[User]
 Arena Tournament, Round 72:  Battle Janitor  vs.  McToughy
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Hustlertwo-Battle Janitor
 Alterform - McToughy
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Initiative  - (1d20+1)[ 4 ]

No purchases yet.

[User]
 Init:  (1d20-3)[ 15 ]

Also no idea about what I'll buy.  Offhand, probably nothing, but obviously I reserve the right yadda yadda just in case.

[User] Actually, I think I will buy a Chronocharm of the Horizon Walker.  Squirrel seems to put it to good use.  And another CLW and Shield of Faith potion while we're at it.

[User]
 McToughy will stick with just the club he picked up in between matches.

Starting Information in case of LoS

 Spoiler
Starting in M25
Psionically Focused
Club held in 2 hands
All items on character sheet are kept on person

[User]
 LoS is normally rather unlikely.  But I think in an effort to avoid last match, we'll try things differently.  I start with my guisarme in both hands, and double move to O-21.  No need for LoS checks; this is the one time where I don't need a ref to tell me I can see you.

Your turn.

Stats:

 Spoiler
HP: 20
AC: 20
Equipped: guisarme
Position: O-21

[User]
 McToughy is in M25, two-handing a club.

 McToughy - Round 1

Swift: Manifest power. DC 16 Psicraft to ID.

 Spoiler
Dimension Hop, Augment to 15 ft hop for 2pp.

McToughy teleports from M25 into N22
Standard: Attack with club.
  Attack  - (1d20+5)[ 14 ]
  Damage  - (1d6+6)[ 7 ]

Status

 Spoiler
HP: 13/13
AC: 19 (7 armor, 1 dex, 1 deflection) Touch 12, FF 18
PP: 13/15
Psionic Focus: Yes
In Hands: Club, 2H
Position: N22

 End Turn

[User]
 Yeah...pretty sure I'm not going to bother with the Psicraft roll.  Didn't see that coming, but at least it's 2 PP you won't be getting back.

5 foot to P-22, attack!

 (1d20+8)[ 26 ]
 (2d4+9)[ 15 ]

Stats:

 Spoiler
HP: 20
AC: 20
Equipped: guisarme
Position: P-22

[User]
 McToughy burns 3 PP to negate 12, soaks 3.

 McToughy - Round 2

5ft step to O22
Standard: Attack
  Attack  - (1d20+5)[ 19 ]
  Damage  - (1d6+6)[ 10 ]

Status

 Spoiler
HP: 10/13
AC: 19 (7 armor, 1 dex, 1 deflection) Touch 12, FF 18
PP: 10/15
Psionic Focus: Yes
In Hands: Club, 2H
Position: O22

 End Turn

[User]
 5 foot to Q-21.

Attack!

 (1d20+8)[ 25 ]
 (2d4+9)[ 13 ]

Stats: same as last round, except the position.

[User]
 3 PP, negate 12, soak 1

 McToughy - Round 3

5ft step to P22
Standard: Attack
  Attack  - (1d20+5)[ 6 ]
  Damage  - (1d6+6)[ 7 ]

Ah, c'mon...🫤

Status

 Spoiler
HP: 9/13
AC: 19 (7 armor, 1 dex, 1 deflection) Touch 12, FF 18
PP: 7/15
Psionic Focus: Yes
In Hands: Club, 2H
Position: P22

 End Turn

[User]
 5 foot to Q-20 and no whammies, no whammies....STOP!

 (1d20+8)[ 28 ]
 (2d4+9)[ 16 ]

Stats:

 Spoiler
HP 20
AC 20
Equipped: guisarme
Position: Q-20

[User]
 Time to press my luck...

Crit confirm:  (1d20+8)[ 16 ]
 (4d4+18)[ 28 ]

A whammy!  Still, no complaints (aside from the one where I whine a bit about not getting to end the match right then and there, of course).

[User]
 Burn 4, negate 16, soak 0. At least this will be over quick. Stop stealing all my luck, dammit.

 McToughy - Round 4

5 ft step to P21
  Attack  - (1d20+5)[ 17 ]
  Damage  - (1d6+6)[ 7 ]

Status

 Spoiler
HP: 9/13
AC: 19 (7 armor, 1 dex, 1 deflection) Touch 12, FF 18
PP: 3/15
Psionic Focus: Yes
In Hands: Club, 2H
Position: P21

 End Turn

[User]
 You know, I had just been thinking that same thing, that I seemed to be siphoning off your good rolls.

5 foot to Q-19, no whammies, no whammies....STOP!

 (1d20+8)[ 17 ]
 (2d4+9)[ 13 ]

[User]
 McToughy - Round 5

5 ft step to Q22
Standard: Manifest power. DC 16 Psicraft to ID.

 Spoiler
Force Screen. No augment.

Status

 Spoiler
HP: 9/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12, FF 22
PP: 2/15
Psionic Focus: Yes
Force Screen: Round 1 of 20
In Hands: Club, 2H
Position: Q22

 End Turn

[User]
 Darn, and we were having such fun flailing about at each other like barbaric gentlemen.  But it was selfish of me to expect you to just sit here and take it while the dice gods showed you such disrespect.

Standard: Ready action
 Spoiler
to attack if he comes within my weapon's range, taking a 5 foot step back if he ends up adjacent to me in order to place him in range.

Stats:

 Spoiler
Position: Q-19
HP 20
AC 20
Equipped: guisarme (two hands)

[User]
 Indeed, good sir. But I must laud your civility in understanding that life by the blade can be more than senseless smashing. Tally ho!

 McToughy - Round 6

Standard: Ready an Action

 Spoiler
Action: Move
Trigger: McToughy is threatened by Battle Janitor

Status

 Spoiler
HP: 9/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12, FF 22
PP: 2/15
Psionic Focus: Yes
Force Screen: Round 2 of 20
In Hands: Club, 2H
Readied Action: Move upon being threatened.
Position: Q22

 End Turn

[User]
 Certainly, I can comprehend your viewpoint and the justification for your current course of action.  This does not mean I don't still find your cowardice and willingness to flee the field of battle reprehensible.  Sap-bellied cur, I cast down the gauntlet at your feet (metaphorically, at least; I don't have any gauntlets.  Maybe I should buy some so I can cast them down in a dramatic fashion?) and challenge you to come forward and face your fear!

Standard: Ready action:
 Spoiler
Same as last round.

Stats:
 Spoiler
HP 20
AC 20
Position: Q-19
Equipped: guisarme

[User]
 Indeed, sir, buying such an item would be quite entertainment. Imagine your foe's surprise when, out of nowhere at all, a gauntlets flies out and lands sharply at his feet! I say, 'twould be a most shocking turn of events!

 McToughy - Round 7

Free(?): Change from 2H grip on club to 1H.
Move: Draw a javelin.
Standard: Attack
  Attack  - (1d20+2)[ 21 ]
  Damage  - (1d6+4)[ 8 ]

Status

 Spoiler
HP: 9/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12, FF 22
PP: 2/15
Psionic Focus: Yes
Force Screen: Round 2 of 20
In Hands: Club, 2H
Readied Action: Move upon being threatened.
Position: Q22

I think the grip-change is the right action. If you have a rules quote to the contrary, post it and I can revise as necessary.

 End Turn

[User] Oh, it's definitely legal.  I do it all the time.  And it's also a hit, for 5 damage.  However, you're in the clouds...I may be off on this, but I believe this means you will have to roll a concealment miss chance (20%).  Or rather, I will, or the refs will or whatever.

[User] No miss chance, as the target's in the open.

[User]
 Well, that won't do.

Free: Shift guisarme to off-hand.
Move: Pick up javelin (finders keepers!)
Second move: to R-12.

I believe we still have LoS.

Stats:

 Spoiler
HP 15/20
AC 20
Position: R-12
Equipped: Javelin, guisarme (off hand)

[User]
 McToughy - Round 8

Move: 25 ft to Q17, Drawing another Javelin as part of it.
Standard: Attack with javelin.
  Attack  - (1d20+2)[ 15 ]
  Damage  - (1d6+4)[ 9 ]

Status

 Spoiler
HP: 9/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12, FF 22
PP: 2/15
Psionic Focus: Yes
Force Screen: Round 3 of 20
In Hands: Club(1H)
Javelins: 3/5 left
Position: Q17

 End Turn

[User]
 25 feet?  Isn't your move speed 20?  Unless I've missed something on your sheet, you could only go as far as Q-18.  In any case, miss.

Perhaps it is time we go for broke.

Move: Sheathe javelin
Free: Shift guisarme to 2 handed grip
Standard: Ready action:
 Spoiler
to move to within 10 feet of McT if he attempts to use a ranged weapon or attempts to leave the square he's in, whether it's Q-17 or Q-18.

Stats:

 Spoiler
HP 15/20
AC 20
Equipped: guisarme (2 handed)
Position: R-12

[User] McToughy has his secrets. I assure you, it's perfectly legal.

[User]
 Going for broke, eh? Yeah, I'll do the same. This ends here, most likely in your favor, leaving McToughy to sit on his bum for who-knows-how-long while the consolation bracket runs through 2 tiers of matches.

 McToughy - Round Whatever

Free: Switch grip on club to 2H
FullRound: Charge to R13 via Q14
  Attack  - (1d20+7)[ 19 ]
  Damage  - (1d6+6)[ 8 ]

Where in there does your readied action trigger?

[User]
 I choose not to use my readied action.  Gonna get the AoO anyhow, after all.

Oh, and I don't know what square you charged to.  But obviously you had to pass through my attack range at some point, so...

 (1d20+8)[ 13 ]
 (2d4+9)[ 13 ]

[User]
 Miss. To finish my turn out...

Swift: Dimension Hop, teleport to Q15

Status

 Spoiler

HP: 9/13
AC: 21 (7 armor, 4 shield, 1 dex, 1 deflection, -2 charge) Touch 12, FF 22
PP: 1/15
Psionic Focus: Yes
Force Screen: Round 4 of 20
In Hands: Club(2H)
Javelins: 3/5 left
Position: Q15

 End Turn

[User]
 Now for my turn, then.

Free: Shift guisarme to off hand
Move: Draw flail while moving to Q-16 the long way
Standard: Attack!

 (1d20+9)[ 28 ]
 (1d8+6)[ 8 ]

Stats:

 Spoiler
HP 15/20
AC 20
Equipped: flail, guisarme (offhand)
Position: Q-16

[User] Is your flail 15 ft long, or did you compose that post before I teleported out of reach?

[User] The latter.  You did a full round action and never mentioned you weren't done.  But since I can draw a weapon for free while moving, it can just go as it was, aside from me moving to Q-16 the long, 40 foot, AoO avoiding route.  I won't throw anything in about switching to two hands or the guisarme or whatever to increase damage; wouldn't be fair when I already know the attack hits.  Concealment permitting, of course.

[User]
 Misschance:  (1d100)[ 62 ]  (Failure on 1-20)

McToughy takes 8 points of damage.

[User]
 McToughy - Round Meh

FullRound: Withdraw to S13

Status

 Spoiler
HP: 1/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12, FF 22
PP: 1/15
Psionic Focus: Yes
Force Screen: Round 5 of 20
In Hands: Club(2H)
Javelins: 3/5 left
Position: S13

 End Turn

[User]
 Hmmm...not sure what to do with that.

Move: Sheathe flail
Free: shift guisarme back to 2-handed grip
Standard: Ready action:
 Spoiler
to move if McT attempts a ranged attack or he moves within 5 feet of Battle Janitor

Stats:

 Spoiler
Position Q-16
Equipped: guisarme (2 handed)
HP 15
AC 20

[User]
 Sorry I'm late. Just got home from a research session at the library.

 McToughy

Standard: Total Defense

Status

 Spoiler
HP: 1/13
AC: 273 (7 armor, 4 shield, 1 dex, 1 deflection, +4 dodge) Touch 16, FF 22
PP: 1/15
Psionic Focus: Yes
Force Screen: Round 65 of 20
In Hands: Club(2H)
Javelins: 3/5 left
Position: S13
Total Defense

 End Turn

[User]
 Battle Janitor

Standard Action: Ready action:
 Spoiler
to move if McT attempts a ranged attack or to 5 foot step if he moves within 5 feet of Battle Janitor

Stats:

 Spoiler
Position Q-16
Equipped: guisarme (2 handed)
HP 15
AC 20

[User]
 McToughy

Standard: Total Defense
5ft step to S14

Status

 Spoiler
HP: 1/13
AC: 27 (7 armor, 4 shield, 1 dex, 1 deflection, +4 dodge) Touch 16, FF 22
PP: 1/15
Psionic Focus: Yes
Force Screen: Round 7 of 20
In Hands: Club(2H)
Javelins: 3/5 left
Position: S13
Total Defense

 End Turn

[User]
 BJ:
 Spoiler
For future reference, that's not a valid readied action.  You can only ready one action, not different actions based on conditionals.

[User]
 Gotcha, Sallera.

Let's try something different.

Free: Shift guisarme to off hand
Move: to S-13, drawing an alchemist's fire along the way.
Standard: Throw that sucka!

 (1d20+5)[ 22 ]  vs. touch AC
Damage:  (1d6)[ 3 ]
Concealment miss (only affects the direct attack, going by Arena precedent):  (1d10)[ 6 ]  miss on 1 or 2
Location it lands if it misses:  (1d8)[ 2 ] , with 1 being S-13 and then going clockwise from there.

As I see it, you're guaranteed to take 1 point of damage from splash (although odds are I will too...), and since my count has you out of PP since that last Dimension Hop, this should knock you into being disabled.  Unless it makes contact, in which case it knocks you into the negs.  And of course, no attacks of opportunity, since you're in Total Defense.

Last, I shift my guisarme back to a 2-handed grip as a free action.

[User]
 McToughy blows his last power point to negate the damage. The last hop I made only cost 1 point.

Any more actions?

[User] Nope.  10 characters.

[User]
 McToughy makes one last attempt to hit, then forfeits.

  Misschance  - (1d100)[ 80 ]  (Success on 1-64)
  Attack  - (1d20+5)[ 19 ]
  Damage  - (1d6+6)[ 12 ]

MT might have stood a chance if the dieroller hadn't favored you for the first 3 rounds or so. GG.

[User]
 Back at ya.  But just for fun, let's see if you survived the second round of fire damage.  There is a 1 in 6 chance, after all.

 (1d6)[ 6 ]

Guess that'd be a no, then.  But yeah, while I like to think I did have a slight advantage coming in, I definitely got some serious luck, and you a complete lack thereof.  Good luck in the lower bracket, we might end up having a rematch anyhow.

[User] Maybe. I just want one more win so MT can level up. Dissolving Spittle, here I come! 😁

[User]
 Yeah, same reason I'm happy about this one.  Regardless of what happens in the final, B.J. now becomes one of that rarest of breeds, a level 3 Arena character.

And when there's finally enough of them for a level 3 round, I think we should pick one that's best for all instead of the usual random selection.  But that won't happen for months yet.

[User]
 High Ref Scorer
 Battle Janitor (Hustlertwo) burns his way to victory!

Grab your loot on your way out.


[User]
 Arena Tournament, Round 77:  Flinnar  vs.  Walrus
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Flinnar  - Flarp
 Walrus  - Talking Donkey

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

[User]
 High Ref Scorer
 Zapping for a Double DQ  Too sad


[User]
 Arena Tournament, Round 77:  Maria  vs.  Murray
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Maria  - Lord badguy
 Murray  - HCL

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

[User]
 Sweet, a bard!

Init:  (1d20+4)[ 12 ]

I'll buy a dagger (2g) and a masterwork UMD tool (50g), possibly a scroll or two but have not decided what.

[User] ALso a divine scroll of EDIT: Changed my mind, make it color spray (can be scribedas divine spell through Initiate of St Cuthbert feat, Races of Destiny) 25 gold

[User]
 Hi Ref Scorer

For lack of attendance...

 Murray (HCL) emerges victorious!


[User]
 Arena Tournament, Round 71:  James Blonde  vs.  Liquid Orc
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 James Blond  - Tanaric
 Liquid Orc  - Ladorak

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

[User]
 Reporting in scary death devotion man☹

Init:  (d20+1)[ 13 ]

No purchases

[User] I've already retired James. He suffers a spontaneous heart attack; you win.

[User] Oh... That's a little anticlimatic. That's three games in a row now I've won by retirement or DQ, still, if you're not happy you're not happy. Cheers for saving me some time

[User]
 What? I spent more time updating than you guys playing! 😡

Hehehehehe just kidding...

  High Ref Scorer
 Thanks to James Blonde self-aniquilation Liquid Orc (Ladorak) squirts his way to victory!


[User]
 The village of Townico is usually a quiet place. A few farmers and farmhands go about their business on the outskirts, while the in-skirts are just a handful of people going about  their  business. Two blacksmiths, one woodcrafter, one carpenter, a couple priests, and so forth. Usually it's a quiet place. But not this year.

The Panic of 1041 hit three years ago, and has officially morphed into the "Financially F***ed Forties." Throngs of out-of-work adventurers crowd the streets of even the smallest of hamlets, and Townico is no exception. Today is a particularly busy day.

Ludo, Lucy, Illeth, Tentacles, and Hector are just an average group of adventurers. You've been shoved together by circumstances of fate and work, and luckily got the five-man job of clearing out a zombie infestation just outside of town. Currently, you are still in the midst of the market, although in a place where the crowd is thin enough to actually move through.

((Let's-a go!))

[User]
 The Sexy magician Ludo adjusted his hair in the market, always looking in top shape with his open shirt on and gi pants.

 "When making your choice in life, do not neglect to shop!"

He seemed pretty excited to have completed this gruesome jobs, now at least, Ludo was never thinking about tomorrow and most likely would spent all his hard earned money in trivial things. His sayings made as much sense as how learned martial arts but nobody talk about it.

[User]
 Hector Suvasa was kneeling, his head bowed, his hands clasped in front of him.

  "Oh, Holy Protector, we do thank Thee for Thine blessings of good fortune, and we shalt endeavor to smite yonder abominations unto Thy Grace."

What exactly had prompted this bout of prayer wasn't exactly apparent. Hector just felt suddenly struck by the urge to thank the Watcher Above. He was beginning to draw odd looks.

Never one to mind, and used to the odd glances, Hector stood and brushed the dirt off of his knees. Looking into the sky and smiling, he spoke to his companions.

  "Friends... today will be a good day. Today we shall do virtuous work, and our rewards will be great, be they monetary or merely knowledge that we've made the world a better place."

[User]
 The littlest member of this new band of adventurers - by quite a large margin - crosses her arms and pouts at Hector's words.  "The rewards had  better  be monetary. Daddy doesn't fund my research anymore since I blew up his third summer home."

She hmphs, glaring at Illeth.  "And  you  still owe me for distracting that cute redhead who was  so  going to invest in my next project. So you'd better hope it's monetary too."

Not that the 'cute redhead' had any money either - but that's neither here nor there.

[User]
 Illeth had been hoping that the other members of this little group woul forget he was there. Of course, that was a futile hope. He wasn't sure who was more scary, the Zombies, or the little girl.

 "Do we have a plan to deal with the Zombies? It is always best to have decided the groups roles when entering into conflict. That way we won't step on each others toes in combat."

Illeth had no intention of actaually getting anywhere near any Zombies, of course. That went without saying.


[User]
 Arena Tournament, Round 72:  Chile IV  vs.  Dense
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Chilepepper - Chile IV
 Psionic Dog - Dense
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 (1d20+5)[ 9 ]

No initial purchases.

[User]
 Initiative  - (1d20+3)[ 12 ]

Purchases: 4 pints of oil, 2 tinder twigs, and 10 torches for a nice even 2.5gp.

Now, what exactly are Arcanist's Gloves?

Final purchases (if any) depend on whatever that turn out to be.

[User] From MIC, boosts caster level 2/day.

[User]
 A caster boost eh?

Ok, I'll grab a 30 gp thunder stone too then.

That will be everything unless I need to make a counter-reactionary purchase.

Ready for us to start?

[User] Go ahead .

[User]
 Dense - Round 1

 Spoiler
Start mounted in Green circle on heavy warhorse in full gear, buckler readied, holding crossbow in buckler hand, and the Delay Poison potion in the other.

((Drinking it is probably a waste of gold, but I don't think I'll take the chance to help ensure a rematch vs McToughy.))

Move Action: Spur Mount   Ride  - (1d20+10)[ 17 ]  DC 15

Auto-succeed guide with knees,
Ride all out east. See below.

Standard: Drink Potion (occurs at midpoint?)
Free: Drop vial
Free: adjust grip on crossbow.

You most likely hear the thunder of approaching hoofbeats.

If Chile isn't inside a tent or similar he sees:

 Spoiler
If Chile is visible continue riding forward to end adjacent to the caster.

If there is a tent but no sign of Chile continue forward to end adjacent to the long-side of tent, ending adjacent to Eastern side if tent is oriented 'verticaly'. If tent is oriented 'horizontally' end fully adjacent to northern side.

Done.

Stats

 Spoiler
Dense
Mounted on Horse in *see above
AC: 20 [+1 size +5 armor +1shield +3 dex]
HP: 26/26
Delay Poison: 1 of 1,200

Horse
AC: 17 [-1 size +1 dex +4nat +3armor]
HP: 29/30

[User]
 refs
 Spoiler
I didn't state it originally, but the tent is in M2/N2 and I am in N1.  I'll wait for the okay to open the spoiler because LoS might not be established given that setup.

[User] Yeah, Los is gonna be established when Dense comes riding out of the smoke.  So ya'll can check each others spoilers.

[User]
 Chile - Round 1

Well, at least I have cover from your current position in L2.

Ready an action

 Spoiler

After using a swift action to activate Law Devotion (no visual indicator) +3 AC.
Ready: To cast Slide when he is in the 1 column.

 Spoiler

HP 6/6
AC 18/18/13
Position: N1
Law Devotion 1/10 AC

Done

[User]
 Of all the possible tent configurations that wasn't the one I was expecting, although maybe I should have.

Assuming that the tent, being of an unspecified height, doesn't block LoS (or else that that Dense by virtue of being on a large mount was able to see over the top of the tent) such that LoS was established as soon as Dense exited the mist then I'd imagine Dense & horse would have ended down at O2/P3 "adjacent to the caster" rather than somewhere up around L2.

Is my assumption somehow flawed, and if not does that change Chili's action?

[User]
 Well, unless a Ref tells me differently Dense ended adjacent to Chile in O2/P3.

I know Chile stated the assumption that Dense was up in L2/something, so if Chile needs to revise actions and divergent assumptions are ruled as valid grounds for making revisions, then just post the changes before reading Dense's round 2 turn.

Open whenever you are ready for Dense to act.

 Spoiler
This turn only applies if:

 Chile didn't revise.
 If revised, any movement taken does not exceed a 5-ft step.
 If revised, Chile does not successfully cast a spell with no effect directly observable to Dense.
 If revised, no other action is taken that invalidates part of Dense's planed turn.

 Dense - Round 2
Move: Pick up tent.
Free: Drop tent into P5-Q5
Standard: Shoot Chile
  Attack  - (1d20+8)[ 19 ]    Damage  - (1d8+1)[ 4 ]

Auto-succeed on Fight-With-Mount, have mount engage Chile IV.
  Hoof 1  - (1d20+6)[ 10 ]    Damage  - (1d6+4)[ 10 ]
  Hoof 2  - (1d20+6)[ 9 ]    Damage  - (1d6+4)[ 9 ]
  Bite  - (1d20+1)[ 21 ]    Damage  - (1d4+2)[ 5 ]

If Chile's readied action triggers or Chile revised actions:

 Spoiler
And if the readied action/revision included a 5-ft step out of the horsy's reach, then 5-ft step mount to N2/O3 just before the horse's next planed attack was to occur as to bring Chile back into melee range.

Will revise of course if something else happens that invalidates the rest of the turn.

Done.

Stats

 Spoiler
Dense
Mounted on Horse in *see above
AC: 20 [+1 size +5 armor +1shield +3 dex]
HP: 26/26
Delay Poison: 2 of 1,200

Horse
AC: 17 [-1 size +1 dex +4nat +3armor]
HP: 29/30

[User] I have no problem with you ending adjacent to me since I agree that you would be able to see me when you emerged (rider's share the same space as their mount, etc.).  However, that does change my turn, so I'm not looking in your spoiler.  Revised move to follow shortly.

[User]
 Chile - Round 1 redux

Move north up the 1 column breaking LoS in the cloud.  (no AoO from you since I have cover)

 Spoiler
To F1, hide  (1d20+7)[ 27 ]
Swift to activate Law Devotion - AC.
Ready an action to Slide if he's in the 1 column.

Done.

[User]
 Well that completely invalidates the spoilered turn so let's try this again.

 Dense - Round 2

 Spoiler
[roll=Passive Listen]1d20+8[/spoill] Who knows? Maybe I'll pinpoint his location or hear spell casting.
  Passive Spot  - (1d20+4)[ 13 ]

Ride: >O3/P4 >G3/H4

[User]
 🫤

 Spoiler
*ehem*
  Passive Listen  - (1d20+8)[ 18 ]  Who knows? Maybe I'll pinpoint his location or hear spell casting.

Not done, need LoS.

[User]
 Refs:

 Spoiler
Dense fails the spot check, but hears something, not pin-pointing Chile.
Chile sees Dense.

 LoS:

Dense:

 Spoiler
You hear something west-ish of you, no other LoS.

Chile IV:

 Spoiler
You see Dense enter G3/H4, which doesn't trigger your readied action.

[User]
 Continued

 Spoiler
Hmmm. I think Dense would have heard chanting or some such if Chile had turned invisible, vocal spell components and all, so the caster must be inside that little cloud.

Finish movement at F2-G3.

Now, the horse has scent and this bit of cloud is now entirely within 5-ft which should allow it to pinpoint Chile's location.

((The following assumes Chile is now within 5ft to be pinpointed. Will revise if he somehow isn't.))

Auto-succeed fight with mount, have mount attack pinpointed Chile.
  Hoof  - (1d20+6)[ 21 ]    Damage  - (1d6+4)[ 10 ]

Standard: Fighting Defensively, Shoot whichever square the horse attacked.
  Attack  - (1d20+4)[ 6 ]    Damage  - (1d8+1)[ 2 ]

Done.

Stats

 Spoiler
Dense
Mounted on Horse in F2/G3
AC: 22 [+1 size +5 armor +1shield +3 dex +2 dodge]
HP: 26/26
Delay Poison: 2 of 1,200

Horse
AC: 17 [-1 size +1 dex +4nat +3armor]
HP: 29/30

[User]
 Dense:

 Spoiler
Chile IV was located in F1.
Concealment roll for your horse hoofing him:  (1d5)[ 5 ]  miss on 1. Concealment roll for you shooting him:  (1d5)[ 4 ]  miss on  3 . 😛

Carry on.

[User] Waiting on LoS.

[User]
 Oh. In hindsight I guess I should have titled post #18 "Refs/LoS" rather than "continued" since in the likely event you were awarded LoS back in the post #17 LoS check you'd have seen everything that happened in the "continued" spoiler.

@Lubirio (not match affecting)

 Spoiler
Traditionally the victim rolls for miss chance.

Also even if a character knows where their target is it's still usually a 50% miss chance if they can't actually see the target.

[User]
 (1d100)[ 68 ]  - Dense - low=miss
 (1d100)[ 100 ]  - Horse - low=miss

[User] Dead from the hoof.  Good game.

[User]
 High Ref Sallera
 Chile gets kicked, and Dense 's mount  takes the victory.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, three torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_
1||||||||
2||||||||
3||||||||
4|||G|||||
5||||||||
6||||||||
7||||||||[/table]

There is a door at B-1, another at A-5, and a third at E-7.

DM notes:
 Spoiler
6, 12, 3

[User]
 Tower shield in one hand and ten-foot pole in the other, Gravedigger methodically pokes around the room, probing all of the floor and wall that he can reach. He listens for a moment at each of the doors, before making any decisions about which one to open.

  Listen  - (1d20)[ 18 ]

(If a search check is needed, assume that after poking an area with the stick he takes 10, for a grand total of... 10. Yeah,  so  not a skillmonkey.)

[User] Are you poking the doors as well?

[User] Sure, but  after  checking the floor and walls.

[User] The floors and walls seem solid. The first door you poke releases a flare of brilliant blue light. When your vision clears, you see a web of burnt wires on the door. Your brilliant searching skills deduce nothing further.

[User] So neither of the other two doors had such a response? Also, anything for that listen check?

[User]
 I figured I'd give you a chance to change your plans after the first reaction. The other two doors release similar flares of light.

No dice on the listen check.

[User] Alright. Gravedigger will give the door in B-1 a second poke, just in case. Assuming it doesn't go off again, he will open it. He'll leave his horse in the middle of the room.

[User] Opening the door reveals a hall running north for twenty feet before turning west. There's a door on the east side of the bend.

[User] Alright. Gravedigger closes the door that he just opened, moves to A-5, and opens  that  door.

[User] Opening that door reveals a hall running to the north and south. To the north, it runs for five feet before ending in a blank wall. To the south, it runs for fifty-five feet before turning east.

[User]
 Gravedigger returns to his horse, and the large barrel of firewood next to it. He carefully tips the barrel over on its side, and rolls it over to the hallway through the door in A-5. A sort of rope harness attaches the rope to the horse, allowing for retrieval in case of an unexpected pit trap or such.

Gravedigger then rolls his "Patented Pressure Plate And Trapdoor Detector" south down the hallway, his horse following as needed to give the rope enough slack without getting too close.

[User] Your barrel catches on a tripwire five feet down the hallway. The sound of stone grinding on stone can be heard loudly.

[User] Urk. Okay, Gravedigger and the horse back very quickly out of the hallway and wait to see what happens. Gravedigger gets a firm grip on the rope, too.

[User] You don't see anything out of the ordinary. The noise fades away after about a minute.

[User] Huh, okay. Well, the fearless Gravedigger goes back to his original plan of rolling the barrel down the hall.

[User] It rolls all the way down to the bend and hits the wall.

[User] Gravedigger glances around the east turn at the south end of the hallway. How far does the hallway go in that direction?

[User] It runs east for twenty feet before turning north.

[User] Alright then. Gravedigger rolls the barrel down the hall to the east. If nothing goes wrong, he follows after it. Repeat to the north.

[User]
 It rolls down the eastern hall without issue. To the north, the hall runs for twenty feet before turning east. The barrel rolls down this without issue as well.

You can barely make out that there is a door on the north side of the unexplored east-running hall, five feet down.


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

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2|||||
3|||||
4||K|||
5|||||
6|||||
7|||||
[/table]

There is a door at A-1, north side, and another at D-4.

DM notes:
 Spoiler
5, 12, 8

[User]
 Kithos looks around the room and wonders how he got here.  Still scratching his head he walks over to the door at D-4 and searches it for traps, if he finds none he grabs the torch off the wall (Who would trap a torch? Honestly, no one would think of that...) and walks through to the other side.  If he finds a trap he tries to disable it.

Search: (1d20+6)[ 17 ]
Disable device:  (1d20+6)[ 9 ]

[User]
 You don't find any traps on the door, and the torch lifts out of its bracket easily. However, as soon as you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

 Spoiler
You take 1 point of electric damage.

[User]
 Gahhhhh  Kithos jumps back from the shock of the wires and grimaces.   I'll have to be more careful.

Kithos casts  *cure minor wound*  on himself and attempts to disable the wires, if he fails the first time he takes 20.

Disable device:  (1d20+6)[ 21 ]  then take 20.

[User] The copper wires fall away harmlessly.

[User] Kithos opens the door, still holding the torch, and readies his longspear.  He Walks down the hall until he comes to a juncture, while pushing the spear along the ground 10ft. in front of him.

[User]
 Opening the door reveals a hall that runs to the east for ten feet before turning north.

Before continuing, some questions:
 Spoiler
What is your exact search pattern? Are you tapping the walls, ceiling, etc, or just probing the floor?

How hard are you pushing on the floor? Enough force to equal or exceed the weight of an average halfling, or not?

[User]
 Kithos continues north down the hall.

OCC: I'm just running it along the floor at this point, but with enough force to activate pressure plates.

[User]
 You find a tripwire five feet outside the door you opened.

At the bend, you see that the hall continues north for ten feet before turning east.

[User] I continue on in the same manner and head east.

[User] The hall continues to the east for forty feet before turning north again.

[User] I head north in the same manner, while whistling softly.

[User] The hall continues north for ten feet before turning east again. It continues east for twenty feet before turning north. Ten feet along this passage, it splits south.

[User]
 OCC: I figured that out after I asked the question, I didn't think you'd catch it before I removed it. 😦

I go all the way down the hall and take the north route, moving as before.

[User] No, sorry. It splits south ten feet down the eastern passage.

[User] I go all the way down the hall and take the north route, moving as before.

[User]
 It continues north for thirty feet, then west for ten, then south for twenty, then west for ten before turning north.

It runs north for thirty-five feet before ending in a door. Twenty feet to the north, it splits west. Thirty feet to the north, it splits east.

[User]
 I walk up to the door and check it for traps, taking 20 on the roll.  While walking there, I continue to check the ground.  If I find a trap I attempt to disable it.

Search: 26
Disable device:  (1d20+6)[ 13 ]

[User]
 As you pass the first split, you see that it runs west beyond sight. After thirty feet it turns south.

As you pass the second split, you see that it runs east for twenty feet before turning north.

You find no traps on the door.

[User]
 I listen through the door to hear anyone/thing on the other side, then I open the door and peer around the door frame into the room (using it for cover).

Listen: (1d20+7)[ 15 ]
Hide: (1d20+6)[ 7 ]

[User]
 You don't hear anything out of the ordinary.

Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||s
2|v||||||
3|v|||x|||
4|v||||||
5|||||||
6|||||||
7|||||||[/table]

There is a door at E-7, which you are just outside of, and another at E-1.

There is a row of vases along one side of the wall, a statue in the far corner, and a chest near the center of the room.

[User] I run my spear across the ground with enough force to trigger a pressure plate as I enter the room and walk over to the chest.  I poke the chest with my spear from 10ft. away.

[User]
 You find a tripwire on every square between you and your destination (E-5, I believe).

The chest doesn't respond to your prodding.

[User]
 I avoid all the trip wires, probe the remaining squares up to the chest, and (assuming I don't spring a trap) bash the chest with my morningstar once (sundering a hole in the top without breaking the lock).  If nothing bad happens I hit the chest until I create a hole in the top of it big enough to reach/look through, trying my best not to disturb the lock.

Damage:  (1d8+2)[ 3 ]

[User]
 You find two more tripwires on the squares up to E-3.

The chest lid breaks easily - far too easily, you realize. A small metal plate pushes up through the smashed lid, extending through what you can now see is a false bottom to the chest. A moment later you hear three loud crashes, one for each of the vases tipping forward. Each releases a single small snake into the square in front of them.

Roll initiative.

 (1d20+7)[ 17 ]
 (1d20+7)[ 14 ]
 (1d20+7)[ 13 ]

[User]
 Initiative: (1d20+2)[ 15 ]

I ready an action to attack the first snake to move adjacent to me.

Attack:  (1d20+2)[ 17 ]
Damage:  (1d6+2)[ 5 ]

AC: 17

[User]
 One snake acts before you, slithering up and biting at you.  (1d20+4)[ 6 ]  vs flatfooted AC. If it hits, take 1 damage and make a fort save.

Do you still want to ready that action?

[User] Instead of readying an action, I attack the snake and move as far back as I can towards the door I came in without tripping any wires.

[User] You kill it, and you should be able to get out into the hallway and more with a single move action. Where exactly are you going?

[User] I'm retreating back threw the door I entered in to avoid the snakes.  If they follow me I'll have to kill them with my sword, if not I can pick them off with a bow.

[User]
 I guess that puts you on the square outside the door, bottlenecking the snakes at the door. Very well.

Both slither up and try to bite you. You have cover from the second attack.

 (1d20+4)[ 7 ]   (1d20+4)[ 8 ]

[User]
 I attack the snake that doesn't have cover relative to me.

Attack:  (1d20+2)[ 5 ]
Damage:  (1d6+2)[ 6 ]

[User]
 Miss, obviously.

You have cover for the second bite.  (1d20+4)[ 12 ]   (1d20+4)[ 13 ]

[User]
 I attack the snake again.

Attack:  (1d20+2)[ 16 ]
Damage:  (1d6+2)[ 6 ]

[User]
 Miss. Have two more bites. Something has to hit eventually. You have cover from the second attack.

 (1d20+4)[ 17 ]   (1d20+4)[ 20 ]

[User]
 Hp:7
Save 1: (1d20+3)[ 15 ]
Save 2: (1d20+3)[ 20 ]

I'll wait to see what happens from the saves before I act.

[User] You pass the saves.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3||||||||
4|||Y|||||
5||||||||
6||||||||[/table]

There is a door at G-3, and another at F-6.

DM notes:
 Spoiler
3, 7, 18

[User]
 I'll start working on my map, bind Amon to myself and drop my halberd against the door at G3 such that I'm not touching it.  Then I'll search for traps taking 20 (28) and open the door if there are none.

Amon has darkvision 60, fire breath, and a sucky ram attack that I likely won't be using.

[User]
 Oh right, and I need to fail my irrelevant RP- I mean binding check.

 (d20+2)[ 20 ]

And against all odds, I just supressed Amon's influence.  I guess I'm not so irritable as I thought I'd be.  🤨

[User]
 Your halberd triggers a trap on the door. At its touch, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.

Your search reveals nothing other than the wires, which you realize have recharged themselves in the middle of your search.

[User] I do the halberd thing again and open the door.  I'll search as I go down hallways (18 with trapfinding) and follow the left hand rule of mazes.

[User]
 Opening the door reveals a hallway running to the north and south.

To the north, it runs for thirty feet before teeing to the east and west. There is a door on the east face of the hall after fifteen feet.

To the south, it runs for twenty feet before turning east. After ten feet, it splits east. There is a door on the south face of the bend.

[User]
 Bloody heck, left hand rule.

OK, north, will check out the door on the east side.  taking 20 on traps for a 28, opening it if none.

[User]
 You find a tripwire five feet north of the door you just left.

You don't find any traps on the door.

Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2|||||
3|||R|R|
4|||R|R|
5|||H||
6|||||
7|||||[/table]

There is a door at A-3, which you are standing just outside of, another at D-1 on the north side, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.

[User]
 If I get a round, I'll move to C6 and breathe fire on them, if not, initiative.

 (d20+3)[ 17 ]

If so, they get reflex 1/2 DC 12 for:

 (d6+4)[ 5 ]  damage.

If I win initiative, that's what I'm doing anyway.

[User]
 (1d20+2)[ 21 ]
 (1d20)[ 18 ]   Whitetext.

The man backs into the southeast corner, and the reptile moves up to stand in the doorway.

[User] Erm, what were those rolls for?  Initiatives, and it's now my turn, or something else?

[User] Yes and yes.

[User]
 It moved up to me without attacking?  🤨

I'm gonna go on a hunch here and try moving past it to D5, breathing on the man in the corner.

Damage:
 (d6+4)[ 9 ]

[User] Anyone there?  🤨

[User] I'm trying to get to these in order. You were about five up from the bottom of my subscription list, and are now at the top. Shouldn't be too long, though.

[User]
 You move right through it, and the man attempts to dodge out of the way of your fire breath:  (1d20+2)[ 12 ]

The illusory reptile vanishes as blinding colors wash over your vision. Will save.

[User]
 Originally Posted by Tanaric
 I'm trying to get to these in order. You were about five up from the bottom of my subscription list, and are now at the top. Shouldn't be too long, though.

Yeah, was just asking because as you can tell, I had to leave for a moment.  Man my timing is bad.  😩
 (d20+6)[ 23 ]

And that's my second inspiration point.

[User]
 OK, I believe I pass vs. that colour spray.

I remove my shield as a move action, and throw a bottle at the square he is standing in (DC 5), using an inspiration point.

 (d20+5)[ 13 ]

If I hit, he takes 5 points of damage, and I use another inspiration point, leaving me with 1.

[User] What's doing five points of damage on that throw? I feel really dense for not getting it, but all I see on your sheet is acid or oil, neither of which does a flat 5 damage.

[User] + int by using cunning insight, which is why I said I'm down to 1 inspiration point.  I can add intelligence to hit, damage, skill checks and saves, which is also why my will save was +6.  The bottle was just acid.

[User]
 If you rule that cunning insight only works when you roll, which now that I take a second look at it, it seems to imply, change that from the area attack to a ranged touch attack vs. his actual AC, doing the following damage:

 (d6+4)[ 10 ]

[User]
 Before making an attack  roll , damage  roll , or saving throw...

So yeah.

Anyway, he's down. He has the listed gear, along with a spell component pouch and three gems. 150 xp.

[User]
 I'll put my shield back on, pick up all of his stuff, and check the room for hidden doors and traps, taking 10 getting 18.  I'll take 20 on the doors, getting 28.

If there are none, I'll open the north door.  If that doesn't have anything interesting/is the hall, I'll then open the south door.

If they're both halls, I'll go back from whence I came, head north, and then head west.

[User]
 The northern door opens to reveal a hall running to the north and west. To the north, it runs for forty feet before turning west. There is a door on the west side of the hall after ten feet. To the west, it runs for thirty feet before turning south. There is a door on the north side of the hall after ten feet, and it splits south after twenty.

The southern door opens to reveal a hallway running to the south and west. To the west, it runs for twenty feet before teeing to the north and south. To the south, it runs for ten feet before turning west.

Does that change anything?

[User]
 Nope, but I will add all that to my map.

As well, as I go down the hall, unless they are trapped, I'm putting out all of the light sources.

[User]
 There are no light sources in the halls.

You go north from your starting door, then west for ten feet before you find yourself in a hall that runs south for twenty feet and ends in a blank wall.

[User] I'll search taking 20 along that hall for secret doors (28) and will wonder why it's not dark in here.  If I find nothing, I'll go back to the first T intersection and move East.

[User] It's... not dark? You have 60 ft darkvision, no? That's the only reason you can see anything without a light. 😛

[User] Ah, I hadn't worried about light in my first run.  Now I know to lure things into the darkness of the halls.  Mwahahaha!

[User] The wall at the end of the hall looks a little odd to you.

[User] I'll give it a stiff tap with my shield.  Acid in my off hand.

[User] The wall crumbles at your touch, revealing the room you started in. You're just outside the easternmost section of the north wall.

[User] I'll head to the T intersection and take the east branch.

[User] Okay. It goes east for twenty feet from the split before turning north. There is a door on the north side of the hall after ten feet, and an open one on the south face of the bend.

[User] I think I know where that open door leads, but I'll glimpse in there anyway.  When I find out it is that room I was just in, I'll take 20 checking the north door for traps, then open it if there aren't any.

[User]
 The open door leads to the room with the illusory creature.

Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|s||||||
2|||||||
3||||x|||
4|||||||
5|||||||
6||v|v|v|||
[/table]

There is a door at G-5,  another at F-1, another at F-6, which you are just outside of, and another at A-5.

There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.

[User] I'll take 20 searching the room for traps, and if there are none, or they can be bypassed, I'll move to the chest, which, if it has no traps, I will open.  I'll do the same with the vases.

[User] You find a tripwire on every square between you and the chest. The lid seems a little loose.

[User] I'm going to walk around the wires, and will try to tip the lid open with my halberd.  Not holding it in a combat appropriate manner.  At the very end of it with my arm fully outstretched to get the most reach out of it.  Arm length + halberd length, I should be able to prod it open from about 8 feet.

[User]
 As soon as you open the lid you see the plate that was pushing up on it from the inside. A moment later, the vases tip forward and smash onto the floor, releasing a small snake each into the spaces in front of their original locations.

Roll initiative.

 (1d20+7)[ 24 ]
 (1d20+7)[ 14 ]
 (1d20+7)[ 19 ]

[User]
 Well that's novel.

 (d20+3)[ 9 ]

Several of them go first.  In fact, all of them.

[User]
 They move to surround you, one to the east, one to the south, one to the west. If you have combat reflexes, you get some AoOs.

If not, bites:  (1d20+4)[ 23 ]  (1d20+4)[ 11 ]  (1d20+4)[ 21 ]

If any hit, take 1 damage and make a fort save.

[User]
 Roight now those rolls are some shonky business right there.

Fort saves
 (d20+5)[ 6 ]
 (d20+5)[ 17 ]

Both have got inspiration.

Gonna move north at an angle to get two of them in my flaming breath with a 5 step, and hope they fail reflex or I roll high.

DC 12 reflex for half, spending an inspiration point.

 (d6+4)[ 9 ]

[User]
 You take  (1d6)[ 2 ]  con damage.

Reflex:  (1d20+5)[ 16 ]   (1d20+5)[ 16 ]

[User] OK, their round.  Two basically out of the fight now at least.

[User]
 They all move to surround you again, but only one bites this time.

 (1d20+4)[ 10 ]

[User] I full defense for 5 rounds with a tower shield.

[User]
 Unless they use their non-sentient brains to think up something clever, I breath fire on the full health one, and maybe one of those toasty ones.

Reflex dc 12.

 (d6+4)[ 7 ]

[User]
 Here's five rounds of bites, then.

Round 1, the two at 0hp pass out after biting you. They hit on a 20:  (1d20)[ 15 ]   (1d20)[ 17 ]   (1d20)[ 12 ]
Rounds 2-5:  (1d20)[ 9 ]   (1d20)[ 15 ]   (1d20)[ 2 ]   (1d20)[ 10 ]

[User]
 Aaaand reflex:  (1d20+4)[ 9 ]

They're all down. 150 xp, no loot.

[User]
 Full defense with a tower shield is actually full cover, but that aside, horray!

Anything in that trapped treasure chest?

Also, I take ten on my secondary poison saves with autohypnosis and pass.

Lastly, a nice lunch of broiled snake meat.

[User]
 Nothing but hay in the chest.

Mm, snake meat. Yum. 🤢

[User]
 Like last time, I'm taking the hay.

I'll take twenty searching the rest of the room while avoiding traps, then try opening them up.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, three torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_
1||||||||
2||||||||
3||||||||
4|||V|||||
5||||||||
6||||||||
7||||||||[/table]

There is a door at B-1, another at A-5, and a third at E-7.

DM notes:
 Spoiler
6, 1, 12

[User]
 First things first. I take out a piece of chalk and take the time to create a seal to call and bind Amon to myself.   bindercheck  - (1d20+3)[ 6 ]  DC 20 to not have him influence me. (like I'm going to try and talk with enemies now)

Grow ram horns from head.
Gain Darkvision 60ft.
Gain Fire Breath; 10ft line of fire, 1d6 damage reflex half
Ram Attack; ram horn natural attack, 1d6 damage, charge for extra 1d8.

I take out the the 10ft pole and use the same method for trap checking as the last attempt with you to move toward the door at A5.

 End of the pole rests on the ground about 9 feet out ahead and is slowly pushed forward and held so that I notice if it meets resistance from a tripwire.
If no wire is found, then I'll push down as hard as I can in that same square with the pole to check for a pressure plate.
Repeat method for moving until destination is reached.

Five feet from the door I'll poke it with my 10ft pole.

[User] Poking the door causes it to release a flare of brilliant blue energy, which disperses harmlessly into the air.

[User] I then open the door.

[User]
 Opening the door reveals a hall running to the north and south.

To the north, it runs for five feet before ending in a blank wall. To the south, it runs for fifty-five feet before turning east.

[User] I'll trap test the floor in the same fashion to the north, then poke the blank wall from in the doorway.

[User] No traps detected to the north, and the wall seems solid.

[User] I take the barrel from the mule and roll it towards that wall.

[User] It hits the wall.

[User]
 *sigh*

I go and retrieve the barrel and then go, trap checking as I go, towards the intersection where it turns east.

[User]
 You find a tripwire five feet to the south of the door. If this is going to be the standard movement pattern, I'm just going to forgo mention of tripwires, as constantly referencing a map is a pain.

At the bend, the hall goes east for twenty feet before turning north. It then goes north for twenty feet before turning east. You can barely make out that there is a door on the north side of the second east-running hall.

[User]
 Going to be using the same method everywhere yes.

I'll go the the door you say I can barely make out. I then carefully prod it with the 10 ft pole.

[User] Nothing happens. From your new position you see that the hall continues east for another forty-five feet from the door before turning south.

[User] I move down the hallway to the end. (remember, always checking for traps as I go)

[User] It goes south for twenty feet before turning east.

[User] Continues on down the single path hallway. (Elf, so auto-search if passing a hidden door. +3 modifier)

[User] (1d20)[ 10 ]   (1d20)[ 19 ]   (1d20)[ 20 ]   (1d20)[ 16 ]   (1d20)[ 14 ]   (1d20)[ 18 ]

[User] It continues east for twenty feet before turning north. It continues north out of sight, or splits east after twenty feet.

[User] I'll take the route east.

[User] It goes east for ten feet before turning north. There is a door on the east face of the bend.

[User] I go to the door and poke it with the 10 ft pole.

[User]
 Nothing happens. Assuming you open the door:
 Spoiler
Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||A||
4|||||
5|||||[/table]

There is a door at A-1, west side, which you are just outside of, and another at E-1, east side.

There is a suit of banded mail propped up in the center of the room, a longsword held in its rusted gauntlets.

[User]
 Nothing would mean I'd try to open the door silently.

I take the barrel of the mule and throw/roll it at the armor.

[User] Well, are you rolling it or throwing it?

[User]
 Roll I guess. :P

I don't think it matters that much though...

[User]
 It makes a difference.

The floor in B-2 falls out under the weight of the barrel.

[User]
 Oh. Right. There are pit falls. 😳

I'll go over and look down the pit on the same path that the barrel took. What's down there and how far down is it?

[User] Your barrel is down there at the bottom of a 20 ft drop. Nothing else.

[User] I'll use a 10 ft pole to push hard on the tiles around me to check for more traps.

[User] The floor in B-1 and A-2 falls out.

[User]
 O_O

I'll test A3, B3, C1, and C2 as well. Then I'll look down the holes to see if they are connected.

[User]
 A-3 falls out, B-3 falls out, C-1 seems solid, C-2 falls out.

There seems to be very thin walls between each of the pits.

[User]
 Good grief.

I'll take out my rope+grappling hook and take 20 to attach it to the armor and pull it back over the hole with the barrel at the bottom.

[User] 'kay. You do so. What next?

[User] I'll try to do the same with the barrel at the bottom of the hole, after taking 20 to tie on the extra rope to make it long enough. Put the armor and barrel on the mule, then go back into the hallway and go north.

[User] The hall continues north for ten feet, then east for thirty feet before turning south. It runs south for twenty feet before turning east. There is a door on the west side of the hall, ten feet down.

[User] I'll poke the door with the ten foot pole 5ft away.

[User] What happens?

[User] I'll tell you as soon as I get back to the computer with my notes on it. 😛

[User] Ah, understandable.

[User]
 Thunk.

It sounds like a door and it feels like a door. Nothing else.

[User]
 Nothing for it; I'll try to quietly open the door.   movesilently  - (1d20+6)[ 25 ]

Edit; also, how much of a crack would I need to summon a swarm (the invocation) into another room?

[User]
 The door opens into the east side of the room you just left.

Opening a door is an either/or thing, by my understanding. Either it's in your way, blocking LoS/LoE (closed) or you took a move action to manipulate it (open).

[User]
 Here again? :P

Ok, I'll keep going down the hallway then. (south)

I was wondering if I could partly open a door to either invoke summon swarm through the door or see if there is anything with the limited view I'd get. Probably too complex.

[User] Just made a map; this correct? Green dot is me.

[User]
 Um, not quite. Close though.

 Spoiler

[User] I'll go to the end of the hallway, then take a right (head south).

[User]
 As you pass the first split, you see that it goes south for ten feet before turning east. At the T split, you see that it continues south for ten feet before turning west, or else continues north beyond sight, splitting west after forty feet.

Does that change anything?

[User] Nope. I'll go south and if goes west for 10 feet without doing anything else, then I'll turn around and go north to the new intersection when it splits west.

[User]
 When you step on the corner of the bend, two things happen. The first is that you see that it continues west for ten feet before turning north. The second, and perhaps more important, is that three darts shoot out of the wall near your head.

 (1d20+10)[ 19 ]  vs flatfooted for  (1d4+1)[ 3 ]
 (1d20+10)[ 23 ]  vs flatfooted for  (1d4+1)[ 2 ]
 (1d20+10)[ 14 ]  vs flatfooted for  (1d4+1)[ 3 ]

[User]
 The trapfinding with the 10ft pole didn't catch what set it off? Or was it the trapfinding method that set it off?

Either way, I look at the darts annoyed and pull them out. DR3/cold iron.

North to the new intersection when it splits west.

[User] At the split, the hall goes west for fifteen feet before ending in a door, or else goes north beyond sight, splitting west after forty feet.

[User] I'll go to west to the door and tap on it with the 10ft pole.

[User] Nothing happens. Do you want to open it?

[User]
 I'll open the door and invoke summon swarm on the opposite wall from the door, creating  bats  if I can before rolling Init.

If they go after me instead of any living enemies in the room, I stop concentrating on them and they stop existing.

If init has to be rolled first, then   init  - (1d20+4)[ 19 ]  and then summon swarm in the same area as the closest creature, covering more than one if possible (space is 10ft).

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|s||||||
2|||||||
3||||x|||
4|||||||
5|||||||
6||v|v|v|||
[/table]

There is a door at G-4, which you are just outside of, another at C-1, and another at G-1, north side.

There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.

[User]
 OOC:Ah, here.

I'll place my barrel on the ground in G4 while I'm in the hallway.

Then I'll invoke Summon Swarm (spiders) in a-b*5-6 (standard) and roll the barrel at the chest by giving it a good push. (move)

[User] Mkay. It hits the chest. What next?

[User]
 Hm, so much for trying to trigger it that way.

Cease concentration on the swarm. Test for traps in G4. Move into that square. take 20 to try and hook the Grapple_Hook+20ft_Rope to the chest.

Reinvoke the same swarm (bats) in the same spot, then pull the chest towards my square.

edit; how much/what kind of armor from the pit room is it?

[User]
 Oh, sorry. I thought I specified. Banded mail.

Does that change anything?

[User] Nope; needed it for loot record keeping.

[User]
 As soon as you pull on the chest, you hear a series of three quick thuds, and the vases tip forward, shattering. Each one releases a small snake into the square in front of its original location.

Roll initiative.

 (1d20+7)[ 16 ]
 (1d20+7)[ 10 ]
 (1d20+7)[ 10 ]

[User]
 init  - (1d20+4)[ 10 ]

Edit; Well, when it gets to my turn, free action to drop the rope, Concentrate on maintaining the swarm (which should move to try to damage/eat the snakes and me), 5ft step out into the hallway, then move action to shut the door.

Continue concentration on the swarm for 6 rounds.

Then open the door. (round 7 of combat)

I've got DR 3/cold iron, so I'm pretty sure I'm safe from the snake's poisonous attack. (tiny viper I'm pretty sure).

Sorry about the info dense post; I'm trying to make the most of the 1update/day.

[User] The snakes will be unable to damage you before you move out, nor can they harm the swarm. To not drag it out, you kill them. 150 xp.

[User] Cool. I'll reopen the door, check for traps over to the statue, and prod it from 10ft away.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, three torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_
1||||||||
2||||||||
3||||||||
4|||M|||||
5||||||||
6||||||||
7||||||||[/table]

There is a door at B-1, another at A-5, and a third at E-7.

DM notes:
 Spoiler
6, 3, 19

[User]
 With my 10' pole in hand I search the door at B1 Taking 20 for a 24.

if I dont find anything i open the door.

[User]
 Its worth pointing out that I am going by darkvision here.

*Edit* Also a reminder that I have constant see Invisable up from the DFA Invocation.

[User] Now that I think about it, all buffs must be done IN the dungeon. so I will take a action to activate See the Unseen before leaving the room.

[User]
 You don't see anything on the door.

That changes as soon as you try to open it, however.

As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

 Spoiler
You take 1 point of electric damage.

[User] hrm, ok activate See the unseen, then use Charnal touch to heal the 1 pt. after that I open the door and step into a brave new world.

[User] BTW what is the door made of and how thick is it, also sliding or swinging?

[User] Metal, several inches thick, sliding, well fitted tracks, no handles. Unless otherwise noted, all doors will be of this make.

[User] Kk, then i step out into the hall

[User] The hall runs north for twenty feet before turning west. There is a door on the east face of the bend.

[User]
 Kk I will be sliding my 10' Pole along the ground in front of me, IF I can do it I would also like to exert pressure on each bit of floor from 10' away, if not then make it 5' away.

Provided I dont find anything i will walk to the bend, look down the west hall and then take 20 searching the door to the east at the bend.

[User] You find a tripwire five feet north of the door. You can step over it easily now that you've found it.

[User]
 I will do so, and step over any others i find along the way.

I continue with my previously posted actions

[User] BTW, I know it sounds like a blatent suck up but I wanted to thank you Tanaric for all the work you put into this, It's really appreciated.

[User] The hall continues west for ten feet before turning north. You don't find anything special on the door.

[User]
 Listen at the door  (1d20+6)[ 7 ]

If I dont hear anything..... Screw it, even if i do hear something I open the door.

Init if needed  (1d20+2)[ 13 ]

[User] Spot check.

[User]
 (1d20+6)[ 9 ]

And more typing so its long enough......

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_
1|1|
2||2
3||[/table]

There is a door at A-3, west side, which you are just outside of.

Two humanoid creatures are inside the room. At first glance, both appear human. However, you realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.

Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles too, a chilling expression that never reaches his eyes.

Initiative:  (1d20+2)[ 3 ]   (1d20+1)[ 18 ]

The one with the teeth murmurs a few words, and mist fills the room, obscuring all sight beyond five feet away. Spot checks every round you're in the mist.

[User]
 5' step to A3

Maximised DFA Breath (Cone 15') I should be able to hit the squares both were in when I first saw them.

 Damage 6 Fire. Save DC 16 for half.

Spot  (1d20+6)[ 12 ]

End Turn

[User] Also I can now not use my DFA Breath for  4  rounds

[User]
 (1d20)[ 1 ]   (1d20)[ 15 ]   Whitetext.

You burn away the mist, revealing an unconscious and scorched elf, and a less scorched Mr. Toothy. Mr. Toothy steps back, and waves of flashing color wash over you. Will save.

[User]
 (1d20+4)[ 10 ]

Please, o please, o please work......

[User]
 CRAP!!!!! Not one roll over a damn 6......

*Edit* who would have thought Mr. Toothey had more hp then the elf

[User]
 You're unconscious for a while.

When you wake up, you find that all of your coinage and easily identifiable valuables are gone. There's no sign of Mr. Toothy.

50 xp for the elf.

[User]
 Ok so did he take my sunrods or grappel hook?

Either way I curse users of colorspray everywhere and follow the hall to the north doing the same search as before

Any trip wires i find i will step over.

i follow the hall till a fork or a door.

Also is there any loot on the elf?

[User]
 Testing Sig for Status.

*Edit* Woot!

[User] Your sunrods and grappling hook are safe. The elf has his studded leather, longbow, longsword and twenty arrows. His coinpurse is empty.

[User] K i take the longbow and arrows, then continue on my way

[User] On second thought I take the longsword as well if he had a sheath. if not i leave it.

[User]
 There's no such thing as a normal sheath in D&D as far as I know. I seem to recall a magical item sheath that cast keen edge on a sword stored in it, though.

The hall continues west for ten feet, then north for fifty before turning east and running out of sight.

[User]
 follow it east in the same manner as before till it splits or i find a door.

Ok, I figured in order to stow it without cutting the crap out of myself i would need a sheath. if not then ill take it with me.

[User] The hall continues east for seventy feet before turning south. It goes south for ten feet before turning west. You're faced with a decision at this point. The hall continues west for twenty feet before splitting south, or else continues another twenty feet before turning south.

[User]
 Welcome back Hope you had a good Holiday.

I'll take the Second hall to the south.

[User] As you pass the first split, you see that it continues south for ten feet before turning east. At the bend, you see that the hall continues south for thirty feet before ending in a blank wall.

[User]
 I'll go to the dead end and In addition to my normal search routine I will also be Searching the walls for this streach on hall only.

Take 10 on the walls up to the end,  Search 14

Then on the last 10 of hall (Last 2 squares) I'll take 20 on each,  Search 24

[User] The walls seem completely normal to you.

[User]
 Ok, not that I think it matters but remember I can see invisiable stuff :)

Anyway I go back to the previous hall that went south then east, same procedure as before.

[User] It goes south for ten feet, then east for twenty, then south beyond sight. After forty feet, it splits west.

[User] I take the western split while softly humming to myself, same search as before.

[User] Also can I grab a map please? so I can make sure my mapping is lineing up to your story telling.

[User]
 I can't give you a map currently, since photoshop refuses to open on my computer right now. I'll get one when I'm able, though.

At the split, you see that the hall continues south for another thirty feet before turning west, or else runs west for twenty feet before turning north.

[User]
 West then North it is.

Same search as before.

[User] The hall goes north for twenty feet, then east for ten feet, then north for ten feet, then west for twenty feet before you have another decision. The hall runs south for fifty feet before turning west, or else splits west after forty feet.

[User]
 Ill take the split west after 40 feet.

Same search as before.

[User] The hall goes west for ten feet before turning south, where it runs for ten feet before turning east.

[User]
 If im right, then that hall just matched up with the long southward hall making a small circle......

Well poop.

Ok I head back to the hall that ran quite a bit south before turning west.

Should be the southernmost hall i have seen.

once there I head west in search of adventure.

Same search as before.

[User] The hall continues south another thirty feet from the split you just explored before turning west. It continues west for forty feet before turning south. It runs south for twenty feet before turning east. There is a door on the west  side of the hall after fifteen feet, and another on the south face of the bend.

[User]
 Well if im right the West facing door goes to my starting room. i will take 20 on searching the door to the south at the bend for a  26

I will also Listen  (1d20+6)[ 10 ]

If I dont find/hear anything I open the door.

[User] man i'm glad I rarley need to roll in combat.........

[User]
 No traps.

Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||K[/table]

There is a door at E-1, which you are just outside of, and another at D-3.

There is a kobold in the lower right corner of the room, wearing studded leather armor and holding a pair of kamas, with a buckler strapped to one arm and a shortsword hanging at its belt.

Roll initiative.  (1d20+6)[ 14 ]

[User]
 (1d20+2)[ 13 ]
Please please please.

[User] Typical really.......

[User]
 The kobold moves up into the doorway (E-1), shadows twisting about him as he goes, obscuring his form. (20% concealment)

A small fire elemental winks in and out of existence behind you, just long enough to distract you while he attacks.

 (1d20+8)[ 13 ]  vs flatfooted AC for  (1d4+6)[ 8 ]  +  (1d6)[ 3 ]

If it hits, make a will save.

[User]
 Woot!!!! thank god he missed.

Ok I breathe a 15' Cone of Fire useing Entangling Exhalation,
 (1d3)[ 1 ]  Ref DC 16 for half

If he takes ANY damage from it he is Entangled for  (1d4)[ 1 ]  rounds. and will take a d6 more each of my turns for the duration.

More to come after the save.

[User] Really its almost funny after a while...

[User]
 The save is irrelevant, since he'll take 1 damage regardless.

You said you had more of your turn left?

[User]
 I wasnt sure if he had Evasion or some other way not to take it.

I move back down the hall i just came from. with 30' I should be able to make it just around the bend to the east.

Done.

[User] You hear the door slide shut.

[User]
 Ok I wait a round for him to take another  (1d6)[ 4 ]  Then go back to the door and wait 10 rounds. God I hope his ready action is gone, I open the door.

If needed Init  (1d20+2)[ 22 ]

[User]
 You get smacked by a readied action when you open the door.

 (1d20+6)[ 18 ]  vs flatfooted for  (1d4+6)[ 9 ]  +  (1d6)[ 3 ]

If it hits, make a will save.

[User]
 Flat Footed?

Will Save  (1d20+4)[ 22 ]

[User] Not the Flat Footed matters anyway, 18 nails me regardless.

[User] Nothing happens except the damage. You're up.

[User]
 Entangling Exhalation Racial (Cold)  (1d4)[ 3 ]  DC 16
Lasts  (1d4)[ 3 ]  rounds.

He takes 1d6 per round.

I move back 20' down the hall

[User]
 He falls over onto the floor, unconscious, before you move.

Assuming you kill him in some new and amusing manner, or even the same one that knocked him out, that's 150 xp, the listed gear, and 55 gp.

[User]
 Woot!! CDG it is. and take his buckler and the gold.

I use charnal touch till im full.

I go north to the west door that i think leads back to the main room, set off the trap and open the door.

if it is the the main room I heal the 1 pt from the trap and go to the door all the way to the west.

touch the door, heal the 1 pt and open the door.

[User]
 Correct on all counts.

Opening the second western door reveals a hall running to the north and south. To the north, it runs for five feet before ending in a blank wall. To the south, it runs for fifty-five feet before turning east.

[User]
 Ill take 20 searching the dead end to the North for a total of  24

If I dont find anything I continue to the south and then east, same search as before.

*Edit* I cant tell you how glad I am to be done with that damn Kobald. that was the encounter I was dreading the most on lvl 1.

[User]
 The wall seems normal from a visual inspection. You find a tripwire five feet to the south of the door.

Do you want to continue on?

[User]
 Oh hell yes, step over it and any others I find on the way.

To make it go easier

I will turn  LEFT  any time I have the chance, Ill stop for any doors.

[User]
 You go south, then east for twenty feet, then north for twenty feet before your next choice.

The hall continues to the east for fifty feet before turning south. After five feet, there is a door on the north side of the hall.

[User]
 Alright, 2 things.

1. I am totally lost, No biggie, but when photoshop lets you I really could use a map.

2. Caution? who needs it?  I open the door  as I dont have trap finding anyway.

Init if needed.  (1d20+2)[ 13 ]

[User] It opens into the south side of the room that had the kobold of doom.

[User]
 heh, right, I had not noticed that that room had 2 doors........  wow Im an idiot...

Ok first I go back to the last deadend I came to right out the West door of the main room and take 20 for a  24  doing a full search of the area, I poke the walls and stuff.

If I am still just crazy and simply wasted 2 minutes poking a wall to no avail then i go back to the hall I was just in and continue  East  and then  South  (and anywhere else it leads) Till I find a Door. I go  LEFT  at any splits I come to

[User]
 You give the blank wall a thorough poking, but nothing happens.

You continue east from the door to the kobold's room for forty-five feet, then south for twenty feet, then east for twenty feet before faced with a decision your instructions did not provide an answer to.

Ahead of you, the hall goes north beyond sight. After twenty feet, it splits east.

[User] North it is.


[User]
 Arena Tournament, Round 52:  Thelonius  vs  Whindle
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Thelonius  - esorscher
 Whindle  - curtis

 All Gladiators, please declare final purchases (if any) and roll initiative.

[User] INITIATIVE:  (1d20)[ 18 ]

[User]
 High Ref PsiDog

Whindle wins by attendance!
You may now collect your prize.


[User]
 Spoiler

You will play a group of Solar Exalted who, as a group of adventures thrown together by the threat of the Wyld Hunt and the difficulties of living in the far North, travel the icy tundra together. You might not be a close knit as the Perfect Circles of the wonderous First Age, but you recognise the need for someone to watch out for you while you sleep, and fith by your side when the uglier side of Creation rears its head. After a particular close shave pursued by a splinter group of the Wyld Hunt called the Ever Hunt, you find yourself taking refuge in the isolated White Valley City, great and vibrant empire that, thousands of miles from The Blessed Isle and removed from the military politics of the near North, enjoys a life of relative plenty, the great natural geysers that run under much of the Northern Wastes bubbling to the surface, fuelling great steam powered contraptions and a busy and fruitful eco system. Having spent two weeks there in relative anonymity, clear out the various rat-infestations that seem to blight every tavern you visit, you suddenly find yourselves called to the hall of the Triumvirate, a council of three wise elders who oversee the City and keep it safe from harm.

They relate to you a story that all White Valley Inhabitants are slowly becoming aware of. A great barbarian horde, under the rule of some unknown but certainly terrible power, is amassing some miles North-East of the White Valley. Whilst they seemed somewhat benign to begin with, perhaps just a random convergence of a number of tribes more keen to trade than fight, the reported disappearance of no fewer than three nomadic tribes, along with the sacking of four small townships that pay nominal tithe to The White Valley City in the past month has raised call from concerns. Then (they tell you, with a tone of infinite wisdom exasperated by the savages that beset them) a messenger was sent: the great barbarian army demand three hundred fighting men and weapons enough for two thousand by the end of the month (some two weeks), or The White Valley City will burn. The triumvirate then tell you that they have known of your prescence for sometime but, wishing to avoid relying on the exalted, they wished to deal witht he problem themselves. However, they find that the White Valley City's peaceful militia can do little against such a force, and that they must ask of your assistance. Thus they ask that you, guardians of law and bringers of light, save their city and vanquish this threat to the stability in the North. They point out that only in the North is there any real possibility of effective resistance against the empire.
::Go an investigate the sacked towns.
::Go and speak to the remaining nomadic tribes North and North-East of the city.
::Recon the barbarian encampments themselves.
::Investigate the mountains North by North-West of the Barbaian encampment. It is thought that it might hold either the base of whoever leads the barbarians or some other wonderment, given that exalted of all flavours have ventured there before.
::Investigate the so called Halls of Woe, a deserted settlement west of the city, a place said to hold the past, present and future of the region.
::Go and take the barbarians head-on(?)

You now stand in the town hall of White Valley City. Modest tapestries hang from the wall either side of a rostrum upon which the triumvirate of elders stand. Guards in simple but good-quality armour, holding halberds and with a sword on their belts line the walls, watching you intently. Your time in White Valley City has given you the impression that the general populace don't care too much for your kind, but at least here you are not hunted, anathema. It is early in the morning. The sun breaks over White Valley City, waking the inhabitants to another day of hard work and industrious living. You are well rested and it would be a shame to waste the day; the fate of the city rests in your hands.

[User]
 Swift Prosperity had dealt with plenty of "councils" before on behalf of the Guild. This was by far his favorite, mostly since they weren't trying to rob him or sell anyone to slavers.

Bowing slightly, he asked  "Is there anything further you wish to discuss?" . He had learned of the type of bow and closing statement from those he had watched talk to the council before them. He also examined each of Triumvirate's faces upon hearing it, while also glancing towards the guards.

 Spoiler
I'm using Mastery of Small Manners

[User]
 Seven Truths remained silent throughout the entire explanation by the Triumvirate. She moved little underneath the deep-sea blue cloak which hid her features, and her crow mask covered most of her face. The only expression others could see was her mouth, which held a constant grim smile.

She was tense, to be sure. Master Shesu never sent her so far to the North, especially with so vague an instruction. He swore she would figure out what it meant. "Follow the Fair Folk," he said. "They will lead you to your target." She knew precious little else about the target: he was a mortal, and he was indeed a he. His social status, his appearance - they were all mysteries.

Well, so far North, there would be faeries somewhere. Until then, she would do the bidding of these elders of White Valley.

[User]
 Purity was getting visibly excited as she listened to the Triumvirate. She usually wasn't too keen on "playing hero" if there wasn't some kind of reward offered first, but this kind of situation could be good. It was big, epic even, and offered a relatively clean cut moral picture. In short, if nothing else, it was good publicity. Not to mention, it sounded fun.

She looked at the others, and said quietly,  "We should find a place to eat, it'd be a good place to talk this out. Be back in a minute."

Purity knew she stood out somewhat. While her hair was black and her skin was pale, her Realm heritage showed in a more delicate bone structure of the face and rounded cheeks, definitely not suited for North climates. She knew the language, but spoke it with a noticeable accent. So, she threw social graces and caution to the wind and walked over to one of the guards, waving at them cheerfully. She stopped just far enough not to be within striking distance, thinking that would keep them at ease.

 "Heya. Any of you know a good place to eat in the morning?"  she said, leaning forward and speaking in a low, conspiratorial tone.


[User] Unless you have an objection, standard 200 foot x 200 foot x 200 foot square of impenetrable force.  Combatants are 150 feet away from each other.

[User]
 Make that 200ft away from each other? ie, opposite sides?

Prep rounds -  (1d3)[ 1 ]
Initiative -  (d20+5)[ 24 ]

[User]
 Buff Time  (1d3)[ 2 ]

Initiative  (1d20+5)[ 23 ]

Ninja'd

[User] I'll make it 200 if you make it 2 prep rounds.  😁

[User]
 Nah, 150ft with 1 prep round is fine by me :P

Right, that's me going first then ...

Move - None
Standard - Invisibility Sphere
Free - Activate Protective Aura

For reference, my maneuvers & stances I'm in:

 Spoiler

 Stances currently in:  Dancing Blade Form & Supreme Blade Parry
 Manuvers avaliable:  Iron Heart Surge, Iron Heart Endurance, Quicksilver Motion, Diamond Defence, Diamond Nightmare Blade, Strike of Perfect Clarity, Time Stands Still.

[User]
 Prep Round: I cast a spell.

 Spoiler
Protection from spells

Move: None.
Standard Action: Time Stop  (1d4+1)[ 4 ]

Sorry 'bout that.  Attack away.

[User] Wait, what? Sorry, I should've clarified. That was my prep round, not my first round. My first round will involve attacking, definately attacking.

[User]
 Incidently, I just noticed a problem with my weapon which I'll fix later. Seems I overlooked the fact that 'Seeking' applies only to ranged weapons. Dammit.

Anyway, my first round ...

Swift - Quicksilver Motion to move 100ft forwards.
Burn 2 charges on the belt of battle to give myself a move action.
Move 30 ft towards you. (15' reach right now)
Full Round - Initiate Time Stands Still, taking 2 full attacks against you.

Rolls:

 Spoiler

 (d20+46)[ 47 ]  - Attack 1
 (d20+46)[ 56 ]  - Attack 2
 (d20+41)[ 49 ]  - Attack 3
 (d20+36)[ 49 ]  - Attack 4
 (d20+31)[ 50 ]  - Attack 5
 (2d8+25)[ 40 ]  - Damage 1
 (2d8+25)[ 31 ]  - Damage 2
 (2d8+25)[ 39 ]  - Damage 3
 (2d8+25)[ 32 ]  - Damage 4
 (2d8+25)[ 35 ]  - Damage 5

DC 19 Fort save or be stunned for  (1d6)[ 5 ]  rounds.

 (d20+46)[ 55 ]  - Attack 1
 (d20+46)[ 54 ]  - Attack 2
 (d20+41)[ 56 ]  - Attack 3
 (d20+36)[ 42 ]  - Attack 4
 (d20+31)[ 48 ]  - Attack 5
 (2d8+25)[ 39 ]  - Damage 1
 (2d8+25)[ 34 ]  - Damage 2
 (2d8+25)[ 31 ]  - Damage 3
 (2d8+25)[ 36 ]  - Damage 4
 (2d8+25)[ 39 ]  - Damage 5

DC 19 Fort save or be stunned for  (1d6)[ 5 ]  rounds.

You're up I think.

[User]
 Heh, both of the +31 attacks threatened to crit (17-20)

 (d20+31)[ 33 ]
 (d20+31)[ 37 ]

If you're evil, I autoconfirm. Oh, and if you are evil, you take an extra ...

 (2d6)[ 5 ]  Holy 1
 (2d6)[ 10 ]  Holy 2
 (2d6)[ 7 ]  Holy 3
 (2d6)[ 10 ]  Holy 4
 (2d6)[ 7 ]  Holy 5
 (2d6)[ 7 ]  Holy 6
 (2d6)[ 6 ]  Holy 7
 (2d6)[ 4 ]  Holy 8
 (2d6)[ 9 ]  Holy 9
 (2d6)[ 7 ]  Holy 10

[User]
 Definitely not evil.

Attack 1.2 hits.  31 damage-3 (28)

Attack 2.1 hits.  39 damage-3 (36)

Attack 2.3 hits.  31 damage-3 (28)

92 damage.

Fort saves (only fail on a one):  (1d20)[ 4 ]   (1d20)[ 10 ]

[User]
 Okay, now the time stop (which lasted four rounds, as previously rolled)

You don't see John do anything, but he casts four spells.

 Spoiler

1) True Seeing
2) Blink (extended) 42 rounds
3) Stone skin
4) Shield

One of the spells was blink.

End turn.

[User]
 AC 55!?!? *Feels inadaquete*

This is going to be a long fight ...

[User] AC 55 = Belial's fault.

[User]
 (You may wish to cast your time stop defensively.)

I presume it's my turn then?

Let's try some fun stuff ...

Full Attack ... again.

 Spoiler

 (d20+46)[ 65 ]  1
 (d20+46)[ 50 ]  2
 (d20+41)[ 55 ]  3
 (d20+36)[ 52 ]  4
 (d20+31)[ 42 ]  5

 (2d8+25)[ 35 ]  1
 (2d8+25)[ 40 ]  2
 (2d8+25)[ 33 ]  3
 (2d8+25)[ 29 ]  4
 (2d8+25)[ 27 ]  5

[User]
 Woot, a 19!

 (d20+46)[ 47 ]  to confirm.

X2 damage. (Oh how I wish you were evil ... Holy Aura .. Holy Word ... Holy Strike .. Smite Evil ... <_<)

[User]
 Attack 1 hits, but your sword seems to bounce off John's body.

 Spoiler
35-3 DR (32) absorbed by stoneskin. 118 remaining.

My turn. 😁

[User] I am watching, nice to see some players getting some practice with their characters in. 🙂  back to being silent

[User] Just a side note, but you -really- might want to roll a concentration check DC 24 for your time stop. Otherwise, y'know, I get to hit you. (Retroactively ofc.)

[User]
 John takes a 5' step back, and with an animal yell releases a burst of energy.  Strangely, the energy does not flow into you, but into your armor and sword.

Maximized Greater Dispel Magic, targeted on your armor.  (40)

Quickened Greater Dispel Magic, targeted on your sword.  (1d20+20)[ 34 ]

Concentration checks if I need to cast defensively even with a 5' step.
1)  (1d20+32)[ 42 ]
2)  (1d20+32)[ 40 ]

The DC for this dispel check is 11 + the spell’s caster level...If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

1) 4 rounds
2)  (1d4)[ 3 ]

Retroactive check coming.

Durations of Effects

 Spoiler

Round 1/10 haste
Round 2/ 21 minutes true seeing
Round 2/42 blink
Round 2/ 210 minutes stoneskin
Round 2/ 21 minutes Shield
1/3 uses of quicken left

[User]
 Retroactive
 (1d20+32)[ 34 ]

Do you fail a check on a natural one?  Otherwise, I won't need to make any concentration checks.

[User] Uhh, how do I work out the caster level of my items? o_O

[User]
 Totally forgot this earlier, but clicking my heels as a free action to activate haste.

Well, if you had an epic caster of level 21 make them, both items still fail the check...

[User]
 Hmm, this could be a problem. Righto.

Would the supression count as a spell, effect or other condition affecting me? If so, read the spoiler ...

 Spoiler

Iron Heart Surge to remove the supression on my armour, and move 10ft towards you. (So I'm 5ft away.)

If not ...

 Spoiler

5' step towards you, closing the gap to 10'. (Currently have 15' reach.)
I then full attack.

 (d20+41)[ 61 ]
 (d20+36)[ 50 ]
 (d20+31)[ 33 ]
 (d20+26)[ 45 ]
 (2d8+20)[ 26 ]
 (2d8+20)[ 29 ]
 (2d8+20)[ 29 ]
 (2d8+20)[ 24 ]

[User]
 I really should include some critical confirmations in my posts ...

 (d20+41)[ 45 ]

[User]
 I don't think so.  It's a targeted dispel on an object.  Not you.

Also, roll miss chance for blink for attack 1.

[User]
 (1d100)[ 60 ]

This is -really- going to take a while. High AC, Stoneskin & Miss chance ...

[User] Is that a hit or a miss?

[User] *Shrug* I was hoping you'd knew how it works. Like I say, never played martial properly before, so I've never really had to cope with miss chances.

[User] Let's say this.  Roll again.  If you can see invisible, roll a 1d10, and we'll say a 1-2 misses.  If you can't see invisible, roll a 1d2, and we'll say a 1 misses.

[User]
 (1d2)[ 2 ]

I'm tempted to just fly 200ft up and wait until your buffs end ... 😛

[User]
 I can fly, too. 😁

Again, the fighter's sword simply bounces off John.

With another mighty roar, John unleashes another blast of icy, terrible fury.  A feeling of nauseous death rises up the warblade's throat, tickling his uvula.

End of Round 1/4 and 1/3 of your armor and sword being non-magical.
Energy Drain  (2d4)[ 4 ]
Quickened Energy Drain  (2d4)[ 5 ]

No save, as you probably know.  Although from what you said earlier, I imagine you're going to negate at least one of them with some fancy manuever.

Durations of Effects

 Spoiler

Round 2/10 haste
Round 3/ 21 minutes true seeing
Round 3/42 blink
Round 3/ 210 minutes stoneskin
Round 3/ 21 minutes Shield
1/3 uses of quicken left
92 stoneskin remaining

[User]
 Couple of things ...

You need to beat my Spell Resistance 31.
Also, can I have some ranged touch attacks please? :)

Oh, and 1 concentration check DC 24 for casting defensively.

[User]
 Certainly, sir!  See, this is why it's good to have practice.

Touch attack 1)  (1d20+24)[ 25 ]  +2 if you can't see invisible
Touch attack 2)  (1d20+24)[ 28 ]  +2 if you can't see invisible
Crud, add +1 for haste.

Spell Resistance 1)  (1d20+21)[ 34 ]
Spell Resistance 2)  (1d20+21)[ 37 ]

Did I do that right?

Never answered my question: does a 1 auto-fail?  Otherwise, I'll always beat the check.

 (1d20+32)[ 38 ]
 (1d20+32)[ 40 ]

[User]
 Damn you 12 touch AC!

All hit, I take 7 negative levels. (Incidently, how does that work with gestalt? o_O)

[User]
 It knocks down your last 7 levels.

Feel free to break out the slide rule and graphing calculator to figure out how that affects you...

Per level:
-1 on all skill checks and ability checks.
-1 on attack rolls and saving throws.
-5 hit points.
-1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.

EDIT: Totally forgot about your touch AC being so low!  I was kind of holding my breath for that one.

[User]
 Yes, but do I take -7 on both sides of the gestalt or what?

Doesn't affect me anway ...

In my turn, I use a standard to Iron Heart Surge them away, then move 5ft closer to you, so we're 5ft away.

Your turn.

[User] You can surge them both away?

[User] Well, it says one effect, so I presume negative levels is an effect, as they all stack together?

[User]
 I think that's probably refering to one effect, as in a spell.

Doesn't a quickened spell count as a  second  spell?

I'm not an expert--I don't know anything about it.

Here's the quote:
 select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds.

So I think you shrug off the first (4 levels), but still suffer from the second (5 levels).  I'm guessing when you said 7, you somehow ignore one from each.

[User]
 Oh, sorry, I thought it was 4 & 3. Right, I'll shrug off the 5 levels then.

Your turn.

[User]
 Hopefully you can't surge again, since you haven't recharged..

Calm assurance flows into John's face.  He has found a weakness, and he will use it.

"DEATH!"

MAXIMIZED ENERGY DRAIN
Quickened Energy Drain

8
 (2d4)[ 7 ]

Touch attack 1)  (1d20+25)[ 44 ]  +2 if you can't see invisible
Touch attack 2)  (1d20+25)[ 42 ]  +2 if you can't see invisible

Spell Resistance 1) 41 (maximized as well? if I actually have to roll,  (1d20+21)[ 41 ]
Spell Resistance 2)  (1d20+21)[ 36 ]

Concentration checks don't fail on a 1, so I'm not going to bother anymore.

Durations of Effects

 Spoiler

Round 3/10 haste
Round 4/ 21 minutes true seeing
Round 4/42 blink
Round 4/ 210 minutes stoneskin
Round 4/ 21 minutes Shield
0/3 uses of quicken left
2/3 uses of maximize left
92 stoneskin remaining

EDIT: OOOoooohhhh, those were  good.

EDIT: And this ends Round 2/4 and 2/3 of your armor and sword being non-magical.

[User] 2 more levels to go, and I'm dead.

[User]
 Wow.  I like casters.  This didn't go how I thought it would go  at all .

And yes, I have two more energy drains left.  While I'm thinking about it, can I use a 10th-level slot to cast a 9th-level spell?

[User]
 I believe you can.

This would have gone much different without those dispel magics. My armour protects me entirely from negative levels ...

[User]
 Really?  I was trying to decide between doing a mage's disjunction (which may or may not have worked), or doing a more targeted dispell to try to prevent you from killing me with your equipment.  I figured, quicken another one? Why not?

Yeah, if this hadn't of worked, I would have died about two rounds ago.

[User] You mean with your AC in the 60s? I doubt it 😛

[User]
 So I guess that's a wrap?  You could still crit on me, but my AC is now beyond your range to hit with anything else.

You could fly around, but even without my buffs, my AC is too high for you to hit, and I can fly, too, albeit more slowly.

I'm going to keep up the energy drains. Although...I suppose I could try other spells for the practice (especially since your saves are now not quite so epic), since I'm not worried about you criting on me too badly.

Want to call it?

Nah, even with my AC so high, you still got through about once a turn.  Once a turn would kill me before I could take you down, and if you had waited out my buffs, I'd be screwed royally.

[User] Yeah, this one's to you. I stand little to no chance against you now.

[User] Good game, though.  Thanks for teaching me some of the important caster-y stuff, like casting defensively.

[User]
 Psst, a few things:

1) How do you know his armor is magical to target it with GDM?
2) You can't maximise or empower dispels.