
 (3d40)[ 6 ][ 21 ][ 32 ](59)

((Disclaimer: I take no credit for this deck.))

 Sealed Horrors

 Spoiler

1. Earthbound Immortal Aslla Piscu
2. Earthbound Immortal Ccapac Apu
3. Earthbound Immortal Ccarayhua
4. Earthbound Immortal Chacu Challhua
5. Earthbound Immortal Cusilu
6. Earthbound Immortal Uru
7. Earthbound Immortal Wiraqocha Rasca
8. Hardened Armed Dragon
9. Hardened Armed Dragon
10. Hardened Armed Dragon
11. Giant Rat
12. Giant Rat
13. Giant Rat
14. Masked Dragon
15. Masked Dragon
16. Masked Dragon
17. Gorz, the Emissary of Darkness
18. Sangan
19. Tragoedia
20. Tragoedia
21. Allure of Darkness
22. Dark Hole
23. Heavy Storm
24. Mausoleum of the Emperor
25. Monster Reborn
26. Pot of Avarice
27. Pot of Duality
28. Pot of Duality
29. Pot of Duality
30. Terraforming
31. Terraforming
32. Call of the Haunted
33. Call of the Haunted
34. Mirror Force
35. Solemn Judgment
36. Solemn Warning
37. Mausoleum of the Emperor
38. Mausoleum of the Emperor
39. Torrential Tribute
40. Solemn Warning

[User]
 After your subordinate, I'm having a hard time taking you seriously...
 (1d55)[ 49 ]
 I set four facedowns and pass to you.

|-|-|F|-|-|
|-|F|F|F|-|

 Spoiler

Hand:

 Spoiler

Batteryman AA
Card Trooper

Facedowns:

 Spoiler

1.
2. Solemn Warning
3. Solemn Judgment, Batteryman AA
4. Bottomless Trap Hole
5.

Graveyard:

 Spoiler

-

 Batteries not Included

 Spoiler

 1. Batteryman AA
2. Batteryman AA
 3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
7. Batteryman D
8. Batteryman D
9. Batteryman D
10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
 20. Card Trooper
21. One for One
22. Battery Charger
23. Battery Charger
24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
 34. Solemn Warning
 35. Solemn Judgment
36. Bottomless Trap Hole
 37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User]
 I derped.
 (1d35)[ 31 ]

[User]
 Then, you shall feel the power of the Immortals!
 (1d35)[ 9 ]
 Of course, it would help if they decided to actually help me... Anyway, I'll set three cards.

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

8000 LP

 Spoiler

Hand:

 Spoiler

Hardened Armed Dragon
Hardened Armed Dragon
Monster Reborn

FD:

 Spoiler

M3: Giant Rat
ST3: Solemn Warning
ST4: Torrential Tribute

Grave:

Deck:

 Spoiler

1. Earthbound Immortal Aslla Piscu
2. Earthbound Immortal Ccapac Apu
3. Earthbound Immortal Ccarayhua
4. Earthbound Immortal Chacu Challhua
5. Earthbound Immortal Cusilu
6. Earthbound Immortal Uru
7. Earthbound Immortal Wiraqocha Rasca
8. Hardened Armed Dragon
9. Giant Rat
10. Giant Rat
11. Masked Dragon
12. Masked Dragon
13. Masked Dragon
14. Gorz, the Emissary of Darkness
15. Sangan
16. Tragoedia
17. Tragoedia
18. Allure of Darkness
19. Dark Hole
20. Heavy Storm
21. Mausoleum of the Emperor
22. Pot of Avarice
23. Pot of Duality
24. Pot of Duality
25. Pot of Duality
26. Terraforming
27. Terraforming
28. Call of the Haunted
29. Call of the Haunted
30. Mirror Force
31. Solemn Judgment
32. Solemn Warning
33. Mausoleum of the Emperor
34. Mausoleum of the Emperor

[User]
 (1d34)[ 1 ]
 ...Damn. I set a second card Facedown before ending my turn.

|-|F|F|-|-|
|-|F|F|F|-|

 Spoiler

Hand:

 Spoiler

Batteryman AA
Card Trooper

Facedowns:

 Spoiler

1.
2. Solemn Warning, Batteryman AA
3. Solemn Judgment, Batteryman AA
4. Bottomless Trap Hole
5.

Graveyard:

 Spoiler

-

 Batteries not Included

 Spoiler

 1. Batteryman AA
 2. Batteryman AA
 3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
7. Batteryman D
8. Batteryman D
9. Batteryman D
10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
 20. Card Trooper
21. One for One
22. Battery Charger
23. Battery Charger
24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
 34. Solemn Warning
 35. Solemn Judgment
36. Bottomless Trap Hole
 37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User]
 (1d34)[ 5 ]
 It seems we both have consistency issues. I set another monster, as well.

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

8000 LP

 Spoiler

Hand:

 Spoiler

Hardened Armed Dragon
Monster Reborn
Earthbound Immortal Cusilu

FD:

 Spoiler

M3: Giant Rat
M4: Hardened Armed Dragon
ST3: Solemn Warning
ST4: Torrential Tribute

Grave:

Deck:

 Spoiler

1. Earthbound Immortal Aslla Piscu
2. Earthbound Immortal Ccapac Apu
3. Earthbound Immortal Ccarayhua
4. Earthbound Immortal Chacu Challhua
5. Earthbound Immortal Uru
6. Earthbound Immortal Wiraqocha Rasca
7. Hardened Armed Dragon
8. Giant Rat
9. Giant Rat
10. Masked Dragon
11. Masked Dragon
12. Masked Dragon
13. Gorz, the Emissary of Darkness
14. Sangan
15. Tragoedia
16. Tragoedia
17. Allure of Darkness
18. Dark Hole
19. Heavy Storm
20. Mausoleum of the Emperor
21. Pot of Avarice
22. Pot of Duality
23. Pot of Duality
24. Pot of Duality
25. Terraforming
26. Terraforming
27. Call of the Haunted
28. Call of the Haunted
29. Mirror Force
30. Solemn Judgment
31. Solemn Warning
32. Mausoleum of the Emperor
33. Mausoleum of the Emperor

[User]
 (1d33)[ 22 ]
 Not exactly. I normal summon Batteryman AA, then flip summon two more Batteryman AAs. Now that there are three of them on the field, they all have three thousand attack points. Thus, they attack, with the first two attacks almost certainly obliterating your defenders and the third dealing a quick and grievous blow to your life points. Assuming no response, I end my turn.

|-|AA|AA|AA|-|
|-|F|F|F|-|

AA: Batteryman AA -  3000 /0

 Spoiler

Hand:

 Spoiler

Battery Charger
Card Trooper

Facedowns:

 Spoiler

1.
2. Solemn Warning
3. Solemn Judgment
4. Bottomless Trap Hole
5.

Graveyard:

 Spoiler

-

 Batteries not Included

 Spoiler

 1. Batteryman AA
 2. Batteryman AA
 3. Batteryman AA
4. Batteryman Micro-Cell
5. Batteryman Micro-Cell
6. Batteryman Micro-Cell
7. Batteryman D
8. Batteryman D
9. Batteryman D
10. Batteryman Charger
11. Batteryman Charger
12. Batteryman Charger
13. Batteryman Fuel Cell
14. Batteryman Fuel Cell
15. Batteryman Fuel Cell
16. Batteryman Industrial Strength
17. Batteryman Industrial Strength
18. Batteryman Industrial Strength
19. Honest
 20. Card Trooper
21. One for One
 22. Battery Charger
23. Battery Charger
24. Battery Charger
25. Inferno Reckless Summon
26. Inferno Reckless Summon
27. Inferno Reckless Summon
28. Short Circuit
29. Short Circuit
30. Short Circuit
31. Dark Hole
32. Monster Reborn
33. Solemn Warning
 34. Solemn Warning
 35. Solemn Judgment
36. Bottomless Trap Hole
 37. Bottomless Trap Hole
38. Portable Battery Pack
39. Portable Battery Pack
40. Portable Battery Pack

[User] Well, Solemn Warning will claim your third Batteryman, leaving you with just two, with 2000 attack each. Also, which of my monsters will you attack first?

[User]
 Wrong. Your Solemn Warning may claim my third Batteryman, but, since this is still my main phase, I activate Battery Charger from my hand, paying 500 life points to return it to the battlefield and ensure my creatures remain at full effectiveness.

Unless you have any further response, I shall continue as I have already described.

[User] ((Er... Hello?))


[User]
 The Road from Tar Valon
The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that give it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose in the docks south of the city of Tear. The wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But it was  a  beginning.

The wind swept through the reeds of the marshy delta known as the Fingers of the Dragon. It carried the tangy smell of salt into the city's streets, as it shook the rigging of ships heading up river. One such ship,  Chalinda , was untying from the dock. She was to return to Tar Valon, full of goods, but lighter by several dozen passengers.

The wind continued east, along the forested road between Tear and Ghodan, driving the last spring snows before it. The snow fell gently here, melting quickly in the southern heat. Despite this, or perhaps because of the wind, many of those in the company of Alysa Sedai kept their cloaks close to them. The new spring buds danced at the behest of this wind, as the Aes Sedai signaled a halt. There was a long journey ahead, and it was time to make camp and rest.

[User] Balim grins a bit at the end of the day.  Another good day of travel, and a fine evening to end it. Wonder how the little Aes Sedai have been keeping up?

[User] Still slightly uncomfortable in his civilian clothes but smiling none the less Tomas starts going about the routines of setting camp with the precision one might expect from a guardsman from the Tower Guard. Even if it felt... odd... to be out of uniform it really was good to be out in the world for a spell, with new sights around every bend of the road. Tar Valon was indeed a city of marvels, but it was strange how one could grow accustomed to it and start taking it for granted anyways.

[User]
 Pol was relieved when the wagons stopped rolling. It meant he had to start unloading and, worst of all, working, but it also meant he didn't have to be bounced around like a sack of potatoes anymore. Was he ever this uncomfortable fishing?

The young Mayener looked over at the Warders' trainees, visibly chafing in their traveling clothes. He laughed softly to himself.  Looks like I'm not the only one uncomfortable.

[User] Balim grins a bit to himself at Tomas's discomfort, remember his training years.  Don't think the other recruits will be using natural pranks, but otherwise it's all the same.  He walks over to Pol. "So, having fun yet?"

[User] Pol knuckled his back, shooting a wry glance at the Arafellin scout. He couldn't keep it up for long, before breaking out in a wide grin. "I'll be having a lot more once we break out the dice. Are you sure you don't want to join us for a toss or two?"

[User] "Depends on what you're playing. Long as I know it, I'll take your money with ease."

[User] Pol laughed as he started unlashing the Aes Sedai's tents from his wagon. "Don't worry, I'm more than happy to see one of us lose his purse, Borderlander." The youth busied himself with his work, untying knots and rolling back tarps with deft hands. "What would you even do with coin, though? Every time I see you, you're off in the woods someplace."

[User] Balim grins. "Just because I don't spend much doesn't mean it's not nice to have. Steel doesn't grow on trees, and it's nice to see people, long as they have common sense." He walks over to his tent and sets it up quickly and ably, having practiced more than a few times.


[User]
 Narrator:   As you finish searching the "Fair Play" website, you are sent a message from the creator of the site, the Disconcerted Demagogue.  The message says,  "Due to safety precautions, I must limit access to this site.  We would not want our enemy to find out too much about how much we know about them.  However, I know you all wish to have more information based on the amount of time you spent looking at this site.  If you wish to contact me you must do the following.  Mark the exact center brick of red square with a triangle.  If done successfully, we will acknowledge your success by drawing a circle around the triangle.  Once you have seen this mark, place your question in an envelope and place this envelope behind the trashcans of redsquare.  With 24 hours of placing this letter you should expect a response."
 What do you now do?


[User]
 Arena Tournament, Round 95:  Symbol  vs.  Rai
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Symbol  - RandomAction
 Rai  - Sallera

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

[User]
 Init:  (1d20-2)[ 1 ]

Purchasing two more alchemist's fire.

[User]
 Well Sallera, I think that you have the advantage in this one. Hide skill and all that, 😉

Ini Roll:  (1d20-4)[ 1 ]

Purchases coming shortly.....

Guess you go first as well. Whadda roll, eh?

[User] Well, you do have all your minions.  Should be interesting, at least.

[User] Nevermind on Purchases, lead us off.

[User]
 Oh, I need a new pint of oil for my lantern, as well.  If you have no reactions to that, open the below spoiler for my turn.

 Spoiler
 Rai, Round 1

Refs:
 Spoiler
Starting in Y10, holding lit bullseye lantern in one hand, pointed west from X10/Y11, loaded heavy crossbow in the other, and an unlit sunrod in mouth.

Free: Drop lit bullseye lantern in X11, pointing west from X10/Y11.
Standard: Psionic Shot crossbow attack with a masterwork bolt, vs. FF AC.
Attack:  (1d20+8)[ 19 ]  (+1 mw, +2 unseen)
Damage:  (1d8)[ 6 ]  +  (2d6)[ 5 ]

Refs:
 Spoiler
Free: Drop crossbow in Z12.
Move: Draw alchemist's fire.

Stats:
 Spoiler
HP 10/10, AC19 (15, 15)
PP: 6/6
Active Effects: None

Done.

[User]
 No reactions.

 Symbol,R-1:
Like the last few matches, Symbol starts in an area of darkness.

Refs/LoS:
 Spoiler

Start in A-10 with shield readied.
Begin casting a spell - full round.

Done.

Stats:
 Spoiler

Location: A-10
Hp: 10/10
AC: 21,T-11,F-20
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light, Guidance, Resistance
Level 1 - Commandx2, Summon Monster*

[User]
 Rai, Round 2

Refs/LoS:
 Spoiler
Standard: Manifest Vigor.
Move half-speed to X9->W9, which gives me cover or total darkness the whole way.
Hide:  (1d20+10)[ 28 ]
MS:  (1d20+4)[ 12 ]

Stats:
 Spoiler
HP 15/10, AC19 (15, 15)
PP: 5/6
Active Effects: Vigor 10 rounds
Not focused

Done.

[User]
 Symbol,R-2:
Refs/LoS:
 Spoiler

A small fiendish scorpion appears in G-10.

-Symbol-
Cast Light on shield- standard.
Move to G-11.
Point east and order scorpion to attack anything other than me it finds - free.

-Scorpion-
Double move to S-10.

End turn.

Stats:
 Spoiler
Location: G-11
Light 100/100
Summon Monster 4/4
Hp: 10/10
AC: 21,T-11,F-20
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2, Summon Monster*(used)

[User]
 Rai, Round 3

Refs/LoS:
 Spoiler
Free: Drop sunrod in W8.
Free: Shift alchemist's fire to mouth.
Move: Draw longspear.
Standard: Ready action:
 Spoiler
Attack any creature that attempts to move out of a square Rai threatens.

Hide:  (1d20+10)[ 14 ]

Stats:
 Spoiler
HP 15/10, AC19 (15, 15)
PP: 5/6
Active Effects: Vigor 9 rounds
Not focused

Done.

[User]
 Symbol,R-3:
Refs/LoS:
 Spoiler

-Scorpion-
Double move to Y-10.

-Symbol-
Activate Law Devotion, bonus to AC - swift.
Double move to S-11.

End turn.

Stast:
 Spoiler

Location: S-11
Light 99/100
Devotion 10/10
Summon Monster 3/4
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2, Summon Monster*(used)

[User]
 As your scorpion attempts to move out of U10, it gets hit with a readied action and an AoO, after which you see Rai in W9, wielding a longspear, with a flask of alchemist's fire in her mouth.  (Since its FF AC is the same as its normal, whether it saw me or not is somewhat irrelevant.)
Readied:  (1d20+3)[ 23 ]
Damage:  (1d6+3)[ 9 ]

AoO:  (1d20+3)[ 21 ]
Damage:  (1d6+3)[ 7 ]

Feel free to revise your own actions, if you wish (and the scorpion's, if it lives.)

[User] Wastes my scorpion, but no changes.

[User]
 Rai, Round 4

Standard: Ready action:
 Spoiler
5ft step and begin concentrating to regain focus if Symbol attacks Rai or ends turn.

Stats:
 Spoiler
HP 15/10, AC19 (15, 15)
PP: 5/6
Active Effects: Vigor 8 rounds
Not focused

Done.

[User]
 Symbol,R-4:
Well I should be seeing you, unless you have moved. Then I need to change my turn.

Move to W-11 - move.
Cast  Command  @ Rai - standard.
Will DC: 13 or be commanded to come adjacent to me.

End turn.

Stats:
 Spoiler
Location: W-11
Light 98/100
Devotion 9/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(1 used), Summon Monster*(used)

[User] Will:  (1d20+1)[ 7 ]

[User]
 Bother, should have taken the AoO.

 Rai, Round 5

5ft step to W10.

Stats:
 Spoiler
HP 15/10, AC19 (15, 15)
PP: 5/6
Active Effects: Vigor 7 rounds
Not focused

Done.

[User]
 Kinda glad you didn't. 😁
 Symbol,R-5:
Draw Morningstar - move.
Shift devotion to attack - free.
Attack Rai - standard.
Attack:  (1d20+6)[ 17 ]
Damage:  (1d8+3)[ 10 ]
Shift devotion to AC - free.

End turn.

Stats:
 Spoiler
Location: W-11
Light 97/100
Devotion 8/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(1 used), Summon Monster*(used)

[User]
 That be a miss.

 Rai, Round 6

Ready action:
 Spoiler
5ft step and begin concentrating to regain focus if Symbol attacks or ends turn.

Stats:
 Spoiler
HP 15/10, AC19 (15, 15)
PP: 5/6
Active Effects: Vigor 6 rounds
Not focused

Done.

[User]
 Symbol,R-6:
Drop weapon - free.
Cast Command @ Rai - standard.
Will DC:13 or be commanded to drop prone.
Pick up Morningstar - move.

End turn.

Stats:
 Spoiler

Location: W-11
Light 96/100
Devotion 7/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(both used), Summon Monster*(used)

[User]
 That may be the first time I've ever seen someone prepare two Commands. 😛

Will:  (1d20+1)[ 3 ]

[User]
 Rai, Round 7

Free: Drop prone.
Standard: Ready action:
 Spoiler
Manifest Vigor defensively if hit.

Stats:
 Spoiler
HP 15/10, AC19 (15, 15)
PP: 5/6
Active Effects: Vigor 5 rounds
Not focused

Done.

[User]
 When I have a third open slot, I'll prep three and let ya know. 😁
 Symbol,R-7:
Switch devotion to attack - free.
Attack Rai - standard.
Attack:  (1d20+10)[ 15 ]
Damage: (1d8+3)[ 11 ]
Watch this hit and do the least amount of damage!?!

End turn.

Stats:
 Spoiler
Location: W-11
Light 95/100
Devotion 6/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(both used), Summon Monster*(used)

[User]
 That was a miss wasn't it?

I should edit the post and put - "Watch the roller make a fool out of me when I call for a low damage!"

[User]
 Oh, heh, I was about to say that hit, then I realized you'd added prone to your attack roll instead of the AC penalty it's supposed to be. 😛  Yesh, miss (thankfully).

 Rai, Round 8

Well, I'm going to take an AoO either way, so...
Standard: Total defense.
Move: Stand up.

Stats:
 Spoiler
HP 15/10, AC23 (19, 15)
PP: 5/6
Active Effects: Vigor 4 rounds
Not focused

Done.

[User]
 Yeah, I figured that it would work out the same as long as I kept your AC unmodified.

My devotion is still in attack mode, btw. Here's the AoO:
Attack:  (1d20+6)[ 14 ]
Damage: (1d8+3)[ 5 ]

And from there.....

 Symbol,R-8:
Attack Rai - standard.
Attack:  (1d20+6)[ 22 ]
Damage:  (1d8+3)[ 11 ]
Drop Morningstar - free.
Draw Acidic Fire flask - move.
Switch Devotion to AC - free.

End turn.

Stats:
 Spoiler
Location: W-11
Light 94/100
Devotion 5/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(both used), Summon Monster*(used)

[User] Wow, two misses with full damage. I think I need to send Symbol back for weapon's training.

[User]
 That was close.  No hits, though.

 Rai, Round 9

Free: Shift spear to one hand.
Move: Draw mind blade.
Standard: Ready action:
 Spoiler
5ft step and begin concentrating to regain focus if Symbol attacks or ends turn.

Stats:
 Spoiler
HP 15/10, AC23 (19, 15)
PP: 5/6
Active Effects: Vigor 3 rounds
Not focused

Done.

[User]
 Well I tried, LOL!

 Symbol,R-9:
5' step to W-12 - free
Shift devotion to Attack - free.
Throw Flask @ Rai - standard.
Ranged touch:  (1d20+5)[ 9 ]
Damage:  (1d4)[ 3 ]  Acid +  (1d4)[ 2 ]  Fire
If miss:  (1d8)[ 1 ]
Draw Flask from belt - move.
Shift Devotion back to AC - free.

End turn.

Stats:
 Spoiler

Location: W-12
Light 93/100
Devotion 4/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(both used), Summon Monster*(used)

[User] Throwing the flask triggers Rai's readied action; 5ft step to W11 and start concentrating.  Since it misses and lands on you, we both take 2 damage.  Concentration to not lose my... well, concentration:  (1d20+7)[ 26 ] , DC12, I think.  Need to see if that succeeds.

[User]
 Rai, Round 10

Standard: Finish concentrating, DC20:  (1d20+7)[ 8 ]

Stats:
 Spoiler
HP 13/10, AC23 (19, 15)
PP: 5/6
Active Effects: Vigor 2 rounds
Not focused

Done.

[User]
 Maybe this will continue on until you pass out from the splash damage, 😉
 Symbol,R-10:
5' step to W-13 - free.
Switch Devotion to Attack - free.
Throw Alchemist's Frost - standard.
Ranged Touch:  (1d20+5)[ 16 ]
Damage:  (1d8)[ 4 ]  Cold
If miss:  (1d8)[ 7 ]
Draw Flask from belt - move.
Switch devotion to AC - free.

End turn.

Stats:
 Spoiler

Location: W-13
Light 92/100
Devotion 3/10
Hp: 10/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(both used), Summon Monster*(used)

[User] I think that finally hit, eh?

[User]
 Yes, and also ow.

 Rai, Round 11

Pity that concentration failed, but ah well.
Free: Drop mind blade.
Free: Shift alchemist's fire to free hand.
Standard: Toss it.
Ranged touch:  (1d20+7)[ 18 ]
Damage:  (1d6+1)[ 7 ]
Move: Draw another alchemist's fire.
Free: Shift alchemist's fire to mouth.
Free: Wield spear.
5ft step to W12.

Stats:
 Spoiler
HP 9/10, AC23 (19, 15)
PP: 5/6
Active Effects: None.
Not focused

Done.

[User] Oh, I think both of us failed to include the range penalties there.  So the frost missed, dealing 1 to me with the splash, and I think mine still hit.

[User] I think we are within 10' of each other, so range penalties wouldn't apply, would they? And OUCH! FIRE IS HOT!

[User]
 Symbol,R-10:
5' step to X-12 - free.
Shift devotion to Attack - free.
Throw Flask @ Rai - standard.
Ranged Touch:  (1d20+5)[ 18 ]
Damage:  (1d8)[ 8 ]  Electrical
If miss:  (1d8)[ 1 ]
Switch devotion to AC - free.

End turn.

Stats:
 Spoiler
Location: X-13
Light 91/100
Devotion 2/10
Hp: 2/10
AC: 24(+8arm+2shield+1dex+3feat),T-14,F-23
Saves: F+5/R+2/W+4
Spells:
Level 0 - Light(used), Guidance, Resistance
Level 1 - Commandx2(both used), Summon Monster*(used)

[User]
 So if I am right here, 2 points from Acidic fire + 1 from Frost splash + 8 from Electrical hit = 11hp total damage. I think I got you.

On the other side, after I have taken 10 points of damage, I am at 0hp and still able to function.

This is the first match, that I know of, that two gladiator just stood there throwing things at each other.

[User] Penalties start at the first increment.  And unfortunately for Symbol, Rai manifested Vigor in Round 2, so she's still standing.  Extra damage for the alchy's fire:  (1d6)[ 1 ] , which should finish the match - in the other direction. ^^

[User] Looking back over the match I did hit you with the Frost attack. You were in W-11 after your readied and I was in W-13. That's 10' away and the flask had a range of 10'.

[User]
 Yes, and as I said, range penalties start at the first increment.

 Originally Posted by SRD
 ...each full range increment imposes a cumulative -2 penalty on the attack roll.

[User]
 Correct.  So you always have at least a -2 on alchemist's fires and the like unless you are adjacent to your target.  It also applies for bows and slings and such, but comes up a lot less frequently.

 Rai takes the match!


[User]
 As you waited in the lobby of the Twelve's Sharn offices, you looked around, seeing another five people doing the same.

Thinking back to why you came here, you recall the letter sent to you, saying that you were being requested for a brief job, that the branch head wished to keep on the quiet side.

You can guess that it will be a few minutes until you are called in to the meeting.

 Spoiler
Yeah, after everyone makes a post introducing themselves/igoring the others, you'll be called in. For  Exposition .

[User] Nil, playing the part of a diffident human noble, glances at the group assembled about him. " So, what brings such a group of scalawags as us together, eh? "

[User]
 Corretha  looks at each of the others in the room, one at a time, taking stock of them.

She looks at the human as he speaks, but says nothing in reply. She was not so foolish as to simply tell these strangers details about herself. She would, however, listen to any replies from the others.

  After all,   she thought,   knowledge is power.

[User]
 Sint enters and glances around before looking at the opened letter in his hand.   Looks like I'm here at the right time,   he says to himself.
He walks further into the room, spotting the other folks waiting. He positions himself to wait near Corretha.
 "Apparently we have some task to complete, but the higher-ups don't want to get their hands dirty. Bothersome, but it looks like it'll pay well. Name's Sint, by the way,"  he extends a hand to Nil,  "Nice to meet you..."  he glances and Corretha and extends his other hand to her  "And you."

[User]
 Clunk

Clunk turns his emotionless eyes onto the human who spoke first.
 "I was brought here with a note..."  the huge warforged states not bothering to elebrate.

Clunk kept an eye on the exits as he sizes up everyone in the room and decides on the easiest way to dispatch them all if push came to shove.

His large hand clacks against his armblade as he makes sure for the fifth time in the last ten minutes that it is secure and ready for action.

[User]
 Jarenne

Jarenne decided it would be batter to be in Human form, at least for the minute, so she is a darkly tanned woman with sea green hair.

 "Well unlike the rest of you apparently I have a personal aim of investigating the rumblings up north, and was offered this job as a means of aiding that goal."

She could t understand the mortal need for secrecy, even for something so unimportant ad why they are sat in a room together.

[User]
 Lysander

A human with neck-length brown hair tied back in a ponytail stands off to the side, toying with a large, golden badge pinned ostentatiously to the front of his tunic.

 "I'm always ready to ply my expertise and finesse when called on -- assuming that I am needed for a worthy cause.  I eagerly await to find out what our employer needs my skills for."

  Having said this, he stops playing with his badge and saunters over to the others.

  "I'm Lysander Thetis.  It's a pleasure to meet you,"  he says extending his hand to the group at large.

[User] Nil grins vapidly at each person in turn, greeting them in kind as they greeted him. " Pleased to meet you all. You can call me Alastor Nalanthis. "

[User]
 Clunk

Clunk nodded slowly listening to everyone speak. It was clear to him none of them possed an immediate threat.

 "I am called Clunk..."  he states and gives a crisp salute to the one calling himself 'Alastor'.

His black and silver body creeks and moans in protest when he moves his arm but the motion is fluid and sure.

[User]
 As Clunk salutes, the meeting room's doors open.

 "Ah, the people I contacted. Come in, come in."  A male voice says in a boisterous tone.

[User]
 Sint strolls into the room with his hands in his pockets, softly whistling a tune.
He glances around to see what the place is like.

Spot:

 Spoiler

 (1d20+1)[ 11 ]

[User] Keeping the smile on his face, Nil follows the others into the room.

[User] Jarenne will go in last, letting others in first.

[User] Lysander nods his head politely to the others as he follows Nil into the room.

[User]
 Axinian:

 Spoiler
You see nothing, most certainly nothing that looks like a deathtrap that was cleverly hidden, other than the meeting table, ten chairs, and the person who spoke.

Walking in, you look around the room, seeing a large table in the center, ten chairs around it, with one seat filled.

The man sitting in the chair is old, his hair already greying, and is wearing a practical outfit suitable for wizards to wear at meetings.

 "Now then, allow me to introduce myself. My name is Shulal d'Cannith, head of the Sharn branch office of the Twelve."  Shulal says, nodding as he does so.

 "I called you here because a small... unofficial, expedition that I sent to the Eldeen Reaches a month ago failed to report back on time. I want you to investigate the area that they said they were going to make camp in, and report your findings to me."  He continues, setting a simple folder on the table and sliding it to the place closest to you.

 "You will be paid 500 gold apiece for completing this mission. Any questions?"  He finished, looking at each of you.

[User]
 Jarenne
 "Sweet, getting paid to do what I was doing anyway."

[User] "Tch, alright. Where do we need to go?"

[User]
 Lysander
 "Might I inquire,"  asks Lysander,  "What the purpose of the missing expedition was?"

[User] "A map to the location is inside the packet. As for the reason of the expedition... I had heard rumors of an artifact that appeared to date several thousand years there, and I dispatched them to investigate it."

[User] Nil glances around at the others, somewhat wary. " I won't say no to money. "

[User]
 Corretha is silent for a moment, thinking on the offer.

She speaks up suddenly, saying  "Have you attempted any divinations, or any other sorts of magics to determine where they are?"

[User]
 Clunk

" Your terms are ... acceptable."  Clunk says by way of an answer.

Clunk didn't have any questions so he stood silently listening to everyone speak - nodding at all the proper spots. He took careful note of everyone's questions trying to gauge the nature and qualities of his companions. He was less interested in the answers.

  "Seem like a decent bunch..."   he thinks to himself in approval.

He shifts his weight and looks back towards the door as he listens. His head slowly turns to look for other exits, just in case something goes wrong.

[User]
 "Unfortunately, our first report from them indicated that scrying and similar methods are not effective in the area around the artifact. In addition, I could only draw upon this branch's mages for my investigations, and they... Tend to be more... Flashy than that."  Shulal replies to the query of divinations, before looking around.

 "Now, I have arranged transport for you to the point where the expedition split from the main trail. I hope that you have good luck on this mission."  He finishes, indicating that the meeting is over.

[User] Nil looks at each person in the room with a vapid smile. " Well, no sense dilly-dallying! Let's go. "

[User] "Heh sounds like this is going to be interesting. Haven't gotten out of town in a while..."  Sint smiles. Nil's attitude is certainly uplifting.

[User] "Thank you for your time, sir.  I'm sure we won't disappoint you,"  says Lysander, smiling and begins walking to the room's exit.

[User]
 Jarenne  politely waits until last again before leaving.

---------
I hope you weren't waiting on me saying that or something. If I say nothing in those situations feel free to assume I'll follow along quietly.

[User]
 Corretha looks through the packet, interested more in the artifact then the missing researchers.

After looking everything over, she begins preparing for the trip to the site.

[User] Nil barely glances at the packet. " When are we leaving? "

[User]
 Arriving at the lightning rail station the next day, tickets in hand, you are guided to a first class car.

Inside the car, there are two free compartments, the third holding a nervous looking gnome, carrying a case with the House Sivis coat on its side.

After you're shown where you're staying for the trip, the train begins moving, carrying you towards your destination.

[User] Smiling amiably at the gnome, Lysander sits down in a free compartment and prepares for a long ride.


[User]
 Arena Tournament, Round 94:  Krunk  vs.  Korn
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Krunk  - theterran
 Korn  - Olo Demonsbane

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

[User] alright, gotta update my Krunk with last rounds winnings, then I will list any purchases / initiative / etc.

[User]
 Alright, no buys off the top, but I reserve the right for reactionary buys.

  Initiative  - (1d20+4)[ 8 ]

(Will post location, stats, etc. once opponent posts his purchasing)

[User] Olo Demonsbane posted an absence notice in his previous match before it was formally called, just so everyone knows

[User]
 I'm back now.

I purchase the Dragonborn-becoming-ritual egg and perform the Dragonborn ritual in between matches.

I'll also purchase a Potion of Resist Energy (Fire) for 50gp.

Reserve the right for reactionary buys.

Initiative:  (1d20+2)[ 10 ]

I have a slight feeling that I'm going to loose this match...your character is pretty potent...

[User] My starting position is A10.

[User]
 I have nothing reactionary...

I start in Z10 with scroll in hand, my AC in Y10.

You win initiative, so you're up first.

[User]
 OK, Korn is holding his Greatsword in one hand and a sling in the other.

Move: Move/Swim/Climb to G11

Climb Check:  (1d20+6)[ 14 ]  vs DC 10.

If Success:
 Spoiler
Standard: Ready Action:
 Spoiler
Attack with sling if he casts a spell or ends turn

If Failure:
 Spoiler
Move up the river out of LoS to
 Spoiler
H7, 5ft down

Hide:  (1d20+1)[ 10 ]
Move Silently:  (1d20+1)[ 14 ]

End Turn

Stats:
 Spoiler
HP: 12/12
AC: 16, 11t, 15ff
Wormtail Belt (0), Rageclaws (0)
Maneuvers:
Wolf Fang Strike [ ]
Burning Blade [ ]
Moment of Perfect Mind [ ]
Shadow Blade Technique [ ]

[User]
 Krunk - Round 1

Free Action: Instruct my AC to attack Korn as best it can.
AC double moves to U18.

I move to Y6 and cast the scroll in hand.

 Spoiler
Mage Armor

Then I drop the scroll.

 Done.

Stats:

 Spoiler
Location: Y-6
AC Location: U-18
HP:6/6
Armor: 20  FF:16  Touch: 15
Mage Armor (3 Hrs)

Spells:
Lvl 0 - 0/6
Lvl 1 - 0/7
Lvl 2 - 0/1

[User] Well, you said you're back, guess that means the absence notice is no longer valid. You're expected to post within a 2 day time limit to avoid DQs. Consider this a warning for now and better take your turn soon enough

[User] Terribly sorry, my internet was not working.  I'll post my turn in a couple minutes.

[User]
 Standard+Move: Move to R11.  Automatically succeed on the Jump check over the gap with a +20 jump modifier and a running start.

End Turn.

Stats:
 Spoiler
HP: 12/12
AC: 18, 13t, 17ff (+3 armor, +1 Dex, +2 natural, +2 circumstance (?) [the tree])
Wormtail Belt (0), Rageclaws (0)
Maneuvers:
Wolf Fang Strike [ ]
Burning Blade [ ]
Moment of Perfect Mind [ ]
Shadow Blade Technique [ ]

[User]
 Krunk - Round 2

AC double moves to X8.

I cast a spell.

 Spoiler
Alter Self -   CLC  - (1d20+3)[ 16 ]  DC8

I morph into a tiny white Dragon, and I fly to X17, and gain altitude as I fly until I'm 30ft in the air.

 Done.

Stats:

 Spoiler

Location: X-17 (30ft up)
AC Location: X-8
HP:6/6
Armor: 22 FF:18 Touch: 16
Mage Armor (3 Hrs)

Spells:
Lvl 0 - 0/6
Lvl 1 - 0/7
Lvl 2 - 0/1

[User]
 Gah...you likely have insane AC due to that scroll and being a DRAGON and are out of my melee range...

Swift: Activate Law Devotion (Attack)

Standard:  Attack with my sling  (1d20+4)[ 10 ]
Damage:  (1d4+6)[ 9 ]

Free: Drop the sling

Move: Draw a new, loaded sling.

Free: Switch Law Devotion to AC

EDIT: End Turn

Stats:
 Spoiler
HP: 12/12
AC: 21, 16t, 20ff (+3 armor, +1 Dex, +2 natural, +2 circumstance (?) [the tree], +3 LD)
Wormtail Belt (0), Rageclaws (0)
Maneuvers:
Wolf Fang Strike [ ]
Burning Blade [ ]
Moment of Perfect Mind [ ]
Shadow Blade Technique [ ]
Law Devotion 1/10

[User] Will post turn tomorrow.

[User]
 Krunk - Round 3

My AC moves to S-9, then it sprays.  Fort Save DC12 or be blinded for  (2d4)[ 6 ]  Minutes.

In the meantime, I will fly to O3.  There I will cast KFB at Korn.
 Fire    Damage  - (3d6)[ 12 ]  Reflex Halves DC16.

 Done.

Stats:

 Spoiler
Location: O-3 (30ft up)
AC Location: S-9
HP:6/6
AC HP: 11/11
Armor: 22 FF:18 Touch: 16
Mage Armor (3 Hrs)
Alter Self (30 minutes)

Spells:
Lvl 0 - 0/6
Lvl 1 - 1/7
Lvl 2 - 1/1

[User]
 OOC: Argh, I  knew  I should have drunk that potion... 🫤

Reflex Save:  (1d20+4)[ 23 ]
Fortitude Save:  (1d20+4)[ 23 ]

[User]
 Free: Switch Law Devotion to attack

Free: 5ft step to S10

Free: Drop sling, 2 handed grip on sword

Swift: (Martial Lore DC 11)
 Spoiler
Burning Blade

Standard: (Martial Lore 11)
 Spoiler
Wolf Fang Strike

Korn moves up to your animal companion before making a flaming attack with his sword and a flaming attack with his armor spikes...

Greatsword  (1d20+10)[ 20 ]
Damage  (2d6+9)[ 15 ]
Bonus Fire:  (1d6+1)[ 6 ]

Armor Spikes  (1d20+9)[ 22 ]
Damage  (1d6+6)[ 7 ]
Bonus Fire:  (1d6+1)[ 4 ]

Free: Switch Law Devotion to AC

Move: Draw a sling

End Turn

Stats:
 Spoiler
HP: 6/12
AC: 19, 14t, 18ff (+3 armor, +1 Dex, +2 natural, +3 LD)
Wormtail Belt (0), Rageclaws (0)
Maneuvers:
Wolf Fang Strike [X]
Burning Blade [X]
Moment of Perfect Mind [ ]
Shadow Blade Technique [ ]
Law Devotion 2/10

[User]
 Krunk - Round 4

Fly to I-10, still 30ft up, and cast another spell.

Spellcraft DC 11 😛

 Spoiler
KFB, what else?

  Fire  - (3d6)[ 13 ]  Reflex Halves DC16

 Done.

Stats:

 Spoiler
Location: I-10 (30ft up)
AC Location: S-9 (dead)
HP:6/6
AC HP: -10/11
Armor: 22 FF:18 Touch: 16
Mage Armor (3 Hrs)
Alter Self (30 minutes)

Spells:
Lvl 0 - 0/6
Lvl 1 - 2/7
Lvl 2 - 1/1

[User]
 Reflex save:  (1d20+3)[ 6 ]

Did I take down your animal companion?

[User] Yep...he's gone the way of the dodo...

[User]
 Reflex save:  (1d20+3)[ 5 ]

Did I take down your animal companion?

EDIT: weird, double posted.  Turn in next box.

[User]
 Free: Drop Sling

Move: Draw Potion of Resist Energy (fire)

Standard: Drink aforementioned potion

Free: 5ft step to S11 (back under cover!)

End Turn

Stats:
 Spoiler
HP: -7/12
AC: 19, 14t, 18ff (+3 armor, +1 Dex, +2 natural, +3 LD)
Wormtail Belt (0), Rageclaws (0)
Maneuvers:
Wolf Fang Strike [X]
Burning Blade [X]
Moment of Perfect Mind [ ]
Shadow Blade Technique [ ]
Law Devotion 3/10
Resist Energy (fire)

[User]
 Krunk - Round 5

I will fly around, expending enough movement to not lose forward momentum, and enough to end in S-11, 30ft directly above you.

Then I cast a spell.

Spellcraft DC11

 Spoiler
Lesser Orb of Acid

 Ranged Touch    Attack  - (1d20+6)[ 14 ]
 Acid    Damage  - (2d8)[ 8 ]
 Done.

Stats

 Spoiler

Location: S-11 (30ft up)
AC Location: S-9 (dead)
HP:6/6
AC HP: -10/11
Armor: 22 FF:18 Touch: 16
Mage Armor (3 Hrs)
Alter Self (30 minutes)

Spells:
Lvl 0 - 0/6
Lvl 1 - 3/7
Lvl 2 - 1/1

[User] that does look fatal

[User]
 Yep, I'm down.  I had no real way of surviving this match, excepting some rather stupid playing on your part.

Good fight!

[User]
 High Ref Sallera
 Krunk loses a minion and gains a victory.

[User] good Match!

[User]
 Originally Posted by Olo Demonsbane
 Yep, I'm down.  I had no real way of surviving this match, excepting some rather stupid playing on your part.

Good fight!

Well, you'd have had a good chance if he blew the CL check on Alter Self. It is bound to happen sooner or later


[User]
 Were there a painter on the balcony to observe it, the scene in the cavernous vault of Occholm's manor would present quite the tableaux.

The diminutive scholar's home presents a facade of respectability on the exterior, but this extends only as far as the foyer. once you pushed through the doors you found that the bulk of the house is something between a library, museum and warehouse. As of a few seconds ago it can now add warzone to that list of titles.

Around the room blood and gore abound. most of the living eyes present ignore the charnel, still staring hesitantly at a largely shattered ancient Orgoth casket and the hulking barbarian standing over it, his greatsword transfixing the coffin's occupant.

The room falls silent for nearly half a minute before Occholm reluctantly lowers his rifle and utters into the still air with his gin grizzled tenor  "Well, that was an adventure, wasn't it?"  He looks around to the party, its members in various stages of battle spatter.  "I don't believe we had time for proper introductions, might I ask who you fine chaps are?"

[User] Skyle whistles for his wolf as he steps down from on top of the casket. He inspects his greatsword for a brief moment before sliding it back into its scabbard where an audible clicking noise can be heard. He reaches down near the doorway and picks up his military pistol and slides it as well into its holster and a turning and clicking noise is heard indicating a fresh round being loaded into the chamber. Skyle flairs his greatcoat out and closes it after everything is secured. He gives the room a quick glance before finally responding in a blunt and loud tone  "Name's Skyle"  while extending his goo covered hand.

[User] Occholm stares at the huge man as he hops from his perch and beweapons himself. Clearly leery of the various residues and organ pastes coating the savage warrior, he nonetheless returns a surprisingly firm handshake.  "Good showing my lad, good showing indeed. Would have been good to have you aboard when Gavin and I did a short stint in the northern territories. And the rest of this motley band?"

[User] The barbarian nods at the man and motions towards Eirikur, Lor and Ward in turn stating their names. The great wolf next to him nuzzles his shoulder and the barbarian nods  "Oh and my wolf... his name isn't important at the moment" . The wolf starts wagging its tail and panting as it stares back at the man at eye level. Skyle pats the wolf on its head and turns to the rest of the party.

[User] Eirikur, having finished reloading his shotgun and deciding that the pile of meat that used to be an eldritch abomination doesn't feel like getting back up, turns to Occholm and gives a fairly jovial wave. " As the Berserker said, Eirikur Gunnarson is my name! " he pauses for a moment before gesturing towards his weapon. " This is Hildr, too. Do you think any more of those things are coming? She's still got more rounds... "


[User] a rather precise title

[User] Your tribe has tasked you with the slaying of a creature that has been stealing food. You have tracked it to its cave. You now stand outside a dark hole in the side of the mountain. A horrible stench rises from within. The cave is about twenty feet away. What do you do?

[User]
 holding his axe in his left hand and a javelin ready to throw in his right, Granshnak sidles up to the cave.

 Spoiler
one move action twords cave each round, standard to ready action to throw javelin.

[User] You look into the cave. It is dark, but your Orcish darkvision allows you to see into the cave. The cave slopes down slightly, and the ground is littered with bones. The tunnel stretches for at least a hundred feat; you cannot see the end of the tunnel, even with Orcish darkvision.

[User] continue forward, same movement pattern.

[User] As you slowly advance, you realize that the passage is only about two hundred feet long. At the end of the tunnel, there is a sharp turn. As you approach the turn, a booming voice thunders from within. Make an Intelligence Check, please.

[User]
 (1d20-2)[ 2 ]
heh cruddy stat there

[User] You cannot understand the voice. Soon after, you hear heavy, padded footsteps coming from around the bend, which you are 15 feet from.

[User] step back 15 ft, ready action to throw javilin

[User]
 As the footsteps come closer, you see the dancing light of a torch from around the bend. The stench grows much stronger. Moments later, a large, ugly humanoid with two heads comes around the corner. In his left hand he carries a torch, while in his right hand he carries a large, spiked mace.

Roll to attack with the javelin, please.

[User]
 to hit:  (1d20+9)[ 10 ]
damage if hit:  (1d6+7)[ 9 ]

[User]
 The javelin flies forth, missing the Ettin and striking the wall behind him. The Ettin angrily throws down his torch, which continues to burn, and draws a second morning star in his other hand.

INITIATIVE
 (1d20+3)[ 6 ]

Roll for Initiative, please.

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

[User]
 sifting his grip on his axe, useing all his strength with one head he charges the beast
power attacking 5
to hit: (1d20+14)[ 25 ]
damage if hit: (1d8+21)[ 25 ]
heh
also-2 to ac

[User]
 The orc's axe strikes the ettin, cutting it horribly. The ettin is a great, powerful beast, however, and he is still standing. Roaring in rage, he swings both of his enormous morning stars.

Right hand:
 (1d20+12)[ 24 ]  if hits:  (2d6+6)[ 15 ]
 (1d20+7)[ 22 ]  if hits:  (2d6+6)[ 11 ]
Left hand:
 (1d20+12)[ 16 ]  if hits:  (2d6+6)[ 15 ]
 (1d20+7)[ 12 ]  if hits:  (2d6+6)[ 14 ]

[User] The ettin swings wildly. With his right hand, he hits the Orc twice, but only once with his left. The orc, however, is still standing.

[User]
 stagered by the blows the orc chops again with his axe
another power attack 5
to hit:  (1d20+12)[ 32 ]
if hit then damage: (1d8+22)[ 30 ]
then backs of in a five foot step

[User]
 With a blood-curling yell, the Orc chops the Ettin in twain.

Holy crap, 90 damage? From a level 5 character? MADNESS!

Hill Giant is CR 7. You would have brought him down to 12 hitpoints...


[User]
 Ihave2cows or dm only. All others will be pitted against a goliath on a horse.

the slums are in the extreme northwest of town. In fact, it's beyond the city walls. Even the Docks, the other "city district" outside the city walls has shunned it. Which is pretty sad considering that it's the run-down seedy part of town. It seems to be populated almost exclusively by the "undesirables".

You learn nothing useful 5 hours later.

[User] Filthy low-lives. Yuuki had figured that they may have been attracted by the money, and thus know even a small bit of information, but no. Five hours of his precious time was wasted, and it was getting dark. And so, he decided to hit the sad flint again, maybe there would be more information there at night.

[User] The Flint bustles with activity, even at the time of night you arrive.

[User]
 Yuuki once again takes a seat at a table, and listens in for any information. This kind of thing takes patience, after all.

Gather information  (1d20+7)[ 26 ]  for  (1d4+1)[ 3 ]  hours

[User] He learns nothing direct, but apparently there's only a handful of people in town who could offer such a large reward and not break their savings doing it.

[User]
 and those people (and where they live) would be...

knowledge (local)  (1d20+5)[ 12 ]  knowledge (nobility)  (1d20+3)[ 19 ]

[User] The dukes and archdukes of the city, probably one or two merchant lords, and perhaps a dignitary or two from a foreign land.

[User]
 Yuuki rummages through his head to recall if there are any dukes in the city who would not want to ally themselves with the gnomish folk.

knowledge (local)  (1d20+5)[ 6 ]  knowledge (nobility)  (1d20+3)[ 18 ]

[User] Officially, there are none, and the whispers are confusing and contradictory. Every duke and the archduke are all under seemingly equally gossip scrutiny in this. No one name rises above the others as having particularly more likelihood of being true.

[User]
 And what of the dignitaries? Is there one that would be against the relationship? Doubtful, considering what their purpose is, but perhaps there was a rivalry or corruption?

knowledge (nobility)  (1d20+3)[ 7 ]  knowledge (local)  (1d20+5)[ 13 ]

[User] As best you know, none of the dignitaries have a motive...


[User] Iskatrax, the Tiefling Wizard, and his animated companion Gal'Din the Golem traveled through the plains. Suddenly, they noticed two large, disfigured shapes in the distance, about a thousand feet away.

[User]
 Iskatrax

Iskatrax frowned, squinting at the two figures in the distance.  "Gal'din, do you see them as well?"  Iskatrax pondered, subtly casting his mage armor spell to make sure he wasn't ill prepared if this went downhill.

[User]
 Gal'Din looks at them,   "Let's see what's what. Maybe more monsters to recruit"

With that he starts forward, toward the figures.

[User]
 As you approach the shapes, you begin to see their outlines more clearly. You can make out a great quadruped body and a pair of huge wings, but before you can see more, the two shapes leap into the air and rise quickly.

Roll initiative!

[User]
 Shape 1's Initiative
 (1d20+2)[ 9 ]
Shape 2's Initiative
 (1d20+2)[ 3 ]

[User]
 Iskatrax leaps into action.

 (1d20+3)[ 7 ]

[User]
 Gal'Din scoffs at the things.

 (1d20+7)[ 11 ]

[User] Gal'Din simply stares at the creatures, then draws his sword.

[User]
 With a loud screech, one of the monsters dives towards the golem. As he approaches, you manage to see a pair of huge wings, a pair of huge claws, strong, muscular, furred rear legs, and an eagle's beak; then the creature is upon you.

Bite:
 (1d20+11)[ 14 ]  If hits:  (2d6+4)[ 11 ]

Claw 1:
 (1d20+8)[ 12 ]  If hits:  (1d4+2)[ 4 ]

Claw 2:
 (1d20+8)[ 9 ]  If hits:  (1d4+2)[ 5 ]

Rake 2:
 (1d20+8)[ 18 ]  If hits:  (1d4+2)[ 6 ]

Rake 1:
 (1d20+8)[ 18 ]  If hits:  (1d4+2)[ 6 ]

[User]
 fixing rake attacks:

 (1d20+8)[ 19 ]  if hits,  (1d6+2)[ 3 ]
 (1d20+8)[ 21 ]  if hits,  (1d6+2)[ 5 ]

[User] The monster's claws are sharp and its attack is fierce, but it does not manage to penetrate the golem's protective armor. From within the Golem, the energy animating it pulses outwards, pushing back the beast five feet.

[User] Iskatrax leaps into action, moving back ten feet and shouting a curse at the still flying beastie. Iskatrax casts Curse of the Putrid Husk, will save at DC: 20 or be dazed for 1 round, then unconcious for 1d10 minutes, during which nothing can wake it up as it believes its flesh is rotting and its internal organs are spilling out.

[User] Will save:  (1d20+5)[ 12 ]

[User]
 The first creature is dazed, horrified by the visions the spell has caused it to see. The other creature, still in the air, eyes the Wizard. Even its primitive brain can tell that the Tiefling would make an easier target than the Golem. It wheels around and dives, aiming at the Tiefling with its claws stretched forwards.

Bite:  (1d20+13)[ 25 ]   (2d6+6)[ 12 ]
Claw 1:  (1d20+10)[ 17 ]   (1d4+4)[ 6 ]
Claw 2:  (1d20+10)[ 23 ]   (1d4+4)[ 7 ]
Rake 1:  (1d20+10)[ 28 ]   (1d6+6)[ 9 ]
Rake 2:  (1d20+10)[ 12 ]   (1d6+6)[ 11 ]

[User] Finding the Tiefling's flesh much more to its liking than the Golem's adamantine hide, the Griffon rips through the wizard, landing on top of him. With the wizard bleeding on the floor, it turns its attention to the Golem and growls.

[User]
 With a speed unnatural to his size Gal'Din slams his fist into the griffon.

Hit
 (1d20+7)[ 21 ]
Damage
 (1d10+8)[ 15 ]
Bullrush (If a hit)
 (1d20+8)[ 12 ]

[User]
 The golem slams into the griffon, and tires to push him backwards.

Attack of Opportunity:
 (1d20+11)[ 28 ]   (2d6+4)[ 12 ]

Strength check:  (1d20+4)[ 23 ]

[User] The Griffon bites the Golem as he strikes, denting the metal. Though the Golem strains with all his strength, the Griffon manages to hold steady.

[User]
 (1d100)[ 32 ]

Iskatrax lies there and bleeds, his ichor and innards splayed across the ground.

[User]
 The Griffon roars and leaps into the air, flying away from the Golem.

You get an AoO, griffon is now 100 feet away and 60 feet up.

[User]
 Gal'Din swings his flail at the Griffon.

Hit
 (1d20+9)[ 27 ]
Damage
 (2d8+5)[ 11 ]

[User]
 A few days later, after the pair has had time to rest, they come upon a troll. The troll is sitting outside of a cave. When the troll sees you, he angrily roars his challenge.

You are 50 feet away from the troll and the cave. Roll initiative!

[User]
 Initiative:
 (1d20+2)[ 9 ]

[User]
 Init
 (1d20+7)[ 27 ]

[User]
 (1d20+3)[ 5 ]
Rolling Initiative

[User]
 Gal'Din shrugs, staring at the Troll, attempting to force it in to the sky.

To hit with the force pulse (Ranged Touch)
 (1d20+3)[ 11 ]
Str check if a hit
 (1d20+8)[ 15 ]

[User]
 The troll tries to resist you:

 (1d20+6)[ 9 ]

[User] The troll falls to his back. However, he soon gets back up.

[User]
 The sound of scaly plates moving one against the other comes from within the cave. Suddenly, a huge bug-like creature dashes out of the cave, straight at the golem!

Melee touch attack:
 (1d20+10)[ 12 ]

[User]
 Iskatrax leaps into action, casting Curse of the Putrid Husk at the bug-beast.
 Spoiler
Can I use Knowledge Arcana, Religion, the Planes, or Architecture to identify it? If so, here's my roll
 (1d20+13)[ 27 ]

[User]
 Gal'Din tosses something from a bag on his belt, and then draws his weapon.

 (1d100)[ 11 ]

[User]
 Roaring, the troll charges the Golem.

 (1d20+9)[ 17 ]  if hit,  (1d6+6)[ 12 ]

[User]
 The troll misses, and is knocked back five feet.

The bug reaches out with his antennas, for the golem once again.  (1d20+10)[ 14 ]

[User]
 Iskatrax scowls and hurls a bolt of magical darkness at the Rust Monster.

Casts Darkbolt, fort DC 19 for half damage, if fail the save, full damage and stunned for 1 round.
Ranged Touch attack
 (1d20+5)[ 13 ]
Damage
 (3d8)[ 19 ]

[User] The bolt strikes the bug, damaging it; but it doesn't fall to the spell.

[User]
 (1d20+6)[ 25 ]

Fort save, 10char

[User]
 Gal'Din watches the bug get hit, and than swings at the Troll.

To Hit
 (1d20+9)[ 11 ]
Damage
 (2d8+5)[ 13 ]
Crit (In case)
 (1d20+9)[ 28 ]
Crit Damage
 (2d8+5)[ 17 ]
 (2d8+5)[ 12 ]

[User]
 The troll ducks the attack, then slashes back with his claws!

 (1d20+9)[ 20 ]   (1d6+6)[ 9 ]
 (1d20+9)[ 16 ]   (1d6+6)[ 9 ]

However, his claws miss the Golem.

[User]
 Once again, the Rust Monster attacks.
Melee Touch Attack:
 (1d20+10)[ 12 ]

Bite:
 (1d20+5)[ 6 ]   (1d4+2)[ 3 ]

[User]
 Iskatrax curses in the infernal tongue, blasting away at the bug once more.

Another casting of Darkbolt, as above.
Ranged touch attack
 (1d20+5)[ 18 ]
Damage
 (3d8)[ 10 ]

[User]
 Bug's Fort Save:

 (1d20+6)[ 23 ]

[User]
 Gal'Din swings at the troll again.

Hit
 (1d20+9)[ 22 ]
Dam
 (2d8+5)[ 18 ]
Crit
 (1d20+9)[ 19 ]
Crit Dam
 (2d8+5)[ 12 ]
 (2d8+5)[ 9 ]

[User]
 The troll is cut deeply, but even as it swings its claws, its wounds begin to heal.

 (1d20+9)[ 20 ]  ] (1d6+6)[ 11 ]
 (1d20+9)[ 29 ]  ] (1d6+6)[ 12 ]

One of the troll's claws glances off the Golem's metal body, but the other strikes true, denting the metal.

[User]
 The bug does what it always does.

 (1d20+10)[ 23 ]

[User]
 Reflex Save
 (1d20+8)[ 16 ]

[User]
 Where the rust monster touches the golem, his body begins to rust.

Dex damage:
 (2d6+2)[ 8 ]

[User]
 Iskatrax desperately tries to bring down the Rust Monster, knowing it will pose a greater danger to his ally than the troll.

Iskatrax intones power, concentrating on summoning up Owlbear Skeletons.

Casting Summon Undead III, summoning 1d3 Owlbear Skeletons next to the rust monster. They'll appear next round.

number of skeletons summoned
 (1d3)[ 1 ]


[User]
 Zain was surrounded by humans, Paladins at that. They surrounded him, but before they could strike him down, their leader raised his hand.

 No. I will fight him, man to... beast. If he survives, he may go free.

Zain and the Paladin will fight in an arena, 50 feet by 50 feet. Each one will start on an opposite edge.

[User]
 Zain

Drawing his small blade, Zain steps up on to his toes.  "I will try to make this quick Paladin. I wanted no trouble here."
  init  - (1d20+2)[ 15 ]

[User]
 (1d20)[ 8 ]

The paladin draws his longsword and raises his shield. He smiles at the goblin.

 Bring it on, demi-human scum.

[User]
 Zain
 "As you wish."

Zain moves forward in a dancing charge, aiming to end the fight quickly.

 Spoiler

Attack roll
16+10 (CM)+2 (FS)+2 charge = 30 - 15 Lasting wound, targeting Dex total = 15
 (1d20+15)[ 34 ]
  damage  - (1d3+2)[ 5 ]
  FSdamage  - (1d6)[ 1 ]
  lastingwound  - (1d4)[ 2 ]  dex damage

Spent 10 CM, 5 recovered now with 35 remaining.

[User]
 The paladin raises his sword in anger and strikes the goblin.  Die, enemy of my lord!
 (1d20+10)[ 29 ]  if hit,  (1d8+8)[ 14 ]


[User]
 Arena Tournament, Round 89:  Cap'n Ahab  vs.  Chile VIII
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Cap'n Ahab  - Soonerdj
 Chile VIII  - chilepepper

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

[User]
 (1d20+3)[ 17 ]

No initial purchases, reserve right to make reactionary purchases.

[User]
 (1d20+2)[ 16 ]

No purchases.

[User]
 Chile, Round 1

 Spoiler
Double move to F12, hide  (1d20+11)[ 27 ]

Done

 Spoiler
F12, hiding
HP 8/8
AC 15/13/12 (armor 2, dex 3)

[User]
 High Ref Sallera
 Ahab takes a bolt of lightning, Chile takes victory.

[User] The Cap'n's really not suited for endurance if he passed out after rolling initiative...


[User]
 You all stand in the darkened lobby at city hall, the floor utterly decimated partly by you and partly by your followers. The screams of innocents and the roars of your minions flow through the broken, yard tall windows and the only illumination is from busted lamps from an abandoned secretary's station and fires outside. There are two, bolted heavy doors in front of you and what are sure to be heavy armed guards behind it. The sun is setting, and darkness is about to fall.

What do you do?

[User] Flush with power at the destruction wrought, Power Vaccum nods to his fellow wreckers and creates a teleportal gate from the outside of the doors to the inside, and steps through, 20ft past the doors, scoffing at the concept of mere bolts holding him back.

[User]
 The demon gives the others a toothy smile, his elongated fangs poking through his lips, little pinpricks of shining white on the burnt tissue of his face.

 After you... I have something to attend to first, I won't be a moment.

Asmodai stands stock still for several seconds, then a mighty wind rises up out of nowhere. On the wind come the moans of the damned, the mournful sound of souls in eternal torment. The heat suddenly rises as well, swelling around them like the edge of a volcano. The others feel none of this, he holds them apart from the touch of hell. However everyone else does, everyone within a city block feels it. The wind roars even indoors, the spirits howl so even the deaf can hear them reverberating in their skulls.

After he is satisfied the conditions are suitably hellish he follows the others into the portal.

 Spoiler
Environmental Control 6, affecting everything within 250 feet. Extreme heat requires a Fort save every minute or lose one Con point (I know, functionally useless. But very flavoursome). Movement is reduce to one-quarter. Distraction DC 5 on anyone concentrating on anything. None of this effects any of the party or their minions.

[User]
 Darth Volad ignites his red lightsaber and says with a quick flourish of his blade  "  Lets, start the fun shall we?"   And with that he slowly strides through the portal after Asmodai, ready to fight.

OOC:  I will raise my mind shield rank 10 as a free action.

[User]
 "This is going to be fun."

Mentor says with a smirk. Following his brief words, A purple glow comes from Mentor's eyes and a transluscent violet bubble forms around his body, rendering him near invulnerable to anything a mere mortal with be able to hit him with. To the rest of his allies he says  "See you outside."

Mentor then floats through portal to outside city hall

[User]
 Leon smiled, stretching the edges of his bony mask.   Darkness is about to fall, indeed.   They are fools to think it will stop them. The darkness is everywhere, it sees everything, it reaches everyone. Do they really think this is the path to lead them to salvation?  "We are their salvation!"   "Yes, yes we are."

Grim sends his mind into the shadows and through the doors, deciding on the most dramatic place to appear in. Might not be the most practical place, but really.. Who cared?

After making sure he knows where every pest is located, he lets the others pass through the portal, while he disappears into the shadows.

[User]
 After Grim flows into the shadows, the armored soldiers spot you and and point they're guns at you. "There they are, get them; protect the mayor!" one of them pronouces.

 Spoiler
Roll Initiative!

[User]
 (1d20-2)[ 11 ]

Init

[User] Init:  (d20)[ 5 ]  (And some extra text to lengthen the post)

[User]
 Init  (d20+1)[ 4 ]

*😡

[User]
 Darth Volad, slowly strides through the glowing portal.  He takes a look at the meddlesome guards, and says  "  You will all die, scum."   Darth Volad, thrusts out with one of his hands towards the guards, after striding forth slowly in front of everybody.  A wave of telekinetic energy erupts from his hands towards the guards.

OOC:
This will all occur during my actions.
Initiative:  (1d20+1)[ 14 ]
Attack roll to use trip with the cone and knockback extra's:   (1d20+9)[ 11 ]

[User]
 initiative  - (1d20)[ 7 ]

To keep the game flowing, I think you should roll for us so we don't need to wait..

[User]
 With a single hand signal, the squadron of heavily armed guards rush in for the assault!

 Spoiler
 (1d20+4)[ 20 ]
 (1d20+4)[ 13 ]
 (1d20+4)[ 24 ]
 (1d20+4)[ 15 ]
 (1d20+4)[ 11 ]
 (1d20+4)[ 23 ]

[User]
 Two of the guards take out their assault rifle and starts shooting at Asmodai! "Don't let them get anywhere near the mayor!"

 Spoiler
 (1d20+8)[ 10 ]
 (1d20+8)[ 10 ]

While the shots are being fired, one of the other guards throws a canister in the center of your villainous gathering, dousing the area in a thick fog 50 feet wide, with some escaping through the broken, but sealed, windows.

Finally, a large club comes at you from behind, Volad!

 Spoiler
 (1d20+8)[ 26 ]

Your turn, Volad!

[User]
 Darth Volad, screams as pain arches through his back.  He turns to the scum that dared to attack him.  With an amazingly fast display of prowess with his weapon his strikes forth, towards the guard.

OOC:  Sorry for the long response

Toughness save for the club attack:   (1d20+11)[ 26 ]
Attack Roll, which will be lethal and has Penetrating 9:   (1d20+12)[ 17 ]
Toughness Save:  First must save against a 21 fortitude save or lose 11 toughness.  Then make a DC 27 toughness save with the new modifier.  If he fails by 20 or more he is atomized.

[User]
 Power Vaccuum teleports out of the cloud to the location of the guards he last saw.

Standing next to them, he throws down his area teleport attack on the group of them. DC 24 Ref save or teleport into the nearby (River/Ocean/Underground Resevoir.) (Range of 14 on the Time/Value chart, so, that's a long way.)


[User]
 Our combatants enter the wondrous Coliseum, the premier first Age combat arena. The last match between Admiral Leviathan and a uppity neophyte solar has left the area some what damage, so at the moment there are only 2 special things about the arena. Firstly, while the arena is famed for it's modular   panels , currently they are stuck in a amphitheater position. Combatants should simply ignore the vaguely humanoid imprint in the center; it's purely decorative. Secondly, due to the damage the special essence vents currently fire erratically. But that's not enough to stop you! Go get em!

 Spoiler

Essence Vents flare erratically. Every action, roll a reflexive Wits+Awareness+essence. If no successes, you suffer a Trama 5, 10L enviromental effect. In addition, you can attempt to put a combatant in the path of an essence flare; if a charm or action(such as using the throw option for a clinch) would allow you to move the other, you may make a reflexive Wits+Awareness roll, difficulty 3. If successful, foe is thrown into/through an essence vent.

The room is a circle. In the center is a 20ft diameter circle, with a vaguely human impression in the floor. The rest of the panels, each about 1 yard wide, rise 1/2 yard at a time, until the reach the edges of the room. The room, in total, is 140 yards in diameter(20ft flat section in the middle, and 120ft of tiers)
Combatants start on opposite each other, about halfway up.

[User]
 Tavar

 Spoiler
Join Battle roll

 (10d10)[ 8 ][ 9 ][ 10 ][ 8 ][ 4 ][ 1 ][ 7 ][ 1 ][ 9 ][ 9 ](66)

EDIT: 8 successes!

I'll have Solar Hero Form, Orichalcum Fists of Battle, Integrity-Protecting Prana, and Flow Like Blood up at the start, for a total cost of 16m, 3wp.

Also, how many motes do I add to my Hero's Fatal Resolve pool?

Also also, what's going to happen if I, say, punch him halfway across Creation? Do I just win by default, even if it wouldn't actually kill him?

[User]
 All: Right, to clarify, all scene length charms can be active.
Also, being forcibly exited from the ring is considered a loss, unless both opponents are forced, in which case it's a draw.
Mr.Bookworm
 Spoiler
3 motes.

[User]
 Tavar/Observers

 Spoiler
Starting in War Form with 12m committed to it due to the following Gift Charms

Claws of the Silver Moon
Armour-Forming Technique
Bruise Relief Method

Join Battle:  (10d10)[ 10 ][ 2 ][ 8 ][ 4 ][ 6 ][ 2 ][ 6 ][ 2 ][ 7 ][ 3 ](50)

 On the far side of the Coliseum, a large group of panels drop away, only to rise moments later carrying one massive creature. Over 12ft tall, the being has the head of a wombat but the wings of a bat. Thick fur covers what little flesh is visible, the rest of the body covered in intricately detailed Moonsilver armour. Massive claws, seemingly made from the same metal as the armour, extend from the things paws. It surveys the arena, sniffing out any prey, before dropping down into crouch, ready to pounce

[User] Bookworm goes on tick 0, knightMARE on tick 4.

[User]
 Tavar

 Spoiler
Going to start Dashing (Speed 3, 16 yards) towards the middle of the arena, I'll stop when I get there. You can assume that I'll do this both on this action and my next one.

Essence vent roll action 1:  (15d10)[ 6 ][ 10 ][ 4 ][ 9 ][ 6 ][ 3 ][ 7 ][ 7 ][ 5 ][ 3 ][ 3 ][ 2 ][ 10 ][ 1 ][ 7 ](83)
Essence vent roll action 2:  (15d10)[ 5 ][ 4 ][ 10 ][ 1 ][ 6 ][ 8 ][ 9 ][ 3 ][ 6 ][ 7 ][ 10 ][ 2 ][ 5 ][ 5 ][ 8 ](89)

Opposite the monster, the panels unfold to reveal a six-foot tall bald man, unarmed and unarmored save for a simple tunic and pair of pants. The only ornamentation on him are a pair of delicate bracers formed out of a glimmering, dark metal, that have softly glowing figures and characters carved into their surfaces.

He explodes into motion, dashing towards the center of the arena and his foe, occasionally dodging aside from the flares of Essence.

[User]
 Is it tick 4 now, and if so, how far did you move in those 4 ticks?

Also, how high is the ceiling?
Read only if it's tick 4

 Spoiler

 Spoiler
Activate Combo The Ever Ready Watcher.

Water Dragon Form
Hide-Toughening Essence
Relentless Lunar Fury w/ Fury Charms:
Golden Tiger Stance
Wasp Sting Blur
Impressions of Strength (Always check for knockback)
Becoming Waters Envy
Frenzied Bear Fortification
Steadfast Yeddim Meditation

Paying 2wp and 27m out of peripheral. I go Iconic. Moving at 32 yards a tick, I go straight up to the ceiling, or circling at 32 yards if no ceiling

Avoiding vents roll:  (16d10)[ 6 ][ 1 ][ 6 ][ 5 ][ 2 ][ 1 ][ 5 ][ 7 ][ 6 ][ 7 ][ 7 ][ 10 ][ 7 ][ 1 ][ 1 ][ 10 ](82)

 Spying the opponent, the creature's wings spread, and an explosion of essence occurs, silver light forming into the shape of a massive wombat at the centre of a network of silvery tunnels hanging in mid-air. Wings beating, the creature, now with a solid silver disk on it's forehead, begins to fly straight up at an alarming pace, ducking and weaving the jets, circling his target.

Circling at 32 yards assuming no ceiling, acting again on tick 10

[User]
 He moves 80ft down the tiers, so he's in the center of the arena.

The ceiling is more than 32 yards up from the upper row of tiers, so you're fine.

[User] I believe it's Mr.Bookworms action?

[User] Yes, yes it is. Mr Bookworm?

[User] He posted his action in his last post.

[User]
 Tavar

 Spoiler
I said I was Dashing until I hit the center. I assume I'm already there as of tick 6?

For my following actions, I'm just Guarding.

...need to work on my insults too.

The warrior reaches the center of the arena in a blur of motion before coming to a halt. He relaxes slightly, leaving his arms at his side, and eyes the beast circling above.

"Come down and face me, Lunar. Unless you are a rodent in heart as well as form."

[User] knightMARE isn't moving until tick 10, and by tick 4 you're in the center of the arena.

[User]
 Tavar

 Spoiler
Right, but Dash is a Speed 3 action. I went on tick 0, Dashed, then Dashed on tick 3 again. I act on tick 6, even if I stop Dashing. So again, Guarding on both tick 6 and 9, until knight comes down.

[User] Okay. KnightMARE, it's your action. He appears to just be standing, ready for you.

[User]
 Tavar

 Spoiler
Moving at 32 yards a tick, I charge, attack, and move back up to where I was before. Action will be 3,-1

Attack Roll
 (38d10)[ 6 ][ 4 ][ 4 ][ 4 ][ 4 ][ 9 ][ 1 ][ 8 ][ 10 ][ 3 ][ 10 ][ 9 ][ 3 ][ 10 ][ 8 ][ 8 ][ 3 ][ 8 ][ 1 ][ 4 ][ 5 ][ 4 ][ 8 ][ 8 ][ 1 ][ 7 ][ 4 ][ 3 ][ 3 ][ 4 ][ 5 ][ 8 ][ 10 ][ 4 ][ 7 ][ 10 ][ 2 ][ 4 ](214)  + 1 Auto Success
Impressions of Strength Choice - Always Check for Knocback

 In an amazing burst of speed, the Lunar bolts straight downwards, making a 90 degree turn as it gets to the ground 6 yards infront of his target. Not losing any speed, the Lunar digs his claws out at his target as he passes, before flying back up to his previous height

I act again on tick 13

[User]
 Spoiler
I forfeit my DV.

And use One with the Wave.

Clinch roll:  (22d10)[ 10 ][ 2 ][ 7 ][ 6 ][ 1 ][ 4 ][ 4 ][ 2 ][ 9 ][ 4 ][ 6 ][ 5 ][ 4 ][ 3 ][ 2 ][ 9 ][ 4 ][ 8 ][ 10 ][ 5 ][ 5 ][ 9 ](119)

The martial artist stands there calmly, not even attempting to move out of the way of the attack. He watches the falling monster calmly and patiently.

And at the last instant, his hand darts out, reaching for the claw of the Lunar.