[User]
 Arena Tournament, Round 78:  Deliverykill  vs.  Captain Tom Bluejay
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Deliverykill  - Lubirio
 Captain Tom Bluejay  - madtinker

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

[User]
 Ooh!  I forgot about this round.

Init:  (1d20+3)[ 22 ]

No purchases

[User]
 I did too. Thanks [deity] for the PMs heh? 😳
  Initiative  - (1d20+5)[ 12 ]

No purchases

[User]
 CTBJ, Rd 1

Wielding Rapier
Run to V11
Declare Dodge vs Deliverykill

Stats
 Spoiler

HP 10/10
AC 18 (4 armor, 3 dex, 1 dodge)
Rapier +2, 1d6+2
Shortbow +3, 1d6 (20 arrows)
Bluff modifier: +8 (feint opposed by sense motive+BAB)
Intimidate modifier: +6 (opposed by 1d20+lvl+wis+saves vs fear)

Done

[User]
 Deliverykill - Round 1

Since you can't take AoO's, I'll start in W10, and run to A8, then draw my longbow as a free action.

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  +1
   Composite Longbow Mighty +1 (196 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  A8

[User]
 CTBJ rd 2

Run to B8

Stats
 Spoiler

HP 10/10
AC 18 (4 armor, 3 dex, 1 dodge)
Rapier +2, 1d6+2
Shortbow +3, 1d6 (20 arrows)
Bluff modifier: +8 (feint opposed by sense motive+BAB)
Intimidate modifier: +6 (opposed by 1d20+lvl+wis+saves vs fear)

Done

[User]
 Deliverykill - Round 2

I see how it is...

I move to C1, stowing my longbow on the way, then draw a dagger, throw it, and draw my bow again.  I'm fully aware you get an AoO, yes.
  Attack  - (1d20)[ 9 ]
  Damage  - (1d4+1)[ 4 ]

I don't believe you have cover from that attack, ranged increments are included in that attack roll.

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  +1
   Composite Longbow Mighty +1 (196/200)   +7 (1d8+1, x3)
   Dagger (4/5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  C1

Edit: I roll fairly good on damage, but not on attack. 😩

[User] You can't stow a weapon while moving, only draw one.

[User]
 You probably don't need two hands to throw a dagger anyway.

I get AoO, yes?

  AoO  - (1d20+2)[ 10 ]
  damage  - (1d6+2)[ 3 ]

[User]
 Ah, I will then just mvoe it to my off-hand, sorry. 😳

You do, and you miss, your turn.

[User]
 CTBJ rd 3

Move to C2
Feint!   feint  - (1d20+8)[ 28 ]
(Feint is opposed by your sense motive+BAB modifier)

Done

Stats
 Spoiler
HP 10/10
AC 18 (4 armor, 3 dex, 1 dodge)
Rapier +2, 1d6+2
Shortbow +3, 1d6 (20 arrows)
Bluff modifier: +8 (feint opposed by sense motive+BAB)
Intimidate modifier: +6 (opposed by 1d20+lvl+wis+saves vs fear)

[User]
 Success, I can't win that... 😉
 Deliverykill - Round 3

Withdraw to around the corner in J1...  I realize you still get an AoO...

 Spoiler
End in J6.

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  +1
   Composite Longbow Mighty +1 (196/200)   +7 (1d8+1, x3)
   Dagger (4/5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  J6

[User]
 No AoO as you leave C1, but as you leave D1 an AoO is triggered...

  AoO  - (1d20+2)[ 20 ]
  damage  - (2d6+4)[ 11 ]

By failing the sense motive, you lose dex to AC, allowing me to sneak attack.  That's where the extra damage comes in.  We'll see what this gets me before I post my turn.

[User]
 You are still alive.

CTBJ, rd 4

 Spoiler
Move to I1

not done, need LoS

[User] LoS established; Deliverykill is in J6, Bluejay in I1.

[User]
 actually, with a rapier an 18 is a critical threat.

  crit confirm  - (1d20+2)[ 10 ]
  crit damage  - (1d6+2)[ 3 ]

[User]
 Finish movement in J5

Stats
 Spoiler
HP 10/10
AC 18 (4 armor, 3 dex, 1 dodge)
Rapier +2, 1d6+2
Shortbow +3, 1d6 (20 arrows)
Bluff modifier: +8 (feint opposed by sense motive+BAB)
Intimidate modifier: +6 (opposed by 1d20+lvl+wis+saves vs fear)

Done

[User]
 Hit, no confirm, I'm not dead. Yet...

 Deliverykill - Round 4

5ft step back to J7 and shoot.
  Attack  - (1d20+8)[ 24 ]
  Damage  - (1d8+1)[ 2 ]

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  1/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  +1
   Composite Longbow Mighty +1 (196/200)   +7 (1d8+1, x3)
   Dagger (4/5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  J7

Typically me, roll high on attack, low on damage. 😩

[User]
 CTBJ Rd 5

Five foot step to J6
Feint   Feint  - (1d20+8)[ 27 ]

Make your opposed check before I finish.

[User] that's a success again, my modifier for the roll is -1. 😉

[User]
 Wow.  I don't think you can beat that, so here goes
  sneak attack!  - (1d20+2)[ 16 ]
  damage  - (2d6+2)[ 12 ]

I just realized strength should not have been added to the first sneak attack I made, so it was nine damage dealt, not eleven.

Stats
 Spoiler
HP 8/10
AC 18 (4 armor, 3 dex, 1 dodge)
Rapier +2, 1d6+2
Shortbow +3, 1d6 (20 arrows)
Bluff modifier: +8 (feint opposed by sense motive+BAB)
Intimidate modifier: +6 (opposed by 1d20+lvl+wis+saves vs fear)

[User]
 Your rolls, how can I compete with that?

  Stabilization  - (1d20)[ 16 ]  Stable on 6 and 13.

Just for the heck of it, and I'm at -9, so if I fail, I'm dead. 😉

Edit: Looks like you won. ☹

[User] Yeah, I got a few lucky rolls there.  I actually really want to try this combat scheme in a game - has the potential for lots of character flavor.

[User]
 High Ref Sallera
 The Captain needles his way to victory.

[User] Thanks to Sallera for reffing the match without ever needing to be asked!

[User]
 Yes, it's a helluva lot easier and much more convenient, thanks a lot. 😉

I'm already looking forward to the rematch, if ever it should come to that. 😏


[User]
 Arena Tournament, Round 26:  Stormcloud  vs.  Grumph
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Dragonstar - Stormcloud
 Amazinggameguru - Grumph
 All Combatants, please roll initiative.

[User]
 initiative  - (1d20-4)[ 8 ]

Cripes, I didn't think this match had started yet... 😦

[User] Alright. Alright.  Since you showed up you get the gold and experience.


[User]
 The Underdark. A place of death, shadow, and betrayal. Yet, even here, alliances happen. They need to happen. One such alliance has taken root in Menzoberranzan. Three houses have joined together, with the attempt to join the top eight houses in the city. But will the alliance hold? Or will their enemies prevail.

The three houses have sent representatives to a meeting in the Stenchstreets. There are also some potential mercenaries there. A new strategy has emerged, and they want to be sure that all the houses are ready for the attack which is impending.

(I’ll be sending out personal PM’s over the next day, running out of time. You can do basic greetings if you like.)

[User]
 (OOC: Guess I'll start, then. Who  are  we conspiring to destroy, anyhow? I kinda joined up at the last minute, so if it's been mentioned, I don't know it.)

 Vassan

A lean elf by the name of Vassan strolled along, on his way to a secret rendevous. This was not unusual for Menzoberranzan - at any one time, a dark elf could assume that most of the drow he met on the streets were embroiled in assassination plots or conspiracies of one sort or another. He looked more like a common merchant than one who had clawed his way through Melee Magthere, the fighter's school; he wore neither armor nor  piwafwi , and his only weapon was a single kama thrust through his belt.

He was only a male, and a commoner at that (and thus completely expendable), but he hoped to curry favor with his Matron by competently representing the House Kenafin, the 12th house of Menzoberranzan. Kenafin did not number many nobles among its ranks, and Vassan (as did many others) hoped to ride the usual chaos up the ranks.

[User]
 Inomonin

Inomonin walks to the meeting with a look of confidence, his eyes carefully scanning the crowd around him.  His clean, neatly braided hair and his well kept armor showed an air of importance, while the scares that criss-crossed under the maze of tattoos on his armorless arm told of a drow who had seen some of the harshest conditions Underdark could offer.

Arriving at the meeting point, Inomonin turns his back to the wall and waits.  His mistress's instructions were clear, to help Srune'Lett, the 11th house, rise to power.  He was to be their eyes and ears in the meetings until his mistress could join the representatives herself.

[User]
 Broshdan

A well-armored duergar marches towards the meeting place, glancing back from time to time to make sure that his charge (a female drow) isn't lagging too far behind. The speed with which Broshdan moves in the plate armor suggests that he is an experienced fighter, and the web of thick scars on his cheeks confirms that impression.

At the meeting place, Broshdan briefly looks over Inomonin and Vassan, then turns back to wait for the female drow following him. The 9th house hired him to guard Nazira and forge weapons, not to speak on their behalf, and he knows not to risk offending the representatives from other houses in such an important meeting.


[User]
 You have been hired by the king of hyrule to find the triforce pieces before the evil monarch named "Gannondorf" can.

It's not known how many of the triforce pieces he has, though he did steal thier's. Which proves he atleast has one, and if he collects all three, he will gain unimmaginable power!

The king has hidden in an underground cellar, as it would be too dangerous to stay in his kingdom visible to gannondorf and his minions.

The nearest dungeon on foot is the dungeon-forest. Rightly named do to the magicaly forged trees having a hole leading to an underground lair of despair.

Feel free to go anywhere you want on the map, the triforce pieces could be located anywhere.


[User]
 [OOC Thread]

The year is 200X. All of the students at Morrowbrook Academy of the Arts are anxiously awaiting the finals of their spring semester, and even more so, the ensuing quarter of summer freedom. Being that the finals are one short month away, the eager adolescents are hard at work, writing the term papers that, in retrospect, should already have been well on the way to completion, but as yet consist of ten blank pages awaiting script. (You know you've procrastinated, admit it!) But four of these students are about to have their worlds turned upside-down!

Cassandra:
 Spoiler
Leaving the library late this night, Cassandra arrives at her dormitory night on the hour of twelve. From the corner of one eye, she sees a transparent, but dark figure on four legs rush past down the corridor and down the stairs toward the courtyard. Just unsure enough that it is a hallucination induced by lack of sleep, she considers following it outside.

Henry:
 Spoiler
In the afternoon, Henry opens an email advertising an art sale, including images of some of the featured paintings. His eyes stop on an irresistible piece that takes his breath away. With his parents' credit card at his side, Henry knows that price is no object. The art sale will be held at midnight in the dormitory's courtyard.

Alexander:

Geoffrey:


[User]
 Arena Tournament, Round 32:  Darren  vs.  The BAM
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Darren - pup3k
 bayar - The BAM
 All Combatants, please roll initiative.

[User] (1d20+1)[ 6 ]   Lengthen message

[User]
 Initiative  - (1d20+4)[ 9 ]

I cant buy items yet since I am at school, but I will update my sheet later and tell you when I am finished...

[User]
 Ok. Finished with shopping.

 The BAM - Round 1

The BAM starts in Y13 with 2 scrolls in his hands. He casts the magic from one scroll and drops the used scroll as a free action.

then he moves to T10. (Y13-X12-W11-V10-U10-T10).

His familiar is in one of his pockets...

 Spoiler
 Casted Shield from one scroll, having in the other hand a scroll of sleep.

 Stats:

 Spoiler

HP: 13/13
AC: 20, T: 15, FF: 16
Spell slots: 5-0, 4-1
Shield: 1/10

Your turn...

[User]
 ref chilepepper

You must state any purchases made between rounds.

[User] it is stated on my cheet, so stop being lazy and check it before...🫤

[User]
 I also have mine listed on my sheet, and I'll start in B13.

Darren starts with his sword in one hand, a vial in the other and his shield on his back.  He applies the contents of the vial to his sword, dons his shield and addresses his foe.   "Let us have a fair and honorable battle!"

Actions:

 Spoiler
Standard action, apply Oil of Magic Weapon to sword
Move action, don shield
Swift action, initiate Fighting Challenge

Stats:

 Spoiler
AC:20
HP:14
Fort: +2
Ref: +1
Will: +2

Attack Bonus: +6
Damage: 1d10+6

Magic Weapon duration remaining: 9 rounds
Fighting Challenge duration remaining: 6 rounds

Current Position: B13

[User]
 Originally Posted by bayar
 it is stated on my cheet, so stop being lazy and check it before...🫤

It's not a matter of laziness, it's a matter of the rules.

 Originally Posted by Bronz
 No need to list the value.  But you do have to list what you bought.

[User]
 The BAM - Round 2
 I can hardly call it a honourable battle with me the size and fighting strenght of a common tree stump against you, the paragon of death and destruction...

Cast a spell as standard action...

Take a 5 ft step in T11

Move action to retrieve a scroll...

 Spoiler
Mage armor on my ass.
Got my expeditious retreat scroll out.
Speed scroll in one hand, knock out scroll in the other...

Stats:

 Spoiler
HP: 13/13
AC: 24, T: 15, FF: 20
Spell slots: 5/5-0, 3/4-1
Shield: 2/10
Mage armor: 1/600

And if it makes such a HUGE difference, I bought a scroll...spellcraft check to find out what it is...since I casted it in my first round...

Edit: your turn...

[User]
 GM Kyeudo

 Originally Posted by chilepepper
  ref chilepepper

You must state any purchases made between rounds.

You do not need to list all purchases made between rounds, just the ones made after the match post was set up.

[User]
 Originally Posted by Kyeudo
   GM Kyeudo
You do not need to list all purchases made between rounds, just the ones made after the match post was set up.

My apologies for mis-stating the rule, however, it did still apply to this instance, since you posted and then purchased.

[User]
 Originally Posted by bayar
 [roll0]

 I cant buy items yet since I am at school, but I will update my sheet later and tell you when I am finished...

Excuse me for not skipping classes so I can play a PBP game...🫤

[User]
 Sorry about the delay in posting, Darren double moves to J13.

And I bought some Potions of CLW (forget exactly how many, maybe 2?) And an oil of Magic Weapon.

Stats:

 Spoiler
AC:20
HP:14
Fort: +2
Ref: +1
Will: +2

Attack Bonus: +6
Damage: 1d10+6

Magic Weapon duration remaining: 8 rounds
Fighting Challenge duration remaining: 5 rounds

Current Position: J13

[User]
 The BAM - Round 3

I take a 5ft step to T12

 Spoiler
Ready an action to start casting sleep if LOS is established

Stats:

 Spoiler
HP: 13/13
AC: 24, T: 15, FF: 20
Spell slots: 5/5-0, 3/4-1
Shield: 3/10
Mage armor: 2/600

[User]
 Originally Posted by bayar
 Excuse me for not skipping classes so I can play a PBP game...🫤

  ref chilepepper
@bayar
 Spoiler

I don't know what the attitude is for.  As Kyeudo said, "You do not need to list all purchases made between rounds, just the ones made after the match post was set up."  Since you posted in this match that you hadn't purchased items yet, you obviously were making purchases after the match was set up.  Therefore, the rule applies to you.  You had to state the purchases you made.  BTW, petty guilt trips like that don't work on me, especially when they have no basis on what actually happened.

Also, concerning your last post, LOS is always established in this arena, but I'm sure you meant LoE.

[User]
 @chilepepper

 Spoiler
Yes, LOE...

[User]
 Darren double moves to Q12.

Stats:

 Spoiler
AC:20
HP:14
Fort: +2
Ref: +1
Will: +2

Attack Bonus: +6
Damage: 1d10+6

Magic Weapon duration remaining: 7 rounds
Fighting Challenge duration remaining: 4 rounds

Current Position: Q12

[User]
 ref chilepepper
@bayar

 Spoiler
 Sleep has a casting time of 1 round.  You can only ready standard or move actions.   I'm sorry, I misread.  You said 'ready to  start  casting' and that's okay.

edited

[User]
 I belive you triggered my readied action...So, I start casting a spell from a scroll on your turn and finish casting it on my turn.

 The BAM - Round 4
 Quel kaima  (sleep well in  elven ...koboldian...)
Targeting the grid intersection P12-Q13

Make a will save.

Not done.

[User]
 (1d20+2)[ 10 ]

Let's hope this goes well...

EDIT:
That was not well, g'night.

[User]
 well that was a close one 😁

Now...to finish my turn...

Move to R12, drawing my crossbow as a free action.

Dont think you can do preety much anything for 10 rounds, so...

 The BAM - Round 5
I shoot you in the eye with the crossbow (coup de grace you)...

  damage  - (1d6)[ 1 ]
  critical  - (1d6)[ 5 ]

make a fort save equal to 10 + the damage dealt (16...not bad...). Fail and die 😁

Stats:
 Spoiler
HP:13/13
AC:24 , touch:15 FF:20
Spell slots: 5/5-0, 3/4-1
Shield: 5/10
Mage armor: 4/600

[User]
 (1d20+2)[ 7 ]   Stealth lengthen!!

EDIT:
Well, (not so) good game.

[User] Yup, good game.  The dice roller kinda screwed you up in this match...

[User]
 High Ref Paladin Latham
 The BAM is declared the winner and recieves the listed prizes!

[User] I don't know if it will change anything but Bayar, you can only draw a weapon during a move as a free action if you have a BAB of +1 or higher, so techincally your one move wasn't legal.

[User]
 Originally Posted by Mavian
 I don't know if it will change anything but Bayar, you can only draw a weapon during a move as a free action if you have a BAB of +1 or higher, so techincally your one move wasn't legal.

I could have drawn it in 10 rounds, since my opponent was asleep...so not making alot of difference. Noted for future matches.


[User]
 Arena Tournament, Round 26:  Grall  vs.  Yoshi
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tortise262 - Grall Greenskin
 Mavian - Yoshi
 All Combatants, please roll initiative.

[User] I have a few items I may yet purchase depending upon various things.

[User]
 Initiative:  (1d20+3)[ 4 ]

EDIT: Er, I don't think you have to worry about rolling... Glad I got that 1 outta the way, at any rate!

[User]
 Yeah, the +4 Initiative bonus makes rolling unnecessary.  I also ended up not making any additional purchases.

Yoshi - Round 1

 Spoiler

Once again applying my Carmendine monk bonus to speed for a 40 foot movement this round.  Turn

Double Move: From M25 to D15, where I'll hide.  (1d20+14)[ 22 ]  Note this does not taken in the negatives for movement.

End of Turn

Stats for Refs:

 Spoiler

Hp: 6 *Note: Dam Red: 3/Lawful
AC: 21, 19, 17
Position: D15
Shuriken: 12

[User]
 Grall - Round 1
 Spoiler
Start on M2
Move to M8
Take total defense as a standard action.
Use Dodge feat against Yoshi.

Current position =  M8
HP = 12 / 12
AC = 22 (touch 18)

[User]
 Flipping through your character sheet, I happened across something that won't impact this round, but needs to be fixed.

Your initiative is wrong, you should have a further -2 on it due to your musclebound trait.

 From Initiative:

 At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.

 From Musclebound.

 You take a -2 penalty on Dexterity-based skill checks and ability checks.

I'll also grab an LoS check before my turn.

[User]
 High Ref Bronz

@Mavian

 Spoiler

No LoS

@Tortoise

 Spoiler

No Los

[User]
 Yoshi - Round 2

 Spoiler

Move Action: D15 to H18 Hide Check  (1d20+14)[ 22 ]  movement not factored in.
Standard Action: Ready an Action to wing a shuriken if LoS is established

End of Turn

Stats for Refs:

 Spoiler

Hp: 6 *Note: Dam Red: 3/Lawful
AC: 21, 19, 17
Position: H18
Shuriken: 12

[User]
 Originally Posted by Mavian
 Flipping through your character sheet, I happened across something that won't impact this round, but needs to be fixed.

Your initiative is wrong, you should have a further -2 on it due to your musclebound trait.

Good call. I'll fix it after this match. I'd also like another LOS check before I go.

[User]
 GM Kyeudo

No LoS that I can see.

[User]
 Grall, round 2

 Spoiler
Start: M8
Move Action: Move to N14 (as long as no LOS occurs during movement)
Standard Action: Total Defense ( " )
Dodge Feat is still active.

END OF TURN

Current position = N14
HP = 12 / 12
AC = 22 (touch 18)

[User]
 Yoshi
Assuming no LoS

 Spoiler

Move to K18 Hide Check -  (1d20+14)[ 16 ]  No negatives to add this time

Not done, need a LoS check.

[User]
 Yoshi

 Spoiler
You establish LoS, he is in N14. Are you crouching/crawling? If not, I would like to ask what allows you to hide.

Grall

 Spoiler
make a spot check please.

[User]
 @ refs:
 Spoiler
 Spot Check:  (1d20-5)[ 10 ]
Plus a bonus listen check!:  (1d20-5)[ -4 ]

NOTE: I think that -5 is the right modifier, but my character sheet won't load right now, so I'll get back to you.

[User]
 @Seribo

 Spoiler

The ground above me is higher, hence I can treat it as low wall cover?  The differences heights aren't really established enough to rule it any other way.

[User]
 @Yoshi

 Spoiler
The height in difference is only five feet... Well, I aint going to fuss about it right now. I allowed him a spot check and you see your target at the top of the hill between in the pass. You're not triggering any reaction as far as you can tell so you pretty much got a clear shot here.

[User]
 Yoshi - Rest of Turn

Attack:  (1d20+6)[ 19 ]
Damage:  (1d6+1)[ 6 ]

And I'm in K18

End of Turn:

Stats for Refs:

 Spoiler

Hp: 6 *Note: Dam Red: 3/Lawful
AC: 21, 19, 17
Position: k18
Shuriken: 11

[User]
 That attack misses.

Start at N14
Charging Trip Attack with Ranseur*
End on M16, if I'm correct

Touch Attack:  (1d20+9)[ 27 ]
STR Check:  (1d20+10)[ 20 ]

If I win, I get a free attack with Improved Trip.

*EDIT: I meant Guisarme, sorry.

End of Round for refs:

 Spoiler
End on M16
AC = 16
HP = 12 / 12

[User] Trip Defence:   (1d20)[ 2 ]

[User]
 Follow-up Attack:
 (1d20+11)[ 23 ]  (+2 if charge bonus still applies)
Damage:
 (2d4+7)[ 14 ]

[User]
 Wait, what? What special ability or feat you have allows to make a follow-up attack? A trip is a standard action and no free attacks are mentioned in its description.

Edit: indeed your right. Always thought it just prevented AoO and gave a bonus to the strength check. Well, in that case, this game seems like a match to me. Your attack bonus doesn't get the +4, but since your opponent is prone, he does get a -4 to AC, so it doesn't really make that much a difference. Also, yes I do think you get the +2 from charge since the description of improved trip says the normal attack functions as if you never made the trip attack.

 Winner be Tortoise.
(Unless I am missing something?)

[User]
 High Ref Bronz

He gets a free attack via Improved Trip feat.

[User] Oops, I knew the 4 came in some way, but I forgot it was an AC penalty, not an attack bonus.

[User]
 High Ref Bronz

And Grall wins, collecting all treasures hidden by map.  X Marks the spot!

[User]
 Search Check:  (1d20+1)[ 7 ]

Did I find the "X"?


[User]
 Wrstdmevr's team: -  RED TEAM

 Spoiler

 Number: 1
 Strength: 8
 Dexterity: 8
 Constitution: 16
 Weapons: Sling, 100 bullets
 Armor: Leather
 Speed: 30ft.
 AC: 11
 Attacks:  + 2 sling, 1d4 (x2 crit.) (range increment 50ft.)
 Skills:  Hide + 5, Move Silently + 5
 Feats:  Run, Toughnessx2
 HP: 31

 Number: 2
 Strength: 8
 Dexterity: 8
 Constitution: 16
 Weapons: Sling, 100 bullets
 Armor: Leather
 Speed: 30ft.
 AC: 11
 Attacks:  + 2 sling, 1d4(x2 crit.) (range increment 50ft.)
 Skills:  Hide + 5, Move Silently + 5
 Feats:  Run, Toughnessx2
 HP: 31

 Number: 3
 Strength: 8
 Dexterity: 8
 Constitution: 16
 Weapons: Sling, 100 bullets
 Armor: Leather
 Speed: 30ft.
 AC: 11
 Attacks:  + 2 sling, 1d4(x2 crit.) (range increment 50ft.)
 Skills:  Hide + 5, Move Silently + 5
 Feats:  Run, Toughnessx2
 HP: 31

 Number: 4
 Strength: 8
 Dexterity: 16
 Constitution: 8
 Weapons: Longbow, 150 arrows
 Armor: Chain Shirt
 Speed: 30ft.
 AC: 17
 Attacks:  + 7 longbow, 1d8(x3 crit.) (range increment 100ft.)
 Skills:  Hide + 7, Move Silently + 7
 Feats:  Weapon Focus(Longbow), Dodge, Point Blank Shot
 HP: 13

 Number: 5
 Strength: 8
 Dexterity: 16
 Constitution: 8
 Weapons: Longbow, 150 arrows
 Armor: Chain Shirt
 Speed: 30ft.
 AC: 17
 Attacks:  + 7 longbow, 1d8(x3 crit.) (range increment 100ft.)
 Skills:  Hide + 7, Move Silently + 7
 Feats:  Weapon Focus(Longbow), Dodge, Point Blank Shot
 HP: 13

 Number: 6
 Strength: 8
 Dexterity: 16
 Constitution: 8
 Weapons: Longbow, 150 arrows
 Armor: Chain Shirt
 Speed: 30ft.
 AC: 17
 Attacks:  + 7 longbow, 1d8(x3 crit.) (range increment 100ft.)
 Skills:  Hide + 7, Move Silently + 7
 Feats:  Weapon Focus(Longbow), Dodge, Point Blank Shot
 HP: 13

 Number: 7
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: longsword
 Armor: Chainmail
 Speed: 20ft.
 AC: 14
 Attacks:  + 7 Longsword, 1d8+3(19-20/x2)
 Skills:  Spot + 6, Listen + 6
 Feats:  Weapon Focus(longsword), Power Attack, Toughness
 HP: 16

 Number: 8
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: longsword
 Armor: Chainmail
 Speed: 20ft.
 AC: 14
 Attacks:  + 7 Longsword, 1d8+3(19-20/x2)
 Skills:  Spot + 6, Listen + 6
 Feats:  Weapon Focus(longsword), Power Attack, Toughness
 HP: 16

 Number: 9
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: longsword
 Armor: Chainmail
 Speed: 20ft.
 AC: 14
 Attacks:  + 7 Longsword, 1d8+3(19-20/x2)
 Skills:  Spot + 6, Listen + 6
 Feats:  Weapon Focus(longsword), Power Attack, Toughness
 HP: 16

 Number: 10
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Greatsword
 Armor: Full Plate
 Speed: 20ft.
 AC: 17
 Attacks:  + 7 Greatsword, 2d6+4(19-20/x2)
 Skills:  Spot + 6 , Listen + 6
 Feats:  Weapon Focus(greatsword), Power Attack, Toughness
 HP: 16

 Number: 10
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Greatsword
 Armor: Banded Mail
 Speed: 20ft.
 AC: 15
 Attacks:  + 7 Greatsword, 2d6+4(19-20/x2)
 Skills:  Spot + 6 , Listen + 6
 Feats:  Weapon Focus(greatsword), Power Attack, Toughness
 HP: 16

 Number: 10
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Greatsword
 Armor: Banded Mail
 Speed: 20ft.
 AC: 15
 Attacks:  + 7 Greatsword, 2d6+4(19-20/x2)
 Skills:  Spot + 6 , Listen + 6
 Feats:  Weapon Focus(greatsword), Power Attack, Toughness
 HP: 16

KCiemer -  BLUE TEAM.

 Spoiler
 Number: 1
 Strength: 8
 Dexterity: 12
 Constitution: 14
 Weapons: Spiked Gauntlet
 Armor: Scale Mail, Tower Shield
 Speed: 20
 AC: 19, can have total cover
 Attacks: +2 (1d4-1)
 Skills: Intimidate +6, Swim -22
 Feats: Toughness, Endurance, Diehard
 HP: 25

 Number: 2
 Strength: 8
 Dexterity: 12
 Constitution: 14
 Weapons: Spiked Gauntlet
 Armor: Scale Mail, Tower Shield
 Speed: 20
 AC: 19, can have total cover
 Attacks: +2 (1d4-1)
 Skills: Intimidate +6, Swim -22
 Feats: Toughness, Endurance, Diehard
 HP: 25

 Number: 3
 Strength: 8
 Dexterity: 12
 Constitution: 14
 Weapons: Spiked Gauntlet
 Armor: Scale Mail, Tower Shield
 Speed: 20
 AC: 19, can have total cover
 Attacks: +2 (1d4-1)
 Skills: Intimidate +6, Swim -22
 Feats: Toughness, Endurance, Diehard
 HP: 25

 Number: 4
 Strength: 8
 Dexterity: 12
 Constitution: 14
 Weapons: Spiked Gauntlet
 Armor: Scale Mail, Tower Shield
 Speed: 20
 AC: 19, can have total cover
 Attacks: +2 (1d4-1)
 Skills: Intimidate +6, Swim -22
 Feats: Toughness, Endurance, Diehard
 HP: 25

 Number: 5
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Glaive
 Armor: Half Plate
 Speed: 20
 AC: 16
 Attacks: +7 (1d10+4) Reach
 Skills: Climb +2, Swim -5
 Feats: Weapon Focus Glaive, Power attack, Toughness
 HP: 16

 Number: 6
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Glaive
 Armor: Half Plate
 Speed: 20
 AC: 16
 Attacks: +7 (1d10+4) Reach
 Skills: Climb +2, Swim -5
 Feats: Weapon Focus Glaive, Power attack, Toughness
 HP: 16

 Number: 7
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Glaive
 Armor: Half Plate
 Speed: 20
 AC: 16
 Attacks: +7 (1d10+4) Reach
 Skills: Climb +2, Swim -5
 Feats: Weapon Focus Glaive, Power attack, Toughness
 HP: 16

 Number: 8
 Strength: 16
 Dexterity: 8
 Constitution: 8
 Weapons: Glaive
 Armor: Half Plate
 Speed: 20
 AC: 16
 Attacks: +7 (1d10+4) Reach
 Skills: Climb +2, Swim -5
 Feats: Weapon Focus Glaive, Power attack, Toughness
 HP: 16

 Number: 9
 Strength: 12
 Dexterity: 14
 Constitution: 8
 Weapons: Composite Longbow +1, 60 arrows
 Armor: Chain Shirt
 Speed: 30
 AC: 16
 Attacks: +6 (1d8+1)
 Skills: Climb +4, Hide +3
 Feats: Point Blank Shot, Rapid Shot, Weapon Focus Longbow
 HP: 13

 Number: 10
 Strength: 12
 Dexterity: 14
 Constitution: 8
 Weapons: Composite Longbow +1, 60 arrows
 Armor: Chain Shirt
 Speed: 30
 AC: 16
 Attacks: +6 (1d8+1)
 Skills: Climb +4, Hide +3
 Feats: Point Blank Shot, Rapid Shot, Weapon Focus Longbow
 HP: 13

 Number: 11
 Strength: 8
 Dexterity: 16
 Constitution: 8
 Weapons: Longbow, 40 arrows
 Armor: Studded Leather
 Speed: 30
 AC: 16
 Attacks: +7 (1d8-1)
 Skills: Hide +10, Move Silently +7
 Feats: Weapon Focus Longbow, Stealthy, Skill Focus Hide
 HP: 13

 Number: 12
 Strength: 8
 Dexterity: 16
 Constitution: 8
 Weapons: Longbow, 40 arrows
 Armor: Studded Leather
 Speed: 30
 AC: 16
 Attacks: +7 (1d8-1)
 Skills: Hide +10, Move Silently +7
 Feats: Weapon Focus Longbow, Stealthy, Skill Focus Hide
 HP: 13

    * Tan areas are 30' spiked pits (3d6 falling + 1d8 piercing damage, requires 10' movement.
    * Between yellow walls: Rope bridges (Normal terrain, but can be destroyed. Have 10 HP and Hardness 1).
    * Gray walls provide cover.
    * All walls have Climb DC 20.
    * Yellow areas have 10' elevation. Ramps are located where blue meets yellow without a whites wall.
    * Bases/starting locations are colored & have the person's name.
    * Each respective team's flag is located on the square of their color.

[User] Sorry, but I think that the description of the map does not actually match the map itself.  I'll wait on whether this is correct or not before I begin.

[User]
 Ah.  Thank you for pointing that out.  It's fixed now.

I'm shooting WrstDmEvr a PM.  I don't want this to time out.  Far too uninteresting.

He has two days from the time of this post.

[User] KCiemer is the victor due to WrstDmEvr's nonposting!


[User]
 Arena Tournament, Round 42:  Wise William  vs.  Nirmian
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Wise William - KoG
 Nirmian - KCiemir
 All gladiators please roll initiative

[User]
 New sheet is here  Wise William

With my gold, I'm purchasing a 3rd Level Power Stone (Energy Bolt) for 375 gold.  That is all.

  Initiative  - (1d20+2)[ 3 ]

[User]
 Ref Talic
 Wise William is declared the victor due to opponent not showing up.

[User]
 Actually, I AM showing up within the time frame I gave before as to my absence.  I would hope that this call may be reversed.

Thank you.

[User]
 GM Kyeudo

Ignore the match calling please. Talic seems to have been a little overzealous in getting things moving again.

[User] Since it seems everyone is coming back from vacation now, I would suppose things will start speeding up once more. I believe I shall await my opponents initiative now.

[User]
 Thank you, both.

Initiative  (1d20+5)[ 14 ]

I am still going to buy stuff, will tell you as soon as I get a chance to actually look at what your build is...

[User]
 Alright then. I'm not going to change anything if you do, so go ahead and start your turn once you do. I'll go ahead and note what I have in my hands at the start.

 Spoiler
I will begin with a Power Stone of Energy Bolt and a Power Stone of Mind Thrust in both of my hands. That will be all.

[User]
 OK... Here is purchase history:

I sold my potion of shield of faith, both my scrolls of magic missile, and my scroll of scorching ray.

With all the extra money, I bought a scroll of invisibility, and a scroll of enervation.

If you have a purchase in response, go ahead, but if not, here is my round 1

 Spoiler

Starting in O21 with scroll of invisibility and scroll of enervation in hand.
Use scroll of invisibility   CL check  - (1d20+1)[ 19 ]  DC 4

Drop scroll

Move to O15

EDIT 2: important info: spells prepared

 Spoiler

0th ray of frost 3x
1st: Magic Missile 2x, Color Spray, Silent image,
2nd: Blindness

EDIT: done

Stats

 Spoiler

AC:15
HP:4/4
Current Buffs: I AM INVISIBLE LOL 1/30

[User]
 Alright then, round 1, fight!

 Spoiler
Starting in K6, moving to F9 and taking half-cover from my tree. Readying an action to use my Power Stone of Energy Bolt on sight.

Free Action: Unless you really want to make a listen check for it, you hear an angry female voice shouting from the A to I side of the building, "Hey! Let's do this! Get right out here and show yourself  NOW ! We're gonna do this caster to manifester, and I'm gonna blow your freaking head off!"

Stats

 Spoiler

HP 6/6
AC 14 T 14 F 12
PP 6/6
Held - Power Stone of Energy Bolt, Power Stone of Mind Thrust
+1 to Reflex due to cover

Your go.

[User]
 From somewhere to the east of you (assuming that up is north) you hear a shouted response:  "Just stay put, and we can get this done!"

 Spoiler

Free: shouting
Double move to I6

Done, but need LoS.

stats
 Spoiler

AC:15
HP:4/4
Current Buffs: invisible 2/30
spells prepared:
0th ray of frost 3x
1st: Magic Missile 2x, Color Spray, Silent image,
2nd: Blindness

[User]
 Ref Henry

KCiemir
 Spoiler
LOS established. He is in F9, hiding behind a tree.

KoG
 Spoiler
No LOS.

[User]
 Chilli Mod    - Should I be making medals?
 Nirmian
 Spoiler
Just out of curiosity, assuming that you're starting in the blue circle, how could you move to I6 (which is 90 feet away) with only 80 feet of movement to spare?

[User]
 @Chilli, Nirmian
 Spoiler
There's a subtly-labeled post earlier where he moves to O15; I think it's just about exactly 80 feet away (it's certainly not more).

[User]
 @chilli, Lordhenry:
 Spoiler
Lord henry is correct, in post number 9 I moved to O15

and once again, I am done.

[User]
 Spoiler
Moving to C14 and taking partial cover around the small tree. Readying action to use my Power Stone of energy Bolt on sight.

Still heard from the west side of the building (giving the top as 'North') "I'm not going anywhere until I turn you into a popsicle! Now get out where I can see you!"

Stats

 Spoiler
HP 6/6
AC 14 T 14 F 12
PP 6/6
Held - Power Stone of Energy Bolt, Power Stone of Mind Thrust
+1 to Reflex due to cover

Your turn.

[User]
 ref chilepepper

KCiemir
 Spoiler
From F9 to C14 and he readies an action

KoG
 Spoiler
No LOS.
And just to be clear...

 Trees do not provide cover. Instead they provide a circumstantial AC and Reflex Bonus when a character occupies the same square as it.

[User]
 @chillie

 Spoiler
Maybe, but 'taking cover' still sounds better than 'standing in the same general area as a tree'. 😛

I shall remember not to refer to them as cover from now on though.

[User]
 Actions:
 Spoiler

five foot step to J7
cast "silent image" such that it appears EXACTLY like me, and have it appear in L6
Have the silent image move to D8

Done, we'll want a LOS check

Stats
 Spoiler

AC:15
HP:4/4
Current Buffs: invisible 3/10
spells prepared
0th ray of frost 3x
1st: Magic Missile 2x, Color Spray,  Silent image,
2nd: Blindness

[User]
 William, you see Nirmian moving west, LoS is established as he enters K6.

William has a readied action, then Nirmian may compete his turn.

[User]
 Alright, woo, LOS! Happy-fun time plans ready action activates; Using Power Stone of Energy Bolt on my target.

DC 6 Manifester Check  (1d20+1)[ 8 ]

Manifesting as Cold; 120ft Line, DC 14 Fortitude save for half of 5d6+5 Cold Damage
  Damage  - (5d6+5)[ 25 ]
 "Woo, yeah! Take that!"

Ready action accomplished (if I don't fail the manifester check)

[User]
 Nirmian
 Spoiler
that line goes through your square as well, you'll need to make the save or take the damage

[User] Damn.  I lose...  I have 4 HP, so even with the save I lose.

[User]
 Ref Henry

Stop (not that you were proceeding).

@refs
 Spoiler
Is there something I am missing that is allowing William to see Nirmian? Nirmian is invisible and I can't see any way that William would see him.

[User]
 ref chilepepper

refs
 Spoiler
No, William can't actually see Nirmian, what he saw was a silent image.  It just so happened that he hit the real Nirmian also.  Quite the victorious mistake.

[User]
 Ref Henry

ahhh, missed that. very nice, guys.

[User]
 @ refs
 Spoiler
Yes... A miscalculation on LoS on my part, I was hoping to get KoG to blow the power stone on an illusion, and then destroy him, but I accidentally got in the way.  It was my fault, and I do admit defeat.

anyway, my official admission of defeat stands.

[User]
 GM Kyeudo
 Wise William is the Winner!


[User]
 Arena Tournament, Round 35:  Bobo  vs.  Grushnak
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 Talic - Bobo
 LtKeen - Grushnak
 All Combatants, please roll initiative.

[User]
 Wow, been a while on this guy.  Need to remember him a bit.

After reviewing my sheet, I'll purchase two scrolls of Summon Dire Hawk.

Further Purchases will depend on you.

[User]
 Well, I'm only purchasing another Tattoo of Psionic Levitate. You seemed to understand what I was trying to say in the ruling debate, so hopefully there should be no discrepancies.

Initiative  (1d20+4)[ 7 ]

Grushnak will start in C11 , crossbow in hand and bayonet attached.

EDIT: Why is my Initiative always low? ☹

[User]
 Sounds Good.  I have no further purchases.

Initiative: [roll0]

[User]
 Darn rolling/posting errors:

Initiative:  (1d20+2)[ 5 ]

Spells Memorized:
 Spoiler
As Starting List on character sheet.

[User]
 You rolled lower? Unlucky.

 Grushnak's Turn 1
He moves southwest, disappearing behind A14.
 Spoiler
He moves to A16, activating his Tattoo of Psionic Levitate.

And that'll be all.

[User]
 Same unmodified roll as you, lol.

My turn:  Began with a scroll in my hand, in X11.
Elemental began in W11, hands empty.

 Spoiler
Move:  to V19.
Standard:  Begin full round action, cast spell from scroll - Summon Dire hawk.
CL Check:  (1d20+1)[ 10 ]  vs DC 4.
Elemental, move, ground level, to J18.
Ready Action:  Move if a discernable opponent attacks.

Done.

Stats:
 Spoiler
Location: V19
In hand - Scroll, summon Dire Hawk.
HP: 10
AC 14 (Touch: 12, FF: 12)
Effects active:  none.  Casting full round spell.

Gail:
Location: J18
HP: 9
AC: 17 (Touch: 14, FF: 14)
Effects active: none.

Go ahead and go, unless you're in A15, being sneaky like.  If you are, then you'd see this:
 Spoiler
I move out of sight, breaking LOS as I move south, leaving LOS as I leave Y14 to the south.
Gail moves out of sight, hugging the ground, travelling Southwest, breaking LOS as she leaves Q14 to the south.

There's no other way you could have LOS to me, so carry on with your turn.

[User]
 unfortunately, I am not i nA15, so go ahead and do things I can't see 🤢
 Grushnak's Turn 2

 Spoiler
Grushnak will move to C20, then hover up 20 feet into the air. This will make him end his turn airborne, but he will be 5 ft away from a solid horizontal surface.

Your turn. 🙂

[User] Too many variables now to calculate whether or not LOS exists.  It's been 1 full round since the last established LOS.  That puts my movement at 100, and yours at 60, with possible elevation.  If you'd be so kind as to fetch an LOS check, I'd be grateful.

[User]
 High Ref Sam

Bobo:

 Spoiler
No LOS

Grushnak:

 Spoiler
No LOS

[User]
 My turn, Round 2:

 Spoiler

Gail first:  She rises 20 feet, In J18.  From there, she travels 15 feet to H20.  From there, she travels 35 feet to A20.  If LOS is gained at any point, we'll go from there.

Not done, need LOS.

[User]
 I ****ING HATE IT WHEN THE BOARD EATS MY POST!!!

Back up to Sam's incorrect LoS check.  I posted this last night but it disappeared.

talic
 Spoiler
you're first move was too far.  50' gets you to W19.

Like I said, Sam's LoS check was wrong.  As Grushnak rounds A20 on his  first  second turn, he can see Bobo, who I believe moved to far, so I'll let Bobo tell you where he is.  Back up to Grushnak's second turn.

[User]
 Spoiler
Meant W19, sorry

Wait...  Him moving on 1st turn causes us to back up to second?  hmm.

Well, you must know something I don't.  Grushnak, as you reach A20, we gain LOS, as I am in W19, with a scroll in hand.

[User] Sorry, that should be second turn.  I edited it for correctness.  Grushnak rounds A20 in round 2, sees you, continues his turn from there.

[User] Friendly reminder, it is currently Grushnak's turn.

[User]
 Sorry about the wait, I have been without an internet connection for a few days 😁

Upon seeing Bobo, Grushnak finishes his move action on C20, firing his crossbow at him.

In the second increment and with cover, lets see how this happens.
(+10 base, -4 cover, -2 range inrement)
Atk       (1d20+4)[ 14 ]
Dmg        (1d6+3)[ 5 ]
Threat   (1d20+4)[ 5 ]
Crit       (1d6+3)[ 7 ]

[EDIT] So he should take 5 dmg, unless I'm mistaken.

[User] NM that last post, I got it now.  Yup, 5 damage.

[User]
 @Refs, me:
 Spoiler
Assuming activating an item that provokes attacks requires a concentration check when damaged.  However, this isn't casting a spell, but rather activating an item, so there's no increase from spell level:

Concentration check: (1d20+3)[ 4 ]  DC 15

Remainder of turn based on whether I have to start over on reading this thing.

EDIT:  Epic fail, as usual.

[User]
 Bobo, round 2:
Speak Auran:
 Spoiler
Cut him off, but get out of sight if he tries to hit you.

I move northeast, breaking LOS.

Remainder of turn:
 Spoiler
movement is a 5 foot step (free action).
Full round action:  Use scroll of summon Dire hawk.
CL Check:  (1d20+1)[ 3 ]  vs DC 4.

EDIT:  Epic Fail, AGAIN.

Gail:
Moves: Southeast to R20, ground level, entering LOS of opponent.

The air elemental enters LOS, traveling SE to R20.  Gail then Readies an action:
 Spoiler
Move if opponent makes a ranged attack.

EDIT:  Done.

As Gail will call out your location any round she has it, we can dispense with LOS checks when she has LOS, to speed things up, if you wish.

[User]
 I really hate to do this, but I believe I will have to resign. Due to personal issues I have almost no access to the internet. Knowing the speed of PbP battles, once every 3 days is not often enough. I really wanted to compete, but I don't think that would be fair to your time, with how much you likely check up on this

I apologize for having you wait through Flymolo's and my match, and enjoy the trophy. 🙂

[User] Well, nobody else is waiting on this.  I can appreciate internet issues, and I'm in no urgent rush.  If you'd like to continue, I'm willing to continue at your speed.  Let me know.

[User]
 alrighty then, well I'll post as often as I can
 Grushnak's Turn 3
Grushnak moves to I20, firing a bolt at Gail.

Atk:  (1d20+10)[ 25 ]
Dmg: (1d6+3)[ 9 ]

[User]
 The firing of a ranged attack triggers Gail's readied action.

Darting back, and away, Gail streaks out of sight, Rounding the corner, and breaking LOS as she flies north out of U19...

Remainder of movement:
 Spoiler
U18

[User] Since Gail moved out of the way of the bolt, my standard action is forfeit, and I've already moved with my movve action this turn, so I s'pose that'll be all.

[User]
 Bobo: Round 3

Gail:
Moves back into sight, returning to R20, flying the same path as she left on.

She then Readies an action:
 Spoiler
Move if opponent attacks.

Free: Speak(auran):
 Spoiler
Call out opponent's position

Bobo:
 Spoiler
Full round:  Activate scroll of dire hawk:  (1d20+1)[ 4 ]  vs DC4.

Done.

[User]
 Grushnak's Turn 4

Grushnak spends 2 move actions to rise into the air 20 ft and effectively scale the wall to the roof, ending his turn on the roof at I17.

That'll be all.

[User]
 Bobo, Round 5

Gail:

Move: Streaks out of sight west, but only momentarily.  Movement path is as follows:
R20 > G20 (lose LOS)   -55 feet
G20 > G20, elevation 20  - 20 feet
G20 > G17        - 15 feet
G17 > H17        - 5 feet
Total distance in single move:  95 feet.

Standard: Attack:  (1d20+5)[ 21 ]
If hit:  (1d4)[ 1 ]
If threat:  (1d20+5)[ 21 ]
If crit:  (1d4)[ 3 ]

Free: Shout (auran):
 Spoiler
On roof, up high!

Bobo:
 Spoiler
Spell completes... Placement V17, elevation 20 feet.

Move: W18 to Y16, ground level.
Standard: Begin: Full round action:  Exchange Shillelagh for Summon Nature's Ally I, casting.

Dire Hawk Appears, in V17, atop roof.
Move: V17 to J17
Standard: Attack:  (1d20+11)[ 29 ]  (+2 factored for flank bonus from Gail)
If Hit:  (1d4+1)[ 2 ]
If threat:  (1d20+11)[ 14 ]
If Crit:  (1d4+1)[ 4 ]

Done.

EDIT:  Unless you've got some SERIOUS AC, that should be 3 damage.

Stats:

 Spoiler
Bobo:
Location: X18, casting
HP: 5/10
AC: 14, Flat Foot 12, Touch 12
In hand: Scroll (expended)
Effects: Focused.

Gail:
Location: H17
HP: 9/9
AC: 17, Flat Foot 14, Touch 14
In hand: Nothing.
Effects: None.

Hawk:
Location: J17, elevation 20.
HP: 32/32
AC: 19 (+6 Dex, +3 Natural)
Effects: Summoned 1/30

[User]
 That's right, 3 damage, his AC isn't that hot 😁
 Grushnak's 5th Turn
Grushnak will attempt to Tumble to H15
Tumble DC vs Gail: 15
Tumble DC vs Dire Hawk: 17

vs Gail  (1d20+6)[ 19 ]
vs Dire Hawk  (1d20+6)[ 13 ]

The Dire Hawk gets an AoO, while the elemental does not. Assuming he survives the AoO, the remainder of his turn will be determined by whether or not he regains LoS with Bobo or anything else.

[User]
 Hawk:   (1d20+9)[ 22 ]
If hit:  (1d4+1)[ 3 ]
It threat:  (1d20+9)[ 23 ]
If crit:  (1d4+1)[ 3 ]

You should survive, albeit with 3 more damage.  There is no LOS between you at H15, elevation 20, and myself.

[User]
 In that case, Grushnak will now aim for the hawk, firing a shot.

Atk  (1d20+11)[ 17 ]
Dmg  (1d6+4)[ 10 ]
Threaten  (1d20+11)[ 14 ]
Crit  (1d6+4)[ 7 ]

and that'll be all.

[User] Hawk has AC 19.  Touch is 16, Flat footed is 13.  Will post my turn shortly.

[User]
 My turn:

Free action: (Gail - Speak Auran):
 Spoiler
shout opponent location

Bobo:
 Spoiler
Standard: Finish casting SNA1.  Summon - Eagle.
Free: drop scroll

An eagle appears in X15, elevation 20.

Eagle:
 Move:  Fly from X15 to I15 (75 feet).
 Standard:  Attack with talon:  (1d20+3)[ 5 ]
If hit:  (1d4)[ 2 ]
If threat:  (1d20+3)[ 14 ]
If Crit:  (1d4)[ 2 ]

Gail:   Move:  Fly to G15, by way of E17-E15-G15, avoiding an AoO.

 Standard:  Attack with Slam Attack: [roll]1d20+7[roll] (includes flanking bonus)
If hit: (1d4)[ 2 ]
If threat: (1d20+7)[ 25 ]
If Crit: (1d4)[ 1 ]

Dire Hawk:
 Move:  (I hate aerial maneuverability) Circles around, on the following path:
J17 > F17 (20 feet)
F17 > E16 (5 feet)
E16 > E14 (10 feet)
E14 > F13 (10 feet)
F13 > G13 (5 feet)
G13 > H14 (5 feet) (total distance: 55 ft)

 Standard:   Attack:  (1d20+9)[ 28 ]
If Hit:  (1d4+1)[ 4 ]
If threat:  (1d20+9)[ 21 ]
If crit:  (1d4+1)[ 4 ]

Done.

Stats:
 Spoiler

Bobo:
Location: Y16, casting
HP: 5/10
AC: 14, Flat Foot 12, Touch 12
In hand: Empty.
Effects: Focused.

Gail:
Location: H17
HP: 9/9
AC: 17, Flat Foot 14, Touch 14
In hand: Nothing.
Effects: None.

Hawk:
Location: J17, elevation 20.
HP: 32/32
AC: 19 (+6 Dex, +3 Natural)
Effects: Summoned 2/30

Eagle
HD: 1 (5 hp)
AC: 14 (12 Flat foot, 13 Touch)
Attack: Talon +3 (1d4)
Saves: F +3, R +4, W +2
Summoned: 1/1

[User]
 Gail's initial attack roll was broken.

Here is fix.

 (1d20+7)[ 26 ]

EDIT:  Should be 1 hit from Gail and 1 from dire hawk.  Total of 6 damage.

[User]
 Well, that's 12 damage. That'd bring Grushnak to -1.

Good job on a well-made character. I'm honestly surprised I got this far, this being my first arena character; I'm more used to high-level play.

Well made, well played, and enjoy the medal. 🙂

[User] It's a good character.  Better than my first, which was a goblin rogue.  Congrats on 2nd place.  If ya re-enter him, you'll win at least one, I'm sure, probably more.  That'll level him, at the very least.  :)

[User]
 GM Kyeudo
 Bobo is the Winner!


[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|||R|||||
5||||||||
6||||||||[/table]

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

DM notes:
 Spoiler
3, 8, 11

[User]
 After gathering my bearings, I pull out my greataxe and 10-foot pole, take a gander at the door at F-6, and roar. "RAWR! Rag no like defiance of logic! Rag smash door after Rag touch door with 10-foot pole. Rag extra careful with closed doors after dumby gnome pull trick on Rag."

Following my statement, I march over to the door and poke it several times with my 10-foot pole.

[User]
 Your past lives have revealed many secrets to you, I see. 😛

You discharge the trap, then proceed to abuse the door for no particularly good reason.

[User] "Gwahaha! Rag show door who's da boss." After sufficiently showing said door who is da boss, I open it and trudge through, replacing my 10-foot pole with my greataxe.

[User] Opening the door reveals a hall that runs to the south for fifty feet before turning east. There is a door on the east side of the hall after twenty feet, and it splits west after thirty.

[User] I'll run up to the door, take a step back in the hall I was just in (so I'm about 5 feet away from the door) and tap it a few times with my 10-foot pole.

[User] Five feet south of the door you just left, you trip over a tripwire. The sound of stone grinding on stone fills the air.

[User]
 I look around, trying to identify what's making the awful stone grinding noise.
"What Rag do now?! Dis because Rag didn't destroy door? Rag very happy to destroy door if door want to be destroyed..."

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

[User] I turn to face the door and, after smacking it a few times with my 10-foot pole, check to see if I can open it. If it's openable, I'll go through it.

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

There is a door at B-1, another at A-4, which you are just outside of, and a third at F-5, on the south side of the room.

Two seemingly human figures are seated around a small campfire in the room. Spot checks, please.

[User]
 Spot check:

 (1d20+1)[ 14 ]

[User]
 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.

Roll initiative.

 (1d20+1)[ 15 ]
 (1d20+2)[ 19 ]

[User]
 Initiative:

 (1d20+7)[ 24 ]

[User] Waiting on your actions.

[User]
 "You look at Rag funny. Rag no like funny face!" I move over to the human with needle-ish teeth and swing my battle axe at him.

 (1d20+4)[ 18 ]

(Damage roll in a spoiler in the case that I hit)

 Spoiler

 (3d6+5)[ 15 ]

(Or would you prefer to make the damage rolls?)

[User]
 You roll your own damage, unless you want me to.

You take him down in one hit. His companion takes a step toward you and slashes at you with his longsword.

 (1d20+2)[ 7 ]  for  (1d8+1)[ 4 ]

[User]
 I pull my axe out of the human's comrade's body and swing it at him, growling at the same time "Grr, you pay for almost hurting Rag."

 (1d20+4)[ 6 ]  for  (3d6+5)[ 15 ]

[User]
 Miss. Have another longsword for your troubles.

 (1d20+2)[ 12 ]   (1d8+1)[ 4 ]

[User]
 I attempt another strike, this time instead of grunting a threat I simply growl menacingly.

 (1d20+4)[ 19 ]  for  (3d6+5)[ 17 ]  damage


[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 cramped, 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, a torch is already lit, resting in a bracket by the sole door visible in the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2||D|||
[/table]

There is a door at A-1, west side.

DM notes:
 Spoiler
2

[User]
 I will poke the door with my 10ft pole to check it for traps...

(I felt like I've done this before 😉)

[User]
 Tada, it's trapped! Surprise!

What next?

[User]
 Attempt to open the door with the 10ft pole!

If that fails, I'll try and spring the trap with the 10ft pole!

[User]
 You do both at once! Amazing! Now with bonus exclamation marks for no good reason! 😛 We're excited about this, folks! We're gonna make it all the way to room two this time!

Can't tell you what you see though, since I don't have my maps available at the moment.

[User] Hey...I made it all the way to the swordsage kobold last time 😛

[User] I don't count the first room as a challenge, since you literally cannot die without attacking yourself here. 😛

[User] You could burn yourself to death on the torch 😛

[User] Opening the door reveals a hall running to the north and south. To the north, it runs for ten feet before turning east. To the south, it runs for forty feet before turning east.

[User] I'll head the north route, using my 10ft pole to check for traps, tripwires, pressure plates and such.

[User]
 You find a tripwire five feet to the north.

At the bend, the hall continues east for thirty feet before turning south. After ten feet, there is a short (five foot) hallway ending in a door on the north side.

[User] I'll test the door with the pole.

[User] After testing the door with the pole, I'll put the pole away and draw out my spiked chain before opening the door.

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

There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.

There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. All wear studded leather armor and have bucklers strapped to their arms.

Roll initiative.

 (1d20+1)[ 4 ]
 (1d20+1)[ 2 ]
 (1d20+1)[ 8 ]

[User]
 Initiative  - (1d20+4)[ 22 ]

Hopefully I'll actually be able to do something this time!

[User]
 I'll attack the elf in A6.

  Attack  - (1d20+5)[ 15 ]
  Damage  - (2d4+3)[ 10 ]

If Crit:

 Spoiler
  Confirm  - (1d20+5)[ 18 ]
  Damage  - (2d4+3)[ 10 ]

[User] Hit and down. Anything else, or is your turn done?

[User] I'll move to C2 and end my turn.

[User]
 You get an arrow from the elf with a bow before he moves to the southeast corner, then the remaining sword elf moves to C-3 and attacks you.

Arrow:  (1d20+3)[ 20 ]   (1d8)[ 5 ]

Sword:  (1d20+2)[ 17 ]   (1d8+1)[ 2 ]

[User] Ok, so I have a Spiked Chain, and am within 10ft of the elf with a bow, and he fires in melee, giving me AoO, correct? Or was that an oversight? 😉

[User] That was me not realizing you had a spiked chain. But you do get an AoO, yes. Two, if you have combat reflexes.

[User]
 Sadly, I don't ☹

Against the Bow guy since he did it first.

  Attack  - (1d20+5)[ 15 ]
  Damage  - (2d4+3)[ 9 ]

(edit)

If you'd like to reroll the sword elf's stuff, go for it.


[User]
 Map:
 Spoiler

You wanted one buff round, yes?

[User]
 Yep.

  Init  - (1d20+9)[ 16 ]

Buff round actions:

 Spoiler

Standard: Activate Scout's Headband for 3 charges to gain True Seeing for 1 min.
Swift: Enter Child of Shadow stance.

[User]
 Initiative:  (1d20+4)[ 23 ]

Buffs:
 Spoiler
All day:
 Spoiler
Activate scroll of Golden Barding on Dragonhawk, full plate.
Activate scroll of Renewal Pact on myself.
Activate scrolls of Magic Vestment on Dragonhawk and myself, +5 AC.

Round 1:
 Spoiler
Start mounted on Dragonhawk. Cast Bite of the Werebear from scroll. Activate Scintillating Scales contingency. Dragonhawk flies to +120

[User]
 You see a huge black-feathered bird centered on B-13 +120. Its head is covered in sharply pointed feathers reminiscent of slick scales, with one large one sticking straight up above a heavy beak. Its massive wings are tipped with vicious claws. Shining gold full plate barding guards its body from physical harm.

A warforged rides on the beast's back, shimmering black fur sprouting from places where wood would be on others of his kind. His head is distended into that of a bear, with a mouth full of sharp teeth, and of all things he wears a pair of blue-lensed spectacles. He is taller and thinner than most warforged, though still medium-sized. He wears a chain shirt, a belt, and boots, in addition to traditional monastic garb. In his hands is a longspear seemingly made of compressed water.

-

The bird dives to R-13 +40, and the warforged leaps off its back into V-13 +5, spear bursting into flames as he goes. He stabs at you four times in rapid succession.

 (1d20+24)[ 25 ]  for  (2d10+24)[ 32 ]  + 52 fire damage + 13 forge fire.
 (1d20+24)[ 39 ]  for  (2d10+24)[ 33 ]  + 52 fire damage + 13 forge fire.
 (1d20+24)[ 34 ]  for  (2d10+24)[ 33 ]  + 52 fire damage + 13 forge fire.
 (1d20+24)[ 40 ]  for  (2d10+24)[ 39 ]  + 52 fire damage + 13 forge fire.

[User]
 (Hit resolved via IM)

You're affected by a targeted Greater Dispel Magic effect. In addition, if you had fire immunity, you lose it for 3 rounds. If you did not, you gain fire vulnerability for the same amount of time.

Dispel checks: (1d20+15)[ 24 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 18 ]
 (1d20+15)[ 18 ]
 (1d20+15)[ 21 ]
 (1d20+15)[ 30 ]
 (1d20+15)[ 33 ]
 (1d20+15)[ 18 ]

[User]
 Spoiler
Activate Boots of Haste. Better late than never. 🤢

I fly up to R-11 +45, next to the bird.

Done.

[User]
 The man you attacked shakes off the pain.  He then uses his spear to vault up the steps.  He flies up to meet you and unleashes a flurry of attacks.

 Spoiler
Swift: Vault the Heavens with a Jump check of +105 to Jump to T-12.

Move: Fly up to T-11, +45.
Standard: Flurry
  Attack  - (1d20+22)[ 36 ]    Damage  - (2d10+24)[ 30 ]  and 130 fire and 13 forge fire
  Attack  - (1d20+22)[ 31 ]    Damage  - (2d10+24)[ 33 ]  and 130 fire and 13 forge fire
  Attack  - (1d20+22)[ 26 ]    Damage  - (2d10+24)[ 33 ]  and 130 fire and 13 forge fire
  Attack  - (1d20+22)[ 29 ]    Damage  - (2d10+24)[ 30 ]  and 130 fire and 13 forge fire
  Attack  - (1d20+22)[ 34 ]    Damage  - (2d10+24)[ 37 ]  and 130 fire and 13 forge fire

[User]
 Miss.

AoO for moving through a threatened square:  (1d20+25)[ 37 ]  for  (2d10+30)[ 44 ]  + 52 fire damage + 13 forge fire.

Concealment, need double 20s or lower to miss:  (1d100)[ 90 ]   (1d100)[ 82 ]

[User]
 The bird unleashes a series of attacks against you, then falls toward the ground.

Claw:  (1d20+12)[ 25 ]  for  (1d8+14)[ 22 ]
Claw:  (1d20+12)[ 31 ]  for  (1d8+14)[ 20 ]
Bite:  (1d20+7)[ 27 ]  for  (2d6+10)[ 15 ]
Wing:  (1d20+7)[ 14 ]  for  (1d6+10)[ 11 ]
Wing:  (1d20+7)[ 22 ]  for  (1d6+10)[ 13 ]

Falling damage:  (4d6)[ 17 ]

The warforged then murmurs "pierce the heavens" and unleashes a flurry of stabs in your direction.

 (1d20+45)[ 52 ]  for  (2d10+30)[ 41 ]   + 52 fire + 13 forge fire.  Edit: Forgot to jump first.
 (1d20+25)[ 32 ]  for  (2d10+30)[ 47 ]   + 52 fire + 13 forge fire.
 (1d20+25)[ 40 ]  for  (2d10+30)[ 44 ]   + 52 fire + 13 forge fire.
 (1d20+25)[ 38 ]  for  (2d10+30)[ 37 ]   + 52 fire + 13 forge fire.

Same routine as before. Let me know if any hit.

Turn not done, by the way.

[User] If that +45 is not a typo for the warforged's first attack, then that's a hit.  Nothing else hits.  I have 10ft reach.  Does the bird provoke when it closes to attack me, or when it falls?

[User]
 The bird is huge sized, and has enough reach to strike you without moving. I was giving its center square at all times. It very likely provokes an AoO when falling.

The +45 was not a typo.

[User]
 So I'm assuming the +45 wasn't a typo?  Roll your dispel checks.

Here's the AoO for the bird:
  Attack  - (1d20+23)[ 40 ]    Damage  - (2d10+24)[ 37 ]
  Attack  - (1d20+23)[ 27 ]    Damage  - (2d10+24)[ 35 ]  (my reading of Snap Kick is that AoOs are included in "Whenever you make a melee attack", disregard this one if I'm wrong)

[User]
 Dispel checks:
 (1d20+15)[ 18 ]
 (1d20+15)[ 33 ]
 (1d20+15)[ 28 ]
 (1d20+15)[ 21 ]
 (1d20+15)[ 26 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 18 ]
 (1d20+15)[ 20 ]
 (1d20+15)[ 21 ]

If that doesn't change anything, you hit the bird once. It squawks loudly, but continues its fall.

Does anything change from the dispels?

[User] To be honest I don't know how dispelling works.  I don't have any magical buffs on me, but I do have magic items.  Do the items potentially get dispelled?  Do things like the Haste effect from Boots of Speed get dispelled, but the item is still good?

[User]
 That was a targeted dispel directed against you. It tries to dispel ongoing magical effects on you, but doesn't dispel your equipment.

So, no effect, then.

I take an "air jump" five feet up, then fly west to A-11 +100. Spear bursts into flames, etc, etc.

[User]
 I do an air spear vault for   Jump  - (1d20+105)[ 118 ]  to lets's say C-11 +65.  I then auto-succeed on a Tumble check to move half speed to C-11 +100.

  Attack  - (1d20+22)[ 34 ]    Damage  - (2d10+24)[ 35 ]  and 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 30 ]    Damage  - (2d10+24)[ 41 ]  and 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 23 ]    Damage  - (2d10+24)[ 31 ]  and 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 25 ]    Damage  - (2d10+24)[ 39 ]  and 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 24 ]    Damage  - (2d10+24)[ 31 ]  and 54 fire + 13 forge fire

End of turn. I'll use Ten Mirrored Steps if 2 hit.

Wow, 12, 8, 1, 3, 2 for attack rolls.  That's not going to cut it.

[User]
 Misses across the board.

Auto-succeed tumble to A-8 +100, then fly around a bit before vaulting to C-11 +115.

Stabbity stabbity:
 (1d20+25)[ 29 ]  for  (2d10+30)[ 39 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 35 ]  for  (2d10+30)[ 44 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 41 ]  for  (2d10+30)[ 43 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 32 ]  for  (2d10+30)[ 43 ]  + 52 fire + 13 forge fire

Not done.

[User] No hits.  Man, this is nuts. 😛

[User]
 The bird launches itself off the ground and initiates a charging grapple attempt.

 (1d20+14)[ 27 ]  vs touch. Opposed grapple if needed:  (1d20+22)[ 35 ]

Edit: Take your AoO.

[User]
 Attack  - (1d20+23)[ 26 ]    Damage  - (2d10+24)[ 33 ]
  Attack  - (1d20+23)[ 24 ]    Damage  - (2d10+24)[ 41 ]

Does the flaming spear thing still apply?  If so, it gets added.

The touch attack misses.

[User]
 According to Jake it does.

Both miss. Your turn.

[User]
 5ft flutter to C-11 +105.

Flurry:
  Attack  - (1d20+22)[ 35 ]    Damage  - (1d20+24)[ 39 ]
  Attack  - (1d20+22)[ 39 ]    Damage  - (1d20+24)[ 37 ]
  Attack  - (1d20+22)[ 32 ]    Damage  - (1d20+24)[ 35 ]
  Attack  - (1d20+22)[ 23 ]    Damage  - (1d20+24)[ 25 ]
  Attack  - (1d20+22)[ 39 ]    Damage  - (1d20+24)[ 39 ]

Activate Belt of Battle for an extra standard action.

Flurry:
  Attack  - (1d20+22)[ 26 ]    Damage  - (1d20+24)[ 26 ]
  Attack  - (1d20+22)[ 33 ]    Damage  - (1d20+24)[ 27 ]
  Attack  - (1d20+22)[ 30 ]    Damage  - (1d20+24)[ 34 ]
  Attack  - (1d20+22)[ 28 ]    Damage  - (1d20+24)[ 25 ]
  Attack  - (1d20+22)[ 27 ]    Damage  - (1d20+24)[ 32 ]

End of turn.  I'll use Ten Mirrored Steps if 2 hit, and I'll cry if 0 hit.

Average should be 32.5  These average to 31.2.  Ok so they just look below average on first glance, but I'm still annoyed.

[User]
 Did you increase your maneuverability from the feathered wings? If not, I'm fairly sure you're about to fall to the ground for failing to maintain forward speed.

None of those connected. Need to know if you fall first.

[User] I suppose I should read the flying rules, cause none of that meant anything to me.  Since I had a move action I didn't use, can we just say that I tumbled at half speed around for a while and then did the same actions you saw there?

[User] If you like. Do you auto-pass tumble for two creatures, or just one? If it's just one, roll tumble, since you're threatened by the bird and the warforged right now.

[User] Yes I pass for 2.  Go ahead, and sorry about the rules stuff.  There's a reason I haven't tried to make a caster for this. 😁

[User]
 The bird Withdraws, and circles up, centered on C-11 +200.

The warforged tumbles around, then jumps to C-11 +120.

Stab! Stab! Stab!:
 (1d20+25)[ 30 ]  for  (2d10+30)[ 37 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 26 ]  for  (2d10+30)[ 39 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 39 ]  for  (2d10+30)[ 38 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 35 ]  for  (2d10+30)[ 39 ]  + 52 fire + 13 forge fire

[User] Assuming those all miss, it's your turn.

[User]
 Misses again.  I'm wondering if Between the Raindrops needs a nerf. 😁

Tumble away, then spear vault to C-11 +130.  Provoke an AoO

  Attack  - (1d20+22)[ 42 ]    Damage  - (2d10+24)[ 34 ]  + 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 33 ]    Damage  - (2d10+24)[ 37 ]  + 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 36 ]    Damage  - (2d10+24)[ 37 ]  + 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 34 ]    Damage  - (2d10+24)[ 33 ]  + 54 fire + 13 forge fire
  Attack  - (1d20+22)[ 32 ]    Damage  - (2d10+24)[ 32 ]  + 54 fire + 13 forge fire

I'm beginning to suspect that I'll need a 20 to hit you.  Here's hoping.

EDIT: The provoke AoO above was left over from what I thought about doing.  I can tumble as part of the jump so no AoO.

[User] And there it was!    Crit confirm  - (1d20+22)[ 24 ]    Extra damage  - (2d10+24)[ 31 ]   Not sure if the fire or forge fire get multiplied as well.

[User] AoO:  (1d20+26)[ 34 ]  for  (2d10+30)[ 36 ]  + 52 fire + 13 forge fire

[User]
 The nat 20 hits, of course. The warforged doesn't look too happy.

Turn complete?

[User] Yes, sorry I'm done.

[User]
 The warforged tumbles to G-11 +145, then jumps to C-11 +145. The bird flies around uselessly.

Stab, stab, stab, stab the fleshbag!:
 (1d20+25)[ 45 ]  for  (2d10+30)[ 37 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 43 ]  for  (2d10+30)[ 42 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 45 ]  for  (2d10+30)[ 41 ]  + 52 fire + 13 forge fire
 (1d20+25)[ 27 ]  for  (2d10+30)[ 43 ]  + 52 fire + 13 forge fire

Edit: I assume the 20s hit? 😛

Mind that if you didn't have fire immunity on the first, you have fire vulnerability for the second.

[User]
 Crit confirms:  (1d20+25)[ 45 ]  for  (2d10+30)[ 35 ]
 (1d20+25)[ 38 ]  for  (2d10+30)[ 41 ]

[User] Yeah, that does it.  Good game.  Mind if I see your build?  Mine is  here .


[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 cramped, 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, a torch is already lit, resting in a bracket by the sole door visible in the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2||I|||
3|||||
[/table]

There is a door at D-3, east side. Unless otherwise mentioned, all doors are sliding metal.

[User]
 Illusio stands up, dusts himself off, and searches the room methodically (taking 20 for a result of 27) - floors, wall, and door.

Edit: Aaaand  character sheet , for completeness.

[User]
 You find a web of concealed copper wires on the door. They seem to carry a current of some sort.

(I can't help you beyond this point, as Tavar has the actual map for this dungeon. Just giving you a quickie update.)

[User]
 Illusio stands well back (25 ft) and cast Open on the door. Assuming that works, he readies his hammer and steps outside the room.
I'll be taking 20 to search ahead of me all the way, if that's okay.

[User] Okay, I'm here, but have nothing to add at the moment. Missed your post.

[User] Heh, I think I just ninjaed my DM. Also, I guess I should mention I'm holding my everburning torch in one hand.

[User] That does work. Looking into the hallway, you see that it runs both north and south, before turning west and east, respectively.

[User]
 *flips coin*
North it is! Onward and upward, etc etc.

Edit: I'll follow any turns until I come to something of note. Doors, forks in the road or whatever.

[User] Turning west, you see the path forks 3 ways: south, then 2 different ones going north.

[User] Hmmmm. Let's mix it up and head south this time.  I'm living on the edge.

[User] You can now go east or west. West lead to a door, and the hall also turns north. east leads to a northern turn.

[User]
 Let's see what's behind door number two!
I'll take 20 on my search, and then open it if it's untrapped.

[User]
 West, then?

You find nothing, and open the door. It's a 15ft e-w by 10ft n-s room. The dor is in the upper east. In the lower west, there is a man in robes and a gold/silver diadem, reading a scroll.
Int- (1d20+1)[ 9 ]

[User]
 Heh, yeah, should've said west.

Initiative: (1d20+2)[ 5 ]

[User] He casts a spell, and the scroll glows blue for a moment.

[User]
 I drop my torch, move to the lower east corner and cast Colour Spray on him! DC  16  17 Will Save vs Mind-Affecting Illusion.

Edit: Forgot my +1 for being a gnome.

[User]
 (1d20+4)[ 13 ]

If successful, casts a spell. Take  (1d4+1)[ 3 ]  Damage, and a -4 penalty to str.

[User]
 Hooray! How many Hit Dice is he? I'd assume 1-2, so:

unconscious, blind, stun:  (2d4)[ 3 ]
blind, stun:  (1d4)[ 4 ]
stun: 1

(all in rounds)
Also, move up and hit him in the face with my hammer!
Attack:  (1d20+3)[ 4 ]
Damage:  (1d6+1)[ 5 ]

Edit:...😡

[User] 2 round of unconsciousness left. Coup De Grace might be in order.

[User]
 Yup. Coup-de-grace now. It's full round so I couldn't do it before. Still.
Auto-crit for:  (3d6+3)[ 16 ]
The Fort save will probably be unnecessary, I'm thinking.

[User]
 Yep. He's dead. Get 150xp, and the diadem, worth 50gp.

You could have 5ft steeped over to him.

[User]
 Ugh, of course I could have. It's only a 15 ft room. Well, didn't make much of a difference in the end. I'll just try to never repeat that mistake ever again.
Well, I'll grab the loot, search the room, and if I don't find anything then I'll head out the room and go north.
Grabbing my torch first, of course.

[User] Nothing else. You head north, then west, then north, then east, then south, then east, then north, then west, then north, then east. There is a door in front of you, and the hallway turns north, leading to a 4-way intersection.

[User]
 This place is a veritable maze.
Well, I'm still in good shape (knock on wood), so let's make with the door opening.

[User]
 You see two humanoid sitting before you at a fire, in a 30ft e-w by 15ft n-s room. The door is in the upper west, and the closes humanoid is 15 ft away. Make spot and int.
 (1d20+2)[ 19 ]
 (1d20+1)[ 13 ]

[User]
 Spot:  (1d20)[ 19 ]
Init:  (1d20+2)[ 19 ]

Edit: YAY!

[User] Initiative tie-breaker:  (1d20+2)[ 10 ]

[User]
 To break tie: (1d20+2)[ 12 ]

You notice that the closer humaniod is an elf, while the farther one has jagged teeth hidden behind a veil.

The mist covers the room. Opponents adjacent have concealment, farther have total concealment. Listen check to pinpoint.

[User]
 Mist... how annoying.
Listen:  (1d20+2)[ 17 ]

[User] You detect no movement.

[User] I'll take a double move out the room and north up the corridor.

[User] The elf exits the mist, and goes around the western corner, drawing his bow.

[User]
 How far away is he? If I can get within 15ft in one move, I'll Colour Spray him right up in his face.
If not, I guess I'll charge him?
Attack if necessary:  (1d20+5)[ 18 ]
Damage:  (1d6+1)[ 3 ]

[User] You've moved 40ft away(double move). Plus, he's around the corner. You can't see him.

[User]
 Sorry, I assumed I could see him since you told me what he was doing.
I'll move to the corner and ready an action to hit anyone that walks up to me.

[User] You can't do both of those. You are 40ft from the door, and have a move of 20. If you spend both move actions to close with the corner, you no longer have a standard action with which to ready an action.

[User] Ugh, sorry. That was dumb of me. I guess I'll just move up to the corner then, and see what happens.

[User]
 😏

Okay, first off, make a will save, dc 13, or be unconscious for  (2d4)[ 6 ]  rounds, blinded and stunned for  (1d4)[ 3 ]  rounds, and stunned for 1 round.

[User]
 Will save:  (1d20+2)[ 19 ]
*crosses fingers*
Edit: Yesssssss.

[User]
 Okay, now the elf fires his longbow.
 (1d20+3)[ 12 ]
 (1d8)[ 6 ] , then moves up to you, drawing his longsword.

Then, make another will save, same things, for  (2d4)[ 6 ]
 (1d4)[ 1 ] .

then your turn.

[User]
 Elf misses me.
Will save:  (1d20+2)[ 7 ]
Edit: Noooooo!

[User] Okay, after a time, you wake up. The elf is still stunned next to you, though you don't have your weapon in hand. You are prone.

[User] Hmmmm. Surprised I wasn't stabbed to death. I'll stand up and Colour Spray the elf.

[User] Will save (1d20-1)[ 17 ]  What's the dc?

[User] Well, that's the exact DC. So that's a save then. Curses. I assume he gets to act now.

[User]
 Yes. He stands ups as well, retrieving his sword as he does so, then attacks.
 (1d20+2)[ 11 ]
 (1d8+1)[ 8 ]

[User]
 Swing and a miss!
I 5 ft step back, and Colour Spray again. (To everyone's surprise, I'm sure.)

[User]
 (1d20-1)[ 19 ]

if successful, he'll move forward and attack.
 (1d20+2)[ 6 ]
 (1d8+1)[ 4 ]

[User]
 Another miss, another step, another colour spray.
How dreadfully tedious 😛 (no, not really. I'm actually very nervous for my poor little gnome)

[User]
 Will save (1d20-1)[ 10 ]

if successful, he'll move forward and attack.
 (1d20+2)[ 4 ]
 (1d8+1)[ 7 ]

I can't believe I'm rolling 20's on the saves, 4 on the attacks.

Not any longer. Roll for how long he's out, please.

[User]
 Fiiiiinally.

Unconscious:  (2d4)[ 4 ]
Blind:  (1d4)[ 2 ]

I'll go pick up my hammer, then move back next to him. I assume I can do that in one turn.

[User]
 Well, I suspect I'll have enough time for a coup-de-grace.
Damage:  (3d6+3)[ 10 ]

[User]
 Yeah. The CdG? If so, he's dead.
Gain 75 xp, and you're choice of a longsword, a longbow, studded leather armor, 20 arrows.

Note that you've lost any money plus the gold and silver diadem.

[User] Tasty, tasty xp. Well, I guess I'll go search the room. If there's nothing exciting in there, I'll come back to that four way intersection to the north.

[User] There's nothing. To the north, the hall turns east. To the west, it turns north. To the east, it t's north and south.

[User] I'll take the west and then north passage. Hmmm, used up 4 out of 7 colour sprays. Might have to be less trigger-happy with them.

[User] West, then north, then east. You now can open a door to your south, or continue on to the magic shop. Note that you can sell as much as you like at the shop, and visit it and return as often as you like.

[User] Heh, don't really have much to sell at the moment. I'll try this door to the south, then.

[User] Opening the door, you see an elaborate chest in the south east corner.

[User]
 Well, this couldn't possibly be a trap. How big is the room?
I'll use detect magic. 60ft range should be enough, and I'll scan everything thoroughly. Do I sense anything?

[User] Nope. Nothing. It's 30ft e-w by 20ft n-s.

[User] Alright then. I'll take 20 on searching the room as I make my way to the chest.

[User] On each square you find a tripwire, but you make it to the chest without incident(I assume you uses the shortest path). You find nothing on the chest.

[User] Yeah, shortest path. I'll move back a bit and cast open on the chest.

[User] It vanishes with an audible pop.

[User]
 Huh. Neat trick for a non-magic chest. I'll take 20 (for a result of 27) on searching the rest of the room. If I find nothing, I'll go back to the intersection and take the northern path.
Edit: I should put in modifiers and the like more often, I guess.

[User]
 There are ways to defeat detect magic....

Also, in the south west corner, you find a invisible, chest like object.

[User]
 Well, obviously there was trickery of some sort at work. Which honestly shouldn't be surprising in this place, really.
I guess I'll open the invisible chest to make up for the disappearing one.

[User] It contains 60 pp, 37gp, a Darkwood Buckler(205), a masterwork warhammer(lucky, 308), and a potion of enlarge person(250)

[User]
 I take it all! I'll go sell my regular hammer, the buckler and the potion.
Then I'll return to the intersection and take the northern path.

[User] You go north, then east, then south, then east. There is a door in front of you, and another on the wester wall(the hall turns north.)

[User] I'll try the western door first.

[User] You find a web of copper wires on the door.

[User] I'll step back and cast open. Hooray for cantrips!

[User]
 Door sparks, then opens. The room is 20ft w-e by 15ft n-s, with the door in the upper east. In the room, you see 3 squirrel like creatures.
Int: (1d20+3)[ 7 ]

[User]
 Init:  (1d20+2)[ 20 ]

Hokay. Looks like I'm up first. Gonna need a new post to roll some dice.

[User]
 5 ft step closer, drop torch.
Acid Splash one of the squirlys.

Ranged Touch:  (1d20+2)[ 21 ]
Dmg:  (1d3)[ 3 ]  acid

[User]
 it dies. The remaining 2 cast something. Make 2 fort saves vs dc 13.
1st: (1d6)[ 2 ]  cold damage, 1 str damage
2nd: (1d6)[ 2 ]  cold damage, 1 str damage
In any case, darkness covers the area.
Listen check to pinpoint.
 (1d20+11)[ 20 ]
 (1d20+11)[ 29 ]

[User]
 Fort 1:  (1d20+5)[ 15 ]
Fort 2:  (1d20+5)[ 23 ]

That's to resist the cold and the strength drain, yes?

Listen:  (1d20+2)[ 20 ]

[User] Yes. Okay, you know one of them is on the southern wall, about 10ft from where you are now. Remember, everything has concealment at the moment.

[User]
 Thrice-cursed concealment. Wait, if it's a darkness effect, my everburning torch might counter it.

From SRD:

 Continual Flame
Evocation [Light]
Level: Clr 3,  Sor/Wiz 2
Light spells counter and dispel darkness spells of an equal or lower level.

Also:

 Everburning Torch

This otherwise normal torch has a continual flame spell cast upon it.

Gonna wait for a ruling on that before I decide what to do.

[User] The darkness extinguishes your torch.

[User]
 Well, that's the opposite of what I was hoping for ☹
Stupid evil squirrels.
I'll walk into the center of the room and drop a Sleep spell - Will save DC 14, covers the whole room.

[User]
 The creature attack.
 (1d20+6)[ 15 ]
 (1d20+6)[ 13 ]

Each hit deals 1 damage. If any hit, make a dc 10+damage dealt concentration check, or loose the spell.

Will saves:
 (1d20+1)[ 16 ]
 (1d20+1)[ 18 ]

[User] Nope, both miss. Looks like they're still awake though.

[User] right. you're move, then.

[User] Oh right, I have initiative. Well. Ummm. One last Sleep spell, I guess, before I'm forced to hammer on them.

[User]
 They attempt to nibble your ankles to death again.
 (1d20+6)[ 21 ]
 (1d20+6)[ 8 ]

same deal as last time for damage and the conc check.
 (1d20+1)[ 18 ]
 (1d20+1)[ 14 ]

[User]
 Bah. One hits.
Conc:  (1d20+7)[ 27 ]  vs. 11.

Edit: Not that it mattered, since they passed their saves anyway.

[User] I'm assuming it's their turn now. Also, since they attacked me, does that mean I know where they are?

[User] Oh, they're in your square. and nope, it's your turn.

[User]
 Oh, okay then. 5 foot step away and swing with my hammer.
Attack:  (1d20+4)[ 22 ]
Miss on a 1:  (1d5)[ 3 ]
Damage:  (1d6+1)[ 2 ]

[User]
 Enough to drop it. The other attacks.
 (1d20+6)[ 15 ]

[User]
 That's a miss.
Repeat of last round.
Attack:  (1d20+4)[ 21 ]
Miss:  (1d5)[ 1 ]
Damage:  (1d6+1)[ 4 ]
 I attack the darkness.
(Sorry. I couldn't resist.)

[User]
 It's sharp, pointy, teeth aim for your ankles.
 (1d20+6)[ 22 ]

[User]
 Argh, I am bitten!
Same old, same old.
Attack:  (1d20+4)[ 12 ]
Miss:  (1d5)[ 5 ]
Damage:  (1d6+1)[ 4 ]

[User]
 And again. Though at this point, I think you're out of the darkness, and thus get an AOO when it moves into your square.
 (1d20+6)[ 20 ]

[User]
 Another hit, if my AoO doesn't kill it.
AoO:  (1d20+4)[ 21 ]
Damage:  (1d6+1)[ 7 ]
And then the usual, if he isn't dead.
Attack:  (1d20+4)[ 22 ]
Damage:  (1d6+1)[ 5 ]

[User] He's dead. Gain 150xp.

[User] Woo! Guess it's time to search the room then.

[User] You find nothing.

[User]
 I guess squirrels don't need much in the way of worldly possessions. Even magical evil squirrels of doom.
I'll head east down the passage and open the door.

[User]
 Okay. You see 3 elves sitting in a room.

Int (1d20+1)[ 9 ]

[User]
 Initiative:  (1d20+2)[ 12 ]

Edit: Great! How are they positioned?

[User]
 One 15ft from you, in a straight line. The others adjacent to him, but at a diagonal. Like this:
_ E _
E _ E

[User]
 Hmmm. I'll walk up to the closest elf and hammer him in the face.
Attack:  (1d20+4)[ 5 ]
Damage:  (1d6+1)[ 5 ]

...🫤

[User]
 Swing and a miss. The others attack, surrounding you as they do so.
 (1d20+2)[ 13 ]
 (1d8+1)[ 7 ]
 (1d20+4)[ 16 ]
 (1d8+1)[ 9 ]
 (1d20+4)[ 16 ]
 (1d8+1)[ 5 ]

[User]
 Those all miss. Now that they're all together I'm going to move to a spot where I can zap them with my last colour spray.
If I survive the AoOs, Will DC 17.
u: (2d4)[ 4 ]
b: (1d4)[ 2 ]
s:1

[User]
 AOO:
 (1d20+2)[ 18 ]
 (1d8+1)[ 3 ]
 (1d20+2)[ 9 ]
 (1d8+1)[ 3 ]
 (1d20+2)[ 14 ]
 (1d8+1)[ 8 ]

Saves:
 (1d20-1)[ 4 ]
 (1d20-1)[ 2 ]
 (1d20-1)[ 2 ]

[User]
 First one hits me.
I'll step up to one and CDG.
Damage:  (3d6+3)[ 11 ]
And I'll repeat that for the other two, to speed things up.
Damage:  (3d6+3)[ 16 ]
Damage:  (3d6+3)[ 9 ]

[User] Dead. Gain 150xp. Also, each of them has the following: buckler, longsword, longbow, 20 arrows, studded leather.

[User]
 I'll go sell all their stuff. I'll go pick up and sell the other elf's loot from the room with creepy-toothy-guy too, if it's still there.
And I'll buy and consume a potion of cure light wounds, too.
Heal:  (1d8+1)[ 8 ]

[User]
 The elf room only had one door, right?
I'll return to the intersection and take the eastern passage, then turn north.

[User] This route goes back to the hallway with the 2 northern going hallways and 1 southern leading one.

[User]
 > Go North.

Wait, did I come down one of the northern passages? I'm a liiiittle bit confused now, could I possibly get a map, pretty please?

[User]
 Here's a map. Doesn't have rooms, you're the red dot. The blue ones are unexplored areas.

 Spoiler

[User]
 Okay, I see what confused me. I didn't connect some of the passages that I should have.
I'll go to the blue dot on the top right then.

[User]
 ......
...
That actually leads to a loop, with nothing interesting. Not sure why I included it...

[User] Haha, well then. Hmmm. That can't be the whole level, so I'm going to search for secret doors. I'll do a loop of the whole level, taking 20 as per usual.

[User] Looking at my map of this level from when I went through it, the loop from the top right blue dot actually does not connect with the other blue dot, and the other two points where a line just ends should also have blue dots.

[User]
 Douglas is right: the blue dot's don't connect. Assuming you want to check out the next dot, you go to the dot, then north, then east. To your north is a door, covered in what look to be tripwires.

And while yes, there are more continuations, I didn't feel like drawing them, and they aren't part of the confusion.

[User]
 Well, that's fair enough.

I'll cast Open on the door.

[User]
 The door opens. In the room before you you see 3 skeletons.
Int: (1d20+5)[ 15 ]

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

[User]
 Wow, you tied.
How far are you from the door? To explain the hallway you were in went north, then turned east for 15ft. 10ft into this eastern segment, there is a door.

[User]
 I think in a tie, higher modifier goes first?
Max range of Open is 25 ft, but I don't think I could see the door from that far away, so I'll go with 10 ft. away, at the corner.

[User] The skeletons do nothing.