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<|user|> Arena Tournament, Round 38: Greenscales vs. Yathor Smotr Map: Spoiler XP Award: 300 XP GP Award: 300 GP Talic - Greenscales experiment10k14 - Yathor Smotr All Combatants, please roll initiative. <|end|> <|user|> Greenscales, Checking in. My initiative roll: (1d20+2)[ 11 ] Lemme know if you're buying anything. I don't foresee any needed purchases. I'll be starting in B13, Guisarme in one hand, my single gauntlet on the other, a la Michael Jackson. <|end|> <|user|> Yathor stepping on up. initiative - (1d20+3)[ 20 ] Not buying anything. Not sure if I need to bring this up again, but after creation Karmic Strike feat was swapped for improved trip. Yathor is wielding his spiked chain in square Z 13. Edit: I am assuming we can always see opponent through the glass with only the concealment. <|end|> <|user|> Yes. 2 Panes blocks LOS, 1 Pane doesn't. You have initiative. Have at it :) <|end|> <|user|> ((Noticing I have won initiative..))) Double move action to R13 Current Stats- Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Edit: Thanks for answering my question- I end my turn. <|end|> <|user|> Greenscales, Round 1 (part 2) Double Move: From B13 to L9. Your turn, sir. Stats for refs: Spoiler Location: L9 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Guisarme, Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Smotr, Round 2 (Part 1) Five foot step: Moving to Q 12. Stats- Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) @ Refs Spoiler Can I ready an action to trip him as he comes into range, or can a trip be part of an Attack of Opportunity? Waiting for a Ref's response before I end my turn. <|end|> <|user|> High Ref Mav: @Yathor Spoiler You can ready any standard action you would like, so readying an action to trip your opponent is completely valid. Also, on an AoO, you can use any special attack, such as tripping, sundering, etc. <|end|> <|user|> Initiate Ref FlyMolo experiment and refs Spoiler Attack of Opportunity text says you can make a single melee attack, and Trip text says that a trip attempt replaces a single melee attack. So I think you can. I'm not that good at rules lawyering, so I'm open to another intepretation. I don't see anything to say you couldn't. Ninja'd. Hard. <|end|> <|user|> Done? silly minimum post. <|end|> <|user|> Spoiler I ready an action to trip him if he comes in range. Your turn <|end|> <|user|> Greenscales, Round 2, Part 2 You scared of spear? Fine! Me put it down. My Actions: Move: Re sheathe the guisarme on my back. Standard: Ready an action: Spoiler Attack, if opponent comes within 10 feet. Your turn, sir. <|end|> <|user|> Ref bayar Just a note that a guisarme is a 2handed weapon, so you cant attack with guisarm and gauntlet in the same round. This is for future reference and does not influence the match in any way. @talic: Spoiler How would you even hit him from 10 Ft away ? <|end|> <|user|> I know, on the gauntlet issue. If I ever intend to use an unarmed strike in conjunction with a guisarme strike, it'll be a kick at the knees, heh. @bayar, refs: Spoiler That's what I want him to think, too. You'll see. EDIT: BTW, you're still up, the spoilers don't impact the match. <|end|> <|user|> Yathor Round 3, Part 1 Move: Move to P9 Stats- Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> Greenscales, Round 3 (part 2) That is it, little comrade. Come....closer. Free: Five foot step, M10. Standard: Ready an action: Spoiler Shatter the wall, when opponent stops moving. You're up. Stats for refs: Spoiler Location: M10 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Guisarme, Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Round 4, Part 1 Move: Five foot step to Q10 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> You triggered my ready action. Attack (punch), targeting the glass wall, intersection between M-N row. (1d20+7)[ 15 ] Damage: (1d3+6)[ 8 ] Need 7 damage to shatter the 5x10 section, should be automatic. I lose my initiative in round 4, for the ready action, but I act just before you in round 5, now. Now, my Turn. Greenscales, Round 5 (part 1) Standard: Ready an action: Spoiler Attack if opponent gets within 10 feet Arena effects: any can read Spoiler Broken glass, ground level, glass at M-N/9 and M-N/10 You have the turn. :) Stats: Spoiler Location: M10 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Guisarme, Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Round 5, Part 2 "Really, breaking glass?" Move: Five foot step to P10 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> Greenscales Round 6, part 1 You not scared of spear? Must be scared of ME! Standard: Ready an Action Spoiler Attack if opponent moves within 10 feet. Stats: Spoiler Location: M10 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Round 6, Part 2 "I think your scared of my chain!" Move: Five foot step to P9 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> Greenscales, Round 7, Part 1 Aww, come here. Me just want to give you hug. Move: Draw guisarme. Free: Activate Rage. Standard: Ready an action: Spoiler Attack if opponent makes any movement at all. You're up. Stats: Spoiler Location: M10 AC: 13 (+3 armor, +2 dex, -2 Rage), Touch 10, Flat Foot 11 HP: 17/17 In Hand: Gauntlet worn, Guisarme in hand Rage: 1/9. <|end|> <|user|> \ Yathor Round 7, Part 2 "This isn't going anywhere." Move: Move to N7 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> High Ref Mav: Just a note. Expirement, we have ruled that readying an action in the arena is visible, you don't have to stat what it is just that you've readied an action. See Talic's turn for an example of how this is most commonly done. Also, Talic, expirement has an action readied. <|end|> <|user|> Your movement out of P9 triggered my readied action. Free: As a part of my readied action, 5 foot step to N10. Touch Attack (trip): (1d20+9)[ 19 ] If that hits your touch AC, then my strength check: (1d20+8)[ 17 ] versus your dex check, I believe. <|end|> <|user|> avoid trip - (1d20+3)[ 13 ] As a question- Can you take a five foot step if it was not part of your readied action? <|end|> <|user|> Originally Posted by SRD, Readied Actions You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round. Relevant portion bolded. You may continue your turn. Round 7, part 2. It's no longer legal for you to make the move you did, as you're prone. Thus, you're not obligated to continue that action. Not sure on the exact rules on whether or not that move action is lost or not, but I'm willing to say that you still have both a move action and a standard available. Go ahead and finish out your turn, and I'll start up round 8, part 1. <|end|> <|user|> Yathor Round 7, Part 2 "This isn't going anywhere." Move: Stand Up Standard : Trip - (1d20+4)[ 16 ] If that hits- Trip Check - (1d20+6)[ 7 ] Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Edit: Wear did your bonuses come from on the trip attack? I see +9 written there, but you only have +6 from strength? <|end|> <|user|> High Ref Mav: Just a point of order, not sure if it changes things any. Talic was wrong on trip defense. You use either Strength or Dexterity, which ever has the higher modifier. <|end|> <|user|> His dex has the higher modifier, which is why I stated that. Edit: Post 22, activate Rage. That boosted my Str to 26 (+8 mod). If I used a +9 mod, I mistakenly added BAB. If that is the case, adjust it down 1 point. I don't think it makes a difference, but if it does, I'll be happy to reverse to that point. Edit2: Automatically Pass the Trip defense, as my Str mod alone is greater than your roll, and ability checks to not fail on a natural 1. Will post my turn momentarily. <|end|> <|user|> My Turn: Greenscales, Round 8, Part 1: You: P9 Me: N10 Free: 5 foot step from N10 to O9, and Drop Guisarme in O9. Melee Touch attack (Initiate Grapple): (1d20+9)[ 13 ] Opposed Grapple check, if Touch hits: (1d20+13)[ 29 ] Current Str Mod: +8, BAB: +1, Improved Grapple Feat Damage, If grapple successful (lethal, due to gauntlet): (1d3+8)[ 9 ] <|end|> <|user|> My Turn: Greenscales, Round 8, Part 1: You: P9 Me: N10 Free: 5 foot step from N10 to O9, and Drop Guisarme in O9. Melee Touch attack (Initiate Grapple): (1d20+9)[ 20 ] Opposed Grapple check, if Touch hits: (1d20+13)[ 30 ] Current Str Mod: +8, BAB: +1, Improved Grapple Feat Damage, If grapple successful (lethal, due to gauntlet): (1d3+8)[ 10 ] Edit: Disregard, double post. <|end|> <|user|> Yathor Round 7, Part 2 Resist Grapple - (1d20+3)[ 21 ] If I succeed I will make a unarmed attack- Hit - (1d20-1)[ 11 ] [Roll=Damage (Non-lethal)]1d3+2[/roll] Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Edit:Roll didn't work, so I will try it again... <|end|> <|user|> Damage - (1d20+2)[ 5 ] I think the parentheses messed up the other roll, damage is non-lethal. Requesting a hold on the game until next Saturday. Edit: I successfully avoided your grapple! Move: 5 ft step to Q9 Attack: Attacking with my Spiked Chain [Rollv=Attack]1d20+4[/rollv] [Rollv=Damage]2d4+1[/rollv] <|end|> <|user|> Current AC is 13, so that's a miss. Greenscales, Round 9, Part 1 Grapple check to deal damage. (1d20+11)[ 22 ] (1d3+6)[ 9 ] Add +2 to each of these. (neglected to add in +2 for additional str while raging) EDIT: And I believe, with your mod, there's no way you can beat a 24. <|end|> <|user|> No, I resisted your grapple I believe, as I won the opposed check. Rerolling for damage if that is correct- Move: 5 ft step to Q9 Attack: Attacking with my Spiked Chain Attack - (1d20+4)[ 7 ](11) Damage - (2d4+1)[ 1 ][ 2 ](4) <|end|> <|user|> My Opposed check in round 8 was 29. There was no way you could. My touch attack was only 13, but that just needed to hit your touch AC. <|end|> <|user|> Yathor Round 9, Part 2 Sorry, did not read that right (I was thinking my check v. the touch attack), I am almost down. Grapple Check To Escape- grapple - (1d20+3)[ 15 ] If I escape I move to Q9. Your turn. Spoiler Hp: 1/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) <|end|> <|user|> Your grapple should have been to prevent my damage. Relevant posts: post 31 (my initial grapple) post 32: double post post 33: (your failed opposed check, and failed melee attack) post 34: in error post 35: my 2nd grapple check to damage Post 36-37: dealing with error Post 38: should have been grapple check to resist damage. <|end|> <|user|> Just take your turn, I don't get grappling, make a check or I escape. <|end|> <|user|> Sure thing. Grapple: (1d20+13)[ 16 ] (+8 str, +1 BAB, +4 feat) My turn. Using the following option: Originally Posted by SRD, Grapple Damage Your Opponent While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check. If we're still grappling: Opposed check: (1d20+13)[ 27 ] Damage, if success: [roll1d3+8[/roll] <|end|> <|user|> Damage roll broke: (1d3+8)[ 11 ] And I think you can't get the grapple check, so you take this damage. <|end|> <|user|> You win, as I cannot make it under any circumstance. Good Game. <|end|> <|user|> You too. Not a bad build for a tripper. <|end|> <|user|> High Ref Mav: Greenscales wins <|end|>
<|user|> Arena Tournament, Round 38: Mr Underhill vs. Zaknefien Map: Spoiler XP Award: 300 XP GP Award: 300 GP Bayar - Mr. Underhill Deathslayer7 - Zaknefien All Combatants, please roll initiative. <|end|> <|user|> 2 druids meet in the woods... Initiative: (1d20+5)[ 13 ] Dunno if I will buy ****, will have to decide...You buy **** ? <|end|> <|user|> High Ref Talic Mr. Underhill wins by DQ. <|end|>
<|user|> Arena Tournament, Round 36: Ulric vs. Ned the Knight Map: Spoiler XP Award: 300 XP GP Award: 300 GP Roland - Ulric Lord Sarthax - Ned the Knight All Combatants, please roll initiative. <|end|> <|user|> (1d20-4)[ 6 ] I want to sell my mule (how much does it sell for) and by a light warhorse (trained for combat riding) Buy 5 bags of caltrops and 6 bags of marbles (if you accept stuff from arms and equipment guide, not sure if its a 3.5 source) <|end|> <|user|> Anything you sell gives you half of the listed value that it was bought for. Also note, pretty much any animal with "war" in its title is trained for combat riding automatically. This includes the Warhorse, the Warpony, and the like. EDIT: Also, Arms and Equipment Guide is a 3.0 source, so unfortunately, it's out. That said, if you can find Marbles from a 3.5 source, you're more than welcome to use them. <|end|> <|user|> High Ref Talic Ned the Knight wins by DQ. <|end|>
<|user|> Arena Tournament, Round 33: Okgar vs. Kepeskjhank Map: Spoiler XP Award: 300 XP GP Award: 300 GP munimortal - Okgar Corsair420 - Kepeskjhank All Combatants, please roll initiative. <|end|> <|user|> init: (1d20+2)[ 10 ] lets do it <|end|> <|user|> For some reason, I doubt that he will post here. He already got DQ in another match if my memory serves me well. <|end|> <|user|> eh his problem not mine <|end|> <|user|> just in time... Init (1d20+2)[ 15 ] <|end|> <|user|> Start in B13. Double Move to M12 You are up <|end|> <|user|> technically your 11 hours late cause its 2 days once someone rolls, and i don't care one way or another. <|end|> <|user|> 3 days for both to post initiative. Dont care. Commit crimes against nature on one another already !!! <|end|> <|user|> staring in z13 dbl move to Z1 <|end|> <|user|> ref chilepepper Okgar Spoiler No LoS even though you know where he is Kepeskjhar Spoiler No LoS even though you know where he is Originally Posted by bayar Commit crimes against nature on one another already !!! LOL! <|end|> <|user|> Start in M12 double move to S6 <|end|> <|user|> Hmm thought I posted I will start casting a spell refs Spoiler I will cast Fist of Stone (+6 to str and natural slam attack 1d6+1 1/2 str mod if its the only attack i make) <|end|> <|user|> I will attack the wall to my north S 5/6.. Attack (1d20+5)[ 16 ] Damage (2d4+5)[ 12 ] End of turn, u are up. <|end|> <|user|> High Ref Talic LOE check based on Corsair's request in Waiting room. LoE is established, at a range of 115 feet. Play continues, Kepeskjhank's turn. <|end|> <|user|> I will cast a spell Magic Missile Dmg: (1d4+3)[ 4 ] Come fight me barbarian! My fists hunger for you! <|end|> <|user|> Ref Bayar Range 115 Ft. Magic missile has a range of 100 Ft if I remember correctly. <|end|> <|user|> High Ref Talic Per SRD: Range: Medium (100 ft. + 10 ft./level) Minimum caster level 1, minimum range is 110 feet. <|end|> <|user|> theres no way Z1 to S5 is 115 feet <|end|> <|user|> Am i good to go? or are we waiting on a ruling? <|end|> <|user|> ref chilepepper I have no idea where the mixup in range came in. Here's where we're at right now. The shattered glass as S5/6 gave LoE. Kepeskjhar cast magic missle at a range of 45' doing 4 points of damage. Kepeskjhar is in Z1. Okgar is in S6. It is Okgar's turn. <|end|> <|user|> Start in S6 Activate Rage Move to Y2 You are up <|end|> <|user|> I'll use my slam attack on him Attack: (1d20+3)[ 15 ] dmg: (1d6+3)[ 5 ] <|end|> <|user|> it's been 2 days since its been his turn I think we can call this? <|end|> <|user|> High Ref Talic You never passed your turn, technically, though I think the last massage posted counts as notification. if 48 hours pass from your call request, I'll call it. <|end|> <|user|> High Ref Talic Kepeskjhank wins. Collect xp and gold. <|end|> <|user|> bout the only way i can beat a barbarian at this lvl <|end|>
<|user|> Arena Tournament, Round 27: Xerxes vs. MiTS - Final Match Map: Spoiler XP Award: 300 XP GP Award: 1st Place - 600 GP 2nd Place - 300 GP Xerxes - king_korath Morbius - Monster in the Shadows All Combatants, please roll initiative. <|end|> <|user|> initiative - (1d20+3)[ 8 ] ready manuevers Spoiler Charging Minotaur Shadow Blade Technique Distracting Ember Counter Charge I reserve to buy something in response to what you buy, other than that I am ready <|end|> <|user|> can we please postpone the match as I will be away from a computer until monday. <|end|> <|user|> Fine by me <|end|> <|user|> High Ref Talic At player request, match on hold until monday, 3/31. <|end|> <|user|> I am back. init (1d20+4)[ 20 ] <|end|> <|user|> Spoiler move to U11, have a javelin in my hand, shield in the other. your turn stats Spoiler ac22 hp12 focused <|end|> <|user|> Sorry I don`t have time to post today but I shall do it tomorrow <|end|> <|user|> Sorry for the delay, my PC is still down and some boop guy blocked the proxy server that allowed me to see photobucket.com from my work PC, I will try to post from a friend's house tonight or if you have the time you could post the map for me here in a different server? EDIT: Nevermind, they blocked all the image hosting sites I checked ¬¬ <|end|> <|user|> And finally... Mits round 1 - 2nd to act Spoiler Mits starts on B10 with his greatsword. he uses a swift action to activate child of shadow stance then double moves to P5 we need a LoS check, then it's your turn. Monster’s Stats (for refs) Spoiler Location: HP: 11/11 Speed: 40 ft. AC: 16, Touch 12, Flat-footed 14 Saves: Fortitude +4, Reflex +4, Will +1 Attacks: +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6) Held/worn: 3/3brute gauntlets Effects: concealment Reactive rolls: spot - (1d20-4)[ 14 ] listen - (1d20-3)[ -1 ] <|end|> <|user|> High Ref Talic @Xerxes: Spoiler No LOS @MitS: Spoiler No LOS Xerxes is up. <|end|> <|user|> Spoiler move to U 13 and then activate burst (+10 move). end turn. stats Spoiler ac22 hp12 focused <|end|> <|user|> Mits round 2 - 2nd to act Spoiler Mits enters full defense mode (standard action) and moves from P5 to U6 your turn. Monster’s Stats (for refs) Spoiler Location: T8 HP: 11/11 Speed: 40 ft. AC: 16, Touch 12, Flat-footed 14 (full defense not added) Saves: Fortitude +4, Reflex +4, Will +1 Attacks: +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6) Held/worn: 3/3brute gauntlets Effects: concealment Reactive rolls: spot - (1d20-4)[ 7 ] listen - (1d20-3)[ 5 ] <|end|> <|user|> High Ref Talic LOS is established. Xerxes is in U13, with javelin and shield in hand. MitS is in U6, greatsword in hand. <|end|> <|user|> Cool I am in charging range. So I will charge and attack, expending my psionic focus to use Psionic weapon (2d6 extra damage). attack (1d20+6)[ 12 ] (+4 to hit and +2 from the charge.) damage (3d6+3)[ 17 ] stats Spoiler ac19 hp12 <|end|> <|user|> *Note to self, ask opponent to spoiler any charge attack...* Well I was going to use counter charge but since that was a miss anyway... Mits round 2 - 2nd to act The shadows around Mits fades and his bright yellow eyes show only malice, he utters a couple words on an old language causing fire to surround Xerxes from behind. A cold aura surrounds Mits' sword and he moves it so quickly that it becomes as two. meaning... No concealment this turn. Mits uses a swift action to initiate distracting ember creating a small fire elemental on U8(assuming Xerxes is on U7) then he uses a standard action to use shadow blade technique attack1 - (1d20+10)[ 16 ] (+2 from flank added) attack2 - (1d20+10)[ 15 ] damage - (2d6+9)[ 14 ] and if both attacks hit cold damage - (1d6)[ 4 ] your turn. Monster’s Stats (for refs) Spoiler Location: U6 HP: 11/11 Speed: 40 ft. AC: 16, Touch 12, Flat-footed 14 (full defense not added) Saves: Fortitude +4, Reflex +4, Will +1 Attacks: +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6) Held/worn: 3/3brute gauntlets Effects: Reactive rolls: EDIT: Sigh, a very bad time for a 5 and a 6 in a row <|end|> <|user|> Sigh, I though you were going to die with that Ok, I have to say that I was going to use counter charge had I not know the attack result so roll a str check... if you win your turn happened exactly as you said, if not your attack failed and you didn't spend your psionic focus (sigh) str check - (1d20+6)[ 14 ] <|end|> <|user|> OK, that means my Ac goes back up to 22 and I get a chance for a one-hit kill again. str (1d20+3)[ 6 ] <|end|> <|user|> Just to remember it is still your turn <|end|> <|user|> what did the str check mean, and how does it affect me. <|end|> <|user|> The counter charge manuever made your charge fail (so you were never able to attack me and spend psionic focus) and Mits did not change your location after the counter-charge(even if he could). Then Mits attacked, missed(boop) And now it's your turn. <|end|> <|user|> OK which means that I can try to one-hit kill you again, so I will try. Attack expending psionic focus for psionic weapon. attack (1d20+4)[ 23 ] damage (3d6+3)[ 8 ] <|end|> <|user|> Potential crit. roll to confirm (1d20+4)[ 20 ] damage if confirmed (added to damage in post above) (1d6+3)[ 8 ] stats Spoiler ac21 hp12 not focused <|end|> <|user|> 😦 Ouch, stupid critical... Mits falls unconcious <|end|> <|user|> coup de Grace time. I perform a coup de grace on you. damage (2d6+6)[ 11 ] <|end|> <|user|> I am at -5 and you still coup de grace me? 😦 Ouch <|end|> <|user|> sorry I got burned once by some one who could recover, So I played it safe, Good game though. <|end|> <|user|> High Ref Talic Xerxes is the victor. Treasure and experience are on the right. Painful death on the left. Looks like someone's already gone left. <|end|> <|user|> Originally Posted by king korath sorry I got burned once by some one who could recover, So I played it safe, Good game though. Well, I CAN recover, but I need to be conscious😉 <|end|>
<|user|> Arena Tournament, Round 37: Chile IV vs. Running Fist Map Spoiler XP Award: 300 XP GP Award: 300 GP Chilepepper - Chile IV Kaganmonk - Running Fist All combatants, please roll initiative. <|end|> <|user|> [roll=Initiative]d20+2+2[/roll] Start with shurikens in hand, no purchases. (I'll update my sheet soon) <|end|> <|user|> Initiative - (d20+2)[ 11 ] Start with shurikens in hand, no purchases. (I'll update my sheet soon) By the way, I'm not Hal I. Tosis. <|end|> <|user|> My last match was against Hal I Tosis. It's just a cut and paste error. Poor Talic is working himself to the bone keeping these rounds updated. "init" - (1d20+5)[ 18 ] I'll start by purchasing a tent. <|end|> <|user|> I'll start in my tent. Spoiler Tent is in B13-14. I'll start in B13. Double move up to G13 and hide. Hide (1d20+7)[ 26 ] Reactive Spot (1d20+5)[ 14 ] Reactive Listen (1d20+4)[ 18 ] <|end|> <|user|> I'll start in my tent. Spoiler Tent is in B13-14. I'll start in B13. Double move up to G13 and hide. Hide (1d20+7)[ 19 ] Reactive Spot (1d20+5)[ 13 ] Reactive Listen (1d20+4)[ 18 ] Oops, double post, first rolls count. Done <|end|> <|user|> No LoS from steps. Spoiler Double move to D2. Done. Stats: Spoiler Location: D2 HP: 8/8 AC: 16 (10 + 2Dex + 4Wis) Saves: 2/4/6 <|end|> <|user|> Waiting on LoS <|end|> <|user|> The steps blocked any view initially, and I can tell you that I haven't done anything to change that. <|end|> <|user|> Ninja Ref Maurkov @runningfist Spoiler You're on the blue side, and once you mirror your action to W2, there's no LoS. @Chili IV Spoiler No LoS <|end|> <|user|> High Ref Mav: @Runningfist Spoiler I'm going to transpose you to W2, cause well, you started in the Blue Circle. No LoS @Chile Spoiler No LoS @Maurkov Spoiler Wow, do we think alike or what, nice Ninja 😁 <|end|> <|user|> Spoiler Move to J14, scatter planks. Done <|end|> <|user|> High Ref Talic Looks around for ninjas @Chile: Spoiler No LOS @runningfist: Spoiler No LOS <|end|> <|user|> High Ref Talic Chile IV is declared the victor, by DQ. <|end|> <|user|> Thank you. I was just about to declare my resignation. Hope you all have a good time. <|end|>
<|user|> It is a time of war and battle, you are the heroes of this story. Will you save your nation, or destroy it You are in a treehouse with your superior commander, the elf-lord Findol. He turns to you and say's It is time. We can't win this war alone, not with everyone after us. I'm sending you on a boat to Drascon with over 500,000 gold. You need to convince Drascon to side with us for with tem we can't be defeated. You shall leave in 24 hours on the boat Swift Runner Any questions? <|end|>
<|user|> It is a time of war and battle, you are the heroes of this story. Will you save your nation, or destroy it You are in a cold dank dark room with your lord the lich king himself there. My young follower are you ready to bring this nation to victory? Are you ready to do the unthinkable? For if you are not leave, and if you are than bring me glory. I need you to go to the battlefield that will be waged in but 2 weeks. In the town of Corland. In Kyllion we shall aid our allies as we wage war on the massive forces of Sumet. We shall take their forests and burn them out. His voice is a cold whisper, and knife plunged in cold water. He looks at you with his dead eyes, to see if there are any questions <|end|>
<|user|> Arena Tournament, Round 36: Krull vs. Leaf Map: Spoiler XP Award: 300 XP GP Award: 300 GP theterran - Krull Maurkov - Leaf All Combatants, please roll initiative. <|end|> <|user|> Krull Initiative - (1d20+5)[ 6 ] <|end|> <|user|> Krull Initiative - (1d20+5)[ 8 ] Stupid slow site. <|end|> <|user|> Additional purchases: None Spell selection Spoiler 0:Guidance, Guidance, Virtue; 1:CLW, Magic Stone Init - (1d20+3)[ 17 ] Leaf begins in Y14 mounted on the chain barded dog. The other dog is in Z14. He carries his shield on his left hand. His right is empty. Edit: Leaf Round 1 Note: Leaf automatically succeeds DC 5 ride checks to guide with knees. Leaf rides Y14-&gt;X15-&gt;X22 (40') and casts a spell. Spoiler Cast virtue, shared with companion. Unhandled, the other dog stays where it is. Done. Status Spoiler Leaf X22 HP 11/10 AC 20 Spells: Virtue Max X22 HP 14/13 AC 20 Spells: Virtue[shared] Bud Z14 <|end|> <|user|> Krull - Round 1 Starting in B14 with a Javelin in hand, Krull moves to J14. There he casts a spell. Spoiler True Strike. He also uses a swift action to activate Travel Devotion End my Turn. Stats: Spoiler Location - J14 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Javelin Travel Devotion (1/10) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> Leaf Round 2 Attempt a rapid dismount - (1d20+7)[ 20 ] Not done. <|end|> <|user|> Leaf Round 2 part 2 Leaf commands the loitering canine (Y13) to attack. Handle Animal - (1d20+4)[ 8 ] The dog doesn't react. @refs Spoiler If Leaf readies an action to handle his animal companion, does the animal's action also interrupt Krull? Or would the animal be treated as delaying, and fulfill the command after Krull finishes his turn? Not done. <|end|> <|user|> High Ref Talic @Refs: Spoiler Originally Posted by Handle Animal, SRD This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Arena ruling has limited special initiative actions to creatures with Int 3 or greater, and the ability to communicate with the player. Thus, the animal cannot delay. It will perform whatever action a player specifies, on its next action, which is on the player's next initiative count. Is this correct? Match on hold while I verify something. <|end|> <|user|> High Ref Mav @Refs Spoiler This is a tricky one... I'd say that since the animal goes on the same turn, any initiative modifying action that the owner takes, would also be taken by the pet. Just to keep things simpler. The pet itself would waiting to receive commands on its owners turn, and can't do anything on any other initiative count. Also, since the owner has to give up his round and burn his standard action on a HA check, its not like its really advantages to do so. <|end|> <|user|> High Ref Talic @Mavian, Refs: Spoiler Yeah, my only issue is that Kyeudo's already ruled that mounts can't ready actions at their rider's direction. Delay seems reasonable, but if that's the case, then the mount would go after the action that triggered it, and it would jank up initiative counts. But I'll take this one whichever way you feel is best. <|end|> <|user|> @Talic, Refs Spoiler Actually, I'm fairly certain that in my match with Chile, he ruled that a mount couldn't ready an action on its own, but a rider could ready an action to make his mount do something <|end|> <|user|> @Refs, Leaf: Spoiler If you ready an action to act with your mount, the mount interrupts also. <|end|> <|user|> @refs Spoiler Okay, thanks. But a companion fulfills the command on its next action. (I found the citation in the SRD) Maybe I shouldn't have dismounted. Leaf commands the other dog, Max to attack. Max surges forward (O15), but then Leaf calls him to guard instead. (Free actions to handle animal - (1d20+8)[ 15 ] handle animal - (1d20+8)[ 12 ] ). Max growls at Krull in warning. Leaf then waits for something. Ready action: Spoiler If Krull throws the jav, Leaf will move to get full cover. Done. status Spoiler Leaf: Location X22 AC 20 HP 11/10 Spells: Virtue[9] Max (companion): Location O15 AC 20 HP 13/13 Bud (useless gp sink): Location Y13 AC 19 HP 13/13 <|end|> <|user|> Krull - Round 2 Swift Action: move to Q15. Standard Action: Throw Javelin. Attack - (1d20+15)[ 26 ] (+20 True Strike, -1 Range attack, -4 Range Increment) Damage - (1d6+5)[ 7 ] Move Action: Move to O18. end my turn. Stats: Spoiler Location - O18 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Javelin Travel Devotion (2/10) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> High Ref Talic In the future, when you have more than 1 legal target, please announce the target of your sharp pokey object tossing. <|end|> <|user|> What path does he take to Q15? To O18? Max the dog was guarding O15, so I think there's an AoO in there someplace. AoO - (1d20+3)[ 13 ] damage - (1d6+3)[ 7 ] trip - (1d20+2)[ 18 ] @refs Spoiler I don't think there's any place within 10' that provides full cover from Q15, but let me know if I'm mistaken <|end|> <|user|> High Ref Talic We'll actually need a rewind. There's no way for Krull to go from J14 to Q15 in 40 feet without passing through O15. Krull cannot pass through O15, however, as it is occupied by an opponent. Rewind to beginning of action, restate your movement, Krull. <|end|> <|user|> Meh...didn't realize which way I was going...will revise my moves... But probably not until Monday. <|end|> <|user|> Redoing my move to make it legal. Krull - Round 2 Swift Action: Move to M19 Standard Action: Throw Javelin at Dog in O15. ((Depending on what the refs say, just use the rolls from the previous post)) Move Action: Move to P24. End my Turn. Stats: Spoiler Location - P24 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Javelin Travel Devotion (2/10) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> High Ref Talic If your opponent has no problem with you keeping the rolls, I see no reason why to disallow it. <|end|> <|user|> Same rolls is fine. Without cover, a miss is about as likely as a crit. Leaf round 3 Leaf releases Max to attack Krull handle animal - (1d20+6)[ 22 ] . The dog moves (O15-&gt;O23), charge attack - (1d20+5)[ 7 ] damage - (1d6+3)[ 9 ] trip - (1d20+2)[ 6 ] Leaf steps 5' to X21 and begins a long spell. Spoiler Exchange Magic Stone to spontaneously cast SNAI Done. status[/spoiler] Leaf X21 AC 20 HP 11/10 Spells: Virtue Max O15-&gt;O23 AC18 (charge) HP 3/10 Bud Y13 AC 19[/spoiler] <|end|> <|user|> Krull - Round 3 Move Action: Draw Morning Star. Standard Action: Attack Doggie! Attack - (1d20+5)[ 22 ] Damage - (1d8+5)[ 9 ] Secondary Gore Attack Attack - (1d20)[ 12 ] Damage - (1d6+2)[ 5 ] End my Turn. Stats: Spoiler Location - P24 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Morning Star Travel Devotion (3/10) Turn Undead Attempts Used: (0/2) Javelins Used (1/4) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> Leaf round 4 Leaf frowns at the loss of Max, but doens't let that break his concentration. He completes his spell, summoning wolf (X24) which immediately charges (-&gt;P24). charge attack - (1d20+10)[ 11 ] damage - (1d6+4)[ 7 ] trip - (1d20+3)[ 23 ] Leaf just shakes his head and casts again. Spoiler burn the other 1st level spell for another SNAI Done. status Spoiler Leaf X21 AC20 HP11/10 Spells: Virtue Max KO Bud Y13 <|end|> <|user|> Krull - Round 4 ((I'm in P24...So I will assume the wolf in Q24)) I will withdraw to O24, then to S17. End my turn. Stats: Spoiler Location - S17 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Morning Star Travel Devotion (4/10) Turn Undead Attempts Used: (0/2) Javelins Used (1/4) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> Yes, that's right. Q24. Leaf round 5 The wolf gives chase (70' double move to R16). Leaf finishes the spell, creating another wolf-missile in V20, which charges: charge Attack - (1d20+12)[ 32 ] (incl. flank) damage - (1d6+4)[ 5 ] trip - (1d20+3)[ 20 ] Leaf commands the lazy dog to join the attack. handle animal - (1d20+4)[ 17 ] . It charges (Y13-&gt;T16, 30') and attacks: charge Attack - (1d20+5)[ 14 ] damage - (1d6+3)[ 4 ] trip - (1d20+2)[ 15 ] Oops, should be -4 to hit for cover. Leaf casts a short spell and advances (X21-&gt;W20) Spoiler Guidance Done. status Spoiler Leaf W20 AC20 HP 11/10 Spells: Virtue, Guidance, SNAI [1], SNA [2] Bud T16 AC 19 HP 13/13 Wolf 1 R16 Wolf 2 T16 <|end|> <|user|> confirming threat - (1d20+12)[ 19 ] (1d6+4)[ 5 ] <|end|> <|user|> *Sigh* The Crit Downs me... <|end|> <|user|> Not that I want to argue too strenuously, but 10 damage puts you at 0. You could conceivably cast CLW on the defensive. <|end|> <|user|> Vs Trip 20 STR - (1d20+5)[ 6 ] This will tell me if I'm on the ground or not... <|end|> <|user|> This isn't looking good... Krull - Round 5 Casting a Spell Defensively Spoiler Dropping Obscuring Mist to cast CLW. Concentration - (1d20+6)[ 24 ] CLW - (1d8+1)[ 6 ] End my Turn. Stats: Spoiler Location - S17 (prone) HP: 6/10 AC: 18 Touch: 11 FF: 17 In Hand: Morning Star Travel Devotion (5/10) Turn Undead Attempts Used: (0/2) Javelins Used (1/4) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist-x, True Strike (D)-x <|end|> <|user|> Leaf round 6 The first summoned wolf returns to whence it came. The second attacks. Bud the dog steps over (T16-&gt;T17) for a better angle and bites as well. wolf attack - (1d20+12)[ 19 ] damage - (1d6+4)[ 8 ] dog attack - (1d20+7)[ 26 ] damage - (1d6+3)[ 8 ] If Krull is still struggling, Leaf will take a 5' step to V19, draw a flask of alchemists' fire and wait. Readied action: Spoiler If Krull moves or casts after standing up, throw the flask. Done. status Spoiler Leaf V19 AC 20 HP 11/10 Spells Virtue, Guidance, SNA1[1] Bud T17 AC 19 HP 13/13 Wolf T18 AC 14 HP 17/17 <|end|> <|user|> Ok...now I'm dead 😛 <|end|> <|user|> Good game. I suspect I'll see you again in the finals. <|end|> <|user|> Hopefully... I'll have to figure out some way of dealing with your 'pets' 🤨 <|end|> <|user|> High Ref Talic Leaf wins, by virtue of winning. Collect swag. <|end|> <|user|> Originally Posted by theterran I'll have to figure out some way of dealing with your 'pets' 🤨 I've got some suggestions... which I will share after the rematch. 🙂 <|end|>
<|user|> As the Moonspeakers disperse back into the woods, you linger a moment to ponder. This was the first Moonspeaker gathering you have been allowed to attend, and the circle officialy recognized you as an initiate. You suddenly notice that another has remained behind, an old dreamseer name Greva. She is the second oldest in the circle, younger only than the High Druid Hess. "Come closer, Kren, we must speak," she beckons to you. "I have had strange visions this past week. I have kept them to myself thus far, but when I saw you tonight I knew by the tattoo on your arm that I must tell you. Yes, the others may not know, but you cannot hide your mark from those who have our eyes. Not many of our kind choose the service; few remember the debt we owe to the Empire. But enough of this, we must speak of what I saw." I saw a lion, proud and noble. Suddenly he is struck by an arrow. He turns and roars in defiance at a mighty giant standing near. The giant's mouth opens and hundreds of arrows pour forth. The lion is pierced many times and sinks to the ground. The ground begins to burn, engulfing everything. The lion disapears, the giant disapears. All that remains visible are five arrows, embedded in the ground in a circle. You feel your stomach sink and she relays the vision. For the last month you have seen parts of this vision in your dreams--the lion roaring, the flames, arrows everywhere. "I fear dark days are coming to this world, and I think you may be somehow involved Arrow-Arm. Leave for Vrath in the morning, in the ages past many giants lived there. Tell me what you find, the survival of our people may depend on it." Before you can speak she shapeshifts into a crow and flies away, leaving you alone with the smoldering embers of the campfire. <|end|> <|user|> Damn! Kren had hoped the dreams were nothing more than the dredged-up memories of his time in the Pathfinders... If Greva saw them too, they must mean something . She was wise one, and her advice was always good. In the morning he would go to Vrath. Back to the human lands? Not a pleasant thought. The humans had too much...civilization. Too many rules; too many people obedient out of habit or apathy or fear instead of conviction of right. And too much cultivation! The great forests - out here they still stretched for hundreds of miles - were thinned out and tamed by farmers and lumbermen. Kren settled down for the night under a pine. As he began to doze, wrapped in his cloak, he let himself consider Greva's vision. The lion - a symbol of Ilium, and its patron, Volcannon... Arrows made him think of the Pathfinders, but why would they turn on their own country? Why would they join this giant - whatever it represents? His thoughts spinning, Kren drifted to sleep. Breakfast the next morning was a small rabbit, which Kren caught and ate while he hiked. A few days walk to the woods edge, a quick stop to get horse from Frez the hostler - he owes me one - and he would be in Vrath all too soon. <|end|> <|user|> "Look Kren, I'm very appreciative of what you did for me with that mange. I promised never to give the horses alchemical boosters again. I will only use natural methods from now on. But I just don't have a horse I can give you. The only horse I have right now belongs to a knight who's stabling it here for a week. Its a purebred Ilian charger, not some riding horse. I'm supposed to be getting it ready for a joust. Its tempermental, it probably would buck you off anyway." <|end|> <|user|> Fighting back the urge to growl, Kren sighs and rubs the bridge of his nose. Three days fast walk to get here, barely stopping to sleep, and now this. A charger, huh? Sounds perfect. Look, Frez, I'm in a hurry and you owe me more than it'll cost to replace. Give it to me - and throw in the tack - and I'll say we're even. Don't say anything, Frez! I'm too tired to argue. Have the horse at the inn before dawn tomorrow, or you'll have to deal with a very angry druid. Now for a bath, a hot meal, and the last soft bed for a while. The trip to - Drellin, was it? - would be a long one, with little time for comfort. Spoiler Diplomacy = 16 +0 = 16 Wild Empathy = 5+9 = 14 Handle Animal = 17+7 = 24 Ride = 11+3 = 14 <|end|> <|user|> Frez opens his mouth to protest but stands dumbfounded as Kren approaches the horse and leads it over to Frez. Frez nods in agreement as the horse nuzzles its new master. <|end|> <|user|> Kren left the inn at dawn. The horse was waiting out front - in full barding. Well, what did I expect? I told him to throw in the tack. Kren lead the horse back to Frez's stables, removed everything except the saddle as quietly as he could, and left it neatly piled outside the door. The horse - Horatio was the name on the saddle - pranced a bit when Kren mounted, but a few soothing words quieted him. Now, let's see how fast a druid can travel! Placing his hand on Horatio's neck, Kren muttered a few words and felt a surge of power. Spoiler Traveler's Mount Lasts 3 hours. +10 enhancement to move speed. Can hustle without damage or fatigue. Cannot make attack rolls. Base speed / hour = 6 mph. With Traveler's Mount = 14 mph (hustling) Casting Traveler's Mount twice each day gives an overland speed of 96 miles per day on normal terrain. About three times the speed of an unbuffed horse! Now, he would ride hard for Drellin. Vrath's capital seemed a good place to start a search. <|end|> <|user|> After a day of hard riding aided by magic you arrive in Vrath. Not wasting time to find the main road, you cut cross country straight toward Drellin, hoping to find the road along the way. You crest a hill and see the main road stretch out before you. Suddenly the sound of flames assault your ears and your vision goes dark for a moment. You see flashing arrows again. You shake your head once the vision passes and look down at the road. To the right you see two humans riding at a medium pace, one wears studded leather, has a mustache and wears a whip and rapier at his belt. The other wears a breastplate and has a huge greatsword strapped to his back. Off to the left you catch sight of something strange. Following behind them about 40 feet you see a bit of dirt from the road being kicked up as if there were a rider behind them, but see no rider. Though you can hear faintly the sound of the two humans horses, no sound seems audible from the phenomenon to the left. <|end|>
<|user|> Arena Tournament, Round 26: Oathbreaker vs. Kurgan Map: Spoiler XP Award: 300 XP GP Award: 300 GP Oathbreaker - Paladin Latham Kurgan - Dragonstar All Combatants, please roll initiative. <|end|> <|user|> Initiative (1d20+2)[ 7 ] I will purchase: Nothing! <|end|> <|user|> Nor shall I! Initiative - (1d20+2)[ 5 ] Looks like you go first - let the battle begin! 😁 <|end|> <|user|> Oathbreaker round 1: Oathbreaker starts in B14 with his Large Katana in two hands. He then double moves to P15 with murder and glee in his bloodshot eyes! Stats for Refs: Spoiler Vital Statistics: HP: 10/10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: P15 Current Buffs: none <|end|> <|user|> To charge, or not to charge? That is the question... Oh, what the hell. 😏 Begin in Y14 , Heavy Pick and Shield at the ready. Swift action, enter Righteous Fury. Chaaaaaaaaarge! to Q14 and attack. attack - (1d20+7)[ 25 ] for a potential damage - (1d6+4)[ 8 ] . <|end|> <|user|> Actually, it's 2 more damage than that - I called the Righteous Fury but didn't calculate it in the damage roll, so you've taken 10. Stats (for refs): Spoiler HP: 20/20 AC 14 Righteous Fury (flat +2 to damage rolls) will end at the beginning of my turn on Round 3. You may go... <|end|> <|user|> Oathbreaker round 2: "OW! Now you will hurt you shiny lizard!" Oathbreaker says in his mocking sing-song voice. Large Katana Attack! (1d20+2)[ 8 ] /\ If it threatens (1d20+2)[ 20 ] If it hits (2d8+6)[ 14 ] /\ If it crits (2d8+6)[ 9 ] Armor Spikes Attack! (1d20+3)[ 7 ] /\ If it threatens (1d20+3)[ 5 ] If it hits (1d6+2)[ 4 ] /\ If it crits (1d6+2)[ 6 ] Tail Slap Attack! (1d20)[ 16 ] /\ If it threatens (1d20)[ 17 ] If it hits (1d6+2)[ 5 ] /\ If it crits (1d6+2)[ 5 ] Stats for Refs: Spoiler Vital Statistics: HP: 2 /10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: P15 Current Buffs: none Edit: Curse my evil alignment! Oh well. I just had to try out the two-handed weapon + armor spikes as a two weapon fighting thing. Not as good as the two sword thing. 😏 I am at -1 and dying. <|end|> <|user|> Dying and down... Dragonborn Paladin of Bahamut delivers the coup de grace to the evil dragonblood, eh? damage - (4d6+24)[ 34 ] 😎 One more victory away from another Level 2.... <|end|> <|user|> High Ref Bronz Kurgan is declared the victor And keep the level 2's coming. We need competition 😁 <|end|>
<|user|> Arena Tournament, Round 26: Bulch vs. Todd Map: Spoiler XP Award: 300 XP GP Award: 300 GP Bulch - stimpius Todd - Mavian All Combatants, please roll initiative. <|end|> <|user|> Initiative - (1d20+1)[ 11 ] <|end|> <|user|> Bulch Init - (1D20-2)[ 8 ] reserving right to buy after your purchases. Good luck. <|end|> <|user|> I don't buy things, Todd - Round 1 Swift Action: Activate Punishing Stance Move Action: Y14 to U14 Standard Action: U14 to Q14 End of Turn Stats: Spoiler Hp: 19 Ac: 13 Manuevers: All Readied Breath Weapon: Readied Stance: Punishing Stance <|end|> <|user|> Bulch Bought Spoiler Nothing Move to A12 Stats (refs only) Spoiler HP 11 AC 18 Position A12 Ready an action to throw a javelin as soon as he comes into my LoE. Attack - (1D20+5)[ 19 ] +1 if PB shot. Damage - (1D6+6)[ 8 ] +1 if PB shot. <|end|> <|user|> Todd - Round 2 Move Action: Q14 to N15 Standard Action: Ready an Action Spoiler Ready an action to move after he finish moving End of Turn: Stats: Spoiler Hp: 19 Ac: 13 Manuevers: All Readied Breath Weapon: Readied Stance: Punishing Stance <|end|> <|user|> Bulch Move to K12 Stats [refs only] Spoiler HP 11 AC 18 Position; K12 Ready an action; Spoiler throw a javelin at him as soon as he enters LoE Attack - (1D20+5)[ 6 ] +1 if PB shot Damage - (1D6+6)[ 11 ] +1 id PB shot <|end|> <|user|> When you stop moving, my readied action goes off, and I move to K15, as per my readied action spoiler. This would happen before you readied your action. <|end|> <|user|> Bulch Okay then I throw a javelin at you which well and truely misses and now my head is completley skew whiff on whos go it is :D <|end|> <|user|> It's now mine at the top of Round 3, initiative order doesn't change at all. Todd - Round 3 Swift Action : Activate Strength Domain Move Action : K15-&gt; K14 Standard Action : Attack with Sapphire Nightmare Blade and my Heavy Polaxe Sapphire Nightmare Blade - (1d20+13)[ 31 ] vs AC Attack Roll (1d20+4)[ 17 ] Axe Damage (2d6+6)[ 17 ] Punishing Stance (1d6)[ 4 ] Sapphire Damage (1d6)[ 3 ] Only if Sapphire Nightmare Blade Hits End of Turn Stats: Spoiler Hp: 19 Ac: 13 Manuevers: Sapphire Nightmare Blade , Moment of Perfect Clarity, Charging Minotaur Strike. Breath Weapon: Readied Stance: Punishing Stance Strength Domain: 1/10 <|end|> <|user|> Doh, I messed up my damage roll. The axe was actually supposed to deal 2d6+5, so I only did 16 instead of 17. The sapphire nightmare blade hits, leaving you flatfooted against my axe attack, which means that it hits. So in all you take 23 points of damage. <|end|> <|user|> Assuming it works that way then its game :D I thought you would only get one action having had a readied action but my understanding of them may be off. <|end|> <|user|> What happens with readied actions depends on your place in the initiative order. If you take the action on the same round as you readied it, your initiative moves to above the one that activates your action, and you don't lose any actions. If you take your readied action on the round after you readied it, then it counts as your action for that round. <|end|> <|user|> High Ref Bronz Mavian is correct in his readied action. Therefore.. Todd is declared the winner! <|end|> <|user|> Todd picks up the pieces of the orc and tries to stick them back together You fight good. <|end|>
<|user|> Arena Tournament, Round 17: Kale vs. Dunkin Map Spoiler XP Award: 300 XP GP Award: 300 GP Kale - Qworg Dunkin - Damionte All combatants, please roll initiative. <|end|> <|user|> Dinkin Round-0 Initiative (1d20+2)[ 15 ] <|end|> <|user|> High Ref Paladin Latham Due to inactivity, Kale is disqualified. Dunkin is declared the winner and recieves his due. <|end|> <|user|> Yeah ! ... .. . <|end|>
<|user|> Arena Tournament, Round 26: Grey Wolf vs. Clamber Map: Spoiler XP Award: 300 XP GP Award: 300 GP Grey Wolf - Olidammara Clamber - Stimpus All Combatants, please roll initiative. <|end|> <|user|> Clamberer Initiative - (1D20+5)[ 17 ] <|end|> <|user|> The man and his wolf smirk at the little goblin. "Good luck little crawler..." Ini - (1d20+3)[ 9 ] <|end|> <|user|> Prepared spells: Spoiler 0st level: guidance, virtue, virtue; 1st level: cure light wounds, updraft <|end|> <|user|> Clamberer To Refs Spoiler Start in B10. Move to G10 Take 10 on climb check auto success - 26. Racial allows. Will do this in one move if possible but im thinking it should be 2 actions so perch at the top of G10. Crossbow in 1 hand. Stats Spoiler HP 12 AC 19 Pos; G10 <|end|> <|user|> Grey Wolf, round 1 Spoiler GW starts in Y11, with a scroll of sunstroke in his hand. Ranger starts in Y10. GW casts virtue on his Ranger and then commands him to heel ( Handle Animal - (1d20+8)[ 28 ] ) and moves to U11. If the skill check is succesful, Ranger follows the druid to U10. Stats: Spoiler GW HP:11 AC: 16 (+3 hide armor, +3 dex) Buffs: none Position: U11 Listen - (1d20+7)[ 9 ] Spot - (1d20+7)[ 14 ] Ranger HP: 14 AC: 17 (+2 dex, +2 nat., +3 Studded leather) Buffs: virtue (10 rounds) Position U10 Listen - (1d20+2)[ 22 ] Spot - (1d20+3)[ 18 ] You're up. <|end|> <|user|> Clamberer To Refs Spoiler Maintain position in G10. Hide Hide - (1D20+5)[ 6 ] Ready an action to loose a bolt at the druid or the wolf. Druid preferably with one hand on the crossbow the instant LoS and LoE is established. Attack - (1D20+5)[ 22 ] Damage - (1D6)[ 5 ] Stats Spoiler HP 12 AC 19 Pos; G10 <|end|> <|user|> GM Kyeudo No LoS yet <|end|> <|user|> Grey Wolf, round 2 Spoiler Grey Wolf casts virtue on himself. Stats: Spoiler GW HP:12 AC: 16 (+3 hide armor, +3 dex) Buffs: virtue (10 rounds) Position: U11 Listen - (1d20+7)[ 9 ] Spot - (1d20+7)[ 16 ] Ranger HP: 14 AC: 17 (+2 dex, +2 nat., +3 Studded leather) Buffs: virtue (9 rounds) Position U10 Listen - (1d20+2)[ 15 ] Spot - (1d20+3)[ 11 ] You're up. <|end|> <|user|> Clamberer Actions; To refs Spoiler Maintain position at G10. Hide again Hide - (1D20+5)[ 20 ] Ready an action to shoot the druid or its wolf on LoS. Whichever appears first. Atacck - (1D20+5)[ 14 ] Damage - (1D6)[ 5 ] Stats Spoiler HP 12 AC 19 Pos; G10 <|end|> <|user|> Grey Wolf, round 3 Spoiler GW moves to U8 and hides there, looking for Clamber. Hide - (1d20-2)[ 4 ] and Spot - (1d20+7)[ 13 ] . My other actions depend on the LOS check. . Not done yet. <|end|> <|user|> Ref Mav: Grey Wolf Spoiler No LoS Clamber Spoiler No LoS @Refs: Spoiler Clamber gets a reactive spot. Instead of telling him to roll it, and giving him Metagame knowledge, I'll just roll it for him (1d20-3)[ 7 ] <|end|> <|user|> Grey Wolf, round 3 Spoiler Grey Wolf moves to U12 and, while hiding, tries to locate Clamberer again: Hide - (1d20-2)[ 18 ] and Spot - (1d20+7)[ 23 ] . I'm done, but you better wait for another LoS check before you act. Stats: Spoiler GW HP:12 AC: 16 (+3 hide armor, +3 dex) Buffs: virtue (9 rounds) Position: U12 Ranger HP: 14 AC: 17 (+2 dex, +2 nat., +3 Studded leather) Buffs: virtue (8 rounds) Position U11 <|end|> <|user|> High Ref Bronz @Grey Wolf Spoiler No LoS, and for the record you only get one reactive spot check per round. Any additional checks require actions. @Clamberer Spoiler No LoS <|end|> <|user|> @ Bronz Spoiler My phb states that moving into a new area, allows you to take a spot check without spending an action. In my view this applies to this situation: Grey Wolf can't see things from U8 which can be seen from U12 and vica versa. <|end|> <|user|> Just checking in tell me when its my go :D <|end|> <|user|> Well... you're up since Bronz posted the LoS-check. <|end|> <|user|> Clamberer Actions Spoiler Maintain position in G10 Hiding - result of 20. Ready an action to attack either to enter my LoE and LoS first. Preferably Grey Wolf but his dog beast thing if that comes first. Attack - (1D20+5)[ 24 ] Damage - (1D6)[ 5 ] Im done no need for LoS check - same as the spoilers above whatever yours was. Didn't move position. <|end|> <|user|> Grey Wolf, round 4 Spoiler GW moves to U16, hides ( Hide - (1d20-2)[ 9 ] ) there and peeks around the corner: Spot - (1d20+7)[ 13 ] . Ranger follows him to U15 ( Spot - (1d20+3)[ 12 ] . Not done, we will wait again for a LoS check. <|end|> <|user|> GM Kyeudo No LoS. <|end|> <|user|> *Poke* just to say its still your go. <|end|> <|user|> Grey Wolf is disqualified due to not posting for 4 days. Clamberer is declared the winner and collects the posted rewards <|end|>
<|user|> Arena Tournament, Round 26: Bunny vs. Kodrul Map: Spoiler XP Award: 300 XP GP Award: 300 GP Rezig "Bunny' Rene - faithfreebible Kodrul - VeisuItaTyhjyys All Combatants, please roll initiative. <|end|> <|user|> Spoiler init: (1d20+3)[ 7 ] <|end|> <|user|> Bunny is declared the winner due to inactivity on Kodrul's part and collects the posted rewards <|end|>
<|user|> Arena Tournament, Round 26: Krux vs. Xerxes Map: Spoiler XP Award: 300 XP GP Award: 300 GP Krux - Tortise262 Xerxes - king_korath All Combatants, please roll initiative. <|end|> <|user|> initiative (1d20+4)[ 8 ] <|end|> <|user|> High Ref Paladin Latham Krux is disqualified for inactivity Xerxes is declared the winner and recieves 300xp and 300gp. <|end|> <|user|> Krux hurries in on his exhausted mount, hoping to beat the bell. *DING* Too late! "Grrrr.... Me oversleep again..." Ahhhh! I only just found out the new waiting room was up! Oh, well, I'll just have to rock the loser's bracket 😉 <|end|>
<|user|> Arena Tournament, Round 9: Rune vs. Zaknefein Map Spoiler XP Award: 300 XP GP Award: 300 GP Rune - Bingo Bob Zaknefien - Deathslayer7 All combatants, please roll initiative. <|end|> <|user|> High Ref Morbius For the records I just PMed both players <|end|> <|user|> ummmmmm i thought rune lready beat me in the final match? 🤨 <|end|> <|user|> GM Kyeudo Looks like someone made a mistake setting up matches. Since I was the one that set up this match, that someone would be me. Just ignore this and we'll cut it from the official records. <|end|>
<|user|> Arena Tournament, Round 43: Tordek the Bloody vs. Strit Acora Map: Spoiler XP Award: 300 XP GP Award: 300 GP Tordek the Bloody - Lord Henry Strit Acora - Curtis All Combatants, please roll initiative. <|end|> <|user|> Strit Acora (1d20+1)[ 12 ] "Ah, Tordek, we meet again." <|end|> <|user|> High Ref chilepepper Strit is the winner. <|end|>
<|user|> Arena Tournament, Round 45: Velis vs. En Map: Spoiler XP Award: 300 XP GP Award: 300 GP Velis - Jasmine Rhadix En - Curtis All Combatants, please roll initiative. <|end|> <|user|> En (1d20)[ 17 ] <|end|> <|user|> High Ref chilepepper En is the winner. <|end|>
<|user|> Arena Tournament, Exhibition Match: SamTheCleric vs. SithLackey Map Spoiler Both Combatants Please Roll Initiative. <|end|> <|user|> Level 10 Phelonius Initiative: (1d20+3)[ 16 ] Good Luck to you, sir. <|end|> <|user|> I have a proposal...if you guys would ref our exhibition match, I'll ref yours...that way we don't have to bother the refs for LoS checks and such. <|end|> <|user|> sure thing, I'll keep an eye on your match when I'm free. <|end|> <|user|> Brilliant! Now make with the killin'. <|end|> <|user|> Sorry that there's going to be a delay here, I have AP testing tomorrow, followed by filming for an English project, so it may be a day and a half or so. <|end|> <|user|> It's cool... I've been swamped, started up new classes at college... and Pre-Calc is flying right over my head. <|end|> <|user|> Alright, I'm back (sorry for the delay, mother's day and all). initiative - (1d20+3)[ 11 ] EDIT: Looks like you get to go first. Again. <|end|> <|user|> Phelonius - Round 1 "Well, if it isn't my little Barbarian friend!" Spoiler Start in B13. Cast Greater Invisibility, move to E10. Your turn. Stats: Spoiler Position: B13 HP: 66 AC: 15, Touch 13, Flat Footed 12 Spells: Spoiler Level 1 Shield, Ray of Clumsiness, Lesser Orb of Cold, Lesser Orb of Electricity, Grease, Net of Shadows, Level 2 Boiling Blood, Glitterdust, Tasha's Hideous Laughter, Sting Ray, Touch of Idiocy, Phantasmal Assailants, Phantasmal Assailants Level 3 Fly, Greater Mage Armor, Displacement, Phantasmal Strangler, Phantasmal Strangler Level 4 Solid Fog, Greater Invisibility , Orb of Force, Dimension Door, Greater Mirror Image Level 5 Cloudkill, Mind Fog, Baleful Polymorph, Illusory Feast Buffs: Greater Invisibility 10/10 <|end|> <|user|> Thunk - Round 1 "Thunk smarterer now, little man. Thunk GET you! Thunk use pronouns! Spoiler Thunk begins in Y13 , holding the arrow and with the shield out and animated. Standard Action: Thunk stabs himself with the arrow, gaining See Invisibility for the next 30 minutes. He also takes (1d4+1)[ 2 ] damage, because he's not about to put his full strength behind this. (1d4 because it's not being used as an arrow, but as a dagger-like improvised weapon) Free Action: Command the boots to Fly , duration 5 minutes Move Action: Move to R11 , and crouch to try and maintain a low profile. I'd end the turn, but we probably need a LOS check. And someone to check this turn in general. Stats for Refs Spoiler HP: /120 AC:19/19/18 Location: R11 See Invisibility: 1/300 Fly: 1/50 <|end|> <|user|> Exhibition Ref Terran No LoS <|end|> <|user|> Phelonius - Round 2 "Planning on defeating me with the cunning use of Pronouns, eh? I see your pronouns and raise you a prepositional phrase! " Spoiler Cast Fly. Move to A1 Your turn. Stats: Spoiler Position: A1 HP: 66 AC: 15, Touch 13, Flat Footed 12 Spells: Spoiler Level 1 Shield, Ray of Clumsiness, Lesser Orb of Cold, Lesser Orb of Electricity, Grease, Net of Shadows, Level 2 Boiling Blood, Glitterdust, Tasha's Hideous Laughter, Sting Ray, Touch of Idiocy, Phantasmal Assailants, Phantasmal Assailants Level 3 Fly , Greater Mage Armor, Displacement, Phantasmal Strangler, Phantasmal Strangler Level 4 Solid Fog, Greater Invisibility , Orb of Force, Dimension Door, Greater Mirror Image Level 5 Cloudkill, Mind Fog, Baleful Polymorph, Illusory Feast Buffs: Greater Invisibility 9/10, Fly 1000/1000 <|end|> <|user|> Thunk "Thunk laugh at you! Pepazishun not real word! Spoiler Move Action: move to H11 LOS check and then I'll finish my turn. <|end|> <|user|> Exhibition Ref Terran @SithLackey Spoiler You see him in A1 @SamtheCleric Spoiler You see him in H11 <|end|> <|user|> I see you. What're you holding, please? <|end|> <|user|> Just to go ahead and circumvent this...SithLackey has See Invisibility on, that's how he can see you. <|end|> <|user|> I have Nothing in my hands. :) And I figured he'd have see invis up... stabbed himself with the arrow... clever. <|end|> <|user|> I may have to use that again, it was pretty cheap for 3 minutes of see invisibility. Thunk, Round 2 Continued Thunk see you! Now you dead! Go ahead and look if you have LOS (heck, if you can see you will by the end of this). Spoiler Free Action: BEAR ON! Move Action: Move to A3, and touch down. End Turn Stats Spoiler HP: 138/140 AC: 22/22/19 Location: A3 See Invisibility: 2/300 Fly: 2/50 Bear Form (Black): 1/10 <|end|> <|user|> Phelonius - Round 3 Cast Defensively (1d20+17)[ 35 ] vs DC19 If successful... speak a word and vanish through a dimension door. Spoiler Dimension Door to E26, 50 feet in the air. End turn. <|end|> <|user|> Gah! I forgot you had that one! And I'm already in bear form! ☹️ Thunk - Round 3 "Where you go, little man?" Spoiler Full Round Action: Double Move to L14, +20ft (so, on orange level) LOS Check, then I'm good. Stats Spoiler HP: 138/140 AC: 22/22/19 Location: L14, +20ft See Invisibility: 3/300 Fly: 3/50 Bear Form (Black): 2/10 <|end|> <|user|> LoS is Established SithLackey is in L14. SamtheCleric is in E26 hovering 50ft above the floor. <|end|> <|user|> Phelonius Round 4 "Lights out, little bear!" Cast Solid Fog . 20' radius sphere with him in the center. Spoiler Move to P-26, still 50' in the air. This SHOULD be the area of the solid fog... Spoiler <|end|> <|user|> Does solid fog change speed to 5ft, so a 5x sprint would move 25ft, or does it make it so that one can only move 5ft per round? Also, Is that second spoiler one I can look in? <|end|> <|user|> It makes it so you can only move 5ft per round...and yes, that second spoiler is just the area of the solid fog. Solid Fog = best spell in the game. 😁 <|end|> <|user|> grumblegrumble...😛...grumblegrumble Thunk - Round 4 Spoiler Move to L13 as a full round action... I guess... Stats Spoiler HP: 138/140 AC: 22/22/19 Location: L13, +20ft See Invisibility: 4/300 Fly: 4/50 Bear Form (Black): 3/10 End Turn <|end|> <|user|> Phelonius Round 5 Cast a Cloudkill Spoiler Center is 10 feet closer to me than solid fog... (1d4)[ 4 ] Constitution Damage. Fortitude DC 22 for half. Spoiler Move to X18 <|end|> <|user|> High Ref chilepepper Housekeeping Unless one of you object in the next week or so, I'm going to remove this match from the list since there hasn't been a post in over 2 months. <|end|> <|user|> High Ref chilepepper This match has been removed from the listing. <|end|>
<|user|> A Shadar-Kai with a massive sword and energy crackling around his hands storms into the arena. His opponent is an Eladrin with a shimmering bow. The announcer bellows "FIGHT!" [ ][ ][ ][ ][Q][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][L][ ][ ][ ][ ] <|end|>
<|user|> Arena Tournament, Round 46: Torpedo vs. Whindle Map Spoiler XP Award: 300 XP GP Award: 300 GP Gareth - Torpedo Curtis - Whindle All gladiators please roll initiative <|end|> <|user|> Whindle (1d20)[ 15 ] <|end|> <|user|> High Ref chilepepper Torpedo quits. Whindle in the winner. <|end|>
<|user|> Arena Tournament, Round 39: Phelonius vs. Glunk , final match Map: Spoiler XP Award: 300 XP GP Award: 300 GP Glunk - SoD Phelonius Phink - SamtheCleric All gladiators please roll initiative <|end|> <|user|> Glunk, pre-round initiative - (1d20+2)[ 15 ] May need purchases. I hope my opponant turns up though. I'm looking forward to this re-match. <|end|> <|user|> High Ref chilepepper Glunk is the winner, match and round. <|end|>
<|user|> Arena Tournament, Round 46: Bacchae vs. Jeananne Map Spoiler XP Award: 300 XP GP Award: 300 GP SoD - Bacchae Fishy - Jeananne All gladiators please roll initiative <|end|> <|user|> Bracchae, pre-round initiative - (1d20-6)[ 11 ] Will still make purchases. <|end|> <|user|> Jeananne, Pre-Round Initiative: (1d20+2)[ 7 ] I think I'm actually good for right now, purchase-wise. Jeananne will start in D10 with her armor, sword and shield, predictably. <|end|> <|user|> High Ref chilepepper Jeananne is the winner. <|end|>
<|user|> Arena Tournament, Round 44: Drex Milo vs. Froy Map: Spoiler XP Award: 300 XP GP Award: 300 GP Drex Milo - KCiemir Froy - The Chilli God All Combatants, please roll initiative. <|end|> <|user|> Ta for the PM reminder. Don't wanna double-DQ, here. Buying... Nothing. So there. Thus as it is that Froy the Shirtless commoner exposes his bronzed belly (suntan fresh!) for all the rest of the arena to see! Up goes the dirty pitchfork in a salute to the audience. Init - (1d20+2)[ 6 ] <|end|> <|user|> High Ref chilepepper The bronzed hairy chest must've scared him off. Froy, the shirtless commoner, is the winner. <|end|> <|user|> Hairy? Oh, right, I suppose his chest is hairy, too... Froy keeps his pitchfork raised as he walks awkwardly back inside. Mighty quick on the guns, there, by the way. 😁 <|end|>
<|user|> Arena Tournament, Round 64: Glunk Too vs. Quork Map: Spoiler The Arena walls for this map are 30 ft high, with a Climb DC of 30. XP Award: 300xp GP Award: 300gp Glunk Too - SoD Quork - Sallera All Combatants, please roll initiative and declare any final purchases. <|end|> <|user|> (aagh scary orcy orc 😦) Init: (1d20-3)[ 16 ] Purchasing 20 sling bullets (2s) and a scroll of Hold Person (150g). Waiting on further purchases. <|end|> <|user|> Glunk initiative - (1d20+2)[ 18 ] Purchaces to come. <|end|> <|user|> More stuff bought; Potion of Owls Wisdom. <|end|> <|user|> Purchasing scroll of Light of Mercuria (150g). <|end|> <|user|> Is that all? If so, I'm good to start. <|end|> <|user|> Aye, go ahead. Starting in B11, holding a scroll with loaded sling on belt. Stats: Spoiler HP 7/7, AC17 (13, 14) TU attempts: 11/11 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom <|end|> <|user|> Starting in Y11, unarmoured, with heavy crossbow loaded in one hand, and potion in the other. Standard Action; Drink Potion. End turn. Stats Spoiler HP; 16/16 AC; 12 (touch 12) F/R/W; +6/+2/ +0 Owl's Wisdom; 0/10 <|end|> <|user|> Quork, Round 1 5ft step to C11. Standard: Attempt to cast from scroll. CL: (1d20+1)[ 14 ] If successful: Spoiler Start glowing. Swift: Quickened Doom, DC14 Will or shaken. Free: If scroll casting was successful, drop empty paper. Move: If scroll casting was successful, draw second scroll. Stats: Spoiler HP 7/7, AC17 (13, 14) TU attempts: 6/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Come on... will - (1d20)[ 19 ] "Hah! Glunk Toos mind an inpenetrable fortess! I will Water Orc Orc you to death!" Glunk Too, round II Double Move to E11, drawing Great Falchion en route. Free Action; Rage. Done. Spoiler HP; 18/18 AC; 10 (touch 10 ) F/R/W; +8 /+2/+2 Owl's Wisdom; 1/10 Rage; 0/13 <|end|> <|user|> Quork, Round 2 "Hmm... I don't know if ravens eat sodden corpses. Maybe you should climb out?" Free: Declare Hatred on the orc orc. Standard: Release both rays of the Light. First ray: Touch attack: (1d20+5)[ 7 ] Damage: (2d6)[ 6 ] Crit confirm: (1d20+5)[ 11 ] Crit damage: (2d6)[ 10 ] Second ray: Touch attack: (1d20+5)[ 21 ] Damage: (2d6)[ 8 ] Crit confirm: (1d20+5)[ 16 ] Crit damage: (2d6)[ 8 ] Not done, need to see results first. <|end|> <|user|> ...right then. Swift: Quickened cast from scroll: CL: (1d20+1)[ 13 ] If successful, DC15 Will or paralyzed. Need to see whether you save before I finish. <|end|> <|user|> That's 8 damage...and will - (1d20+2)[ 9 ] Bollocks. That's the first save he's ever failed... <|end|> <|user|> Okies, so to finish off, 5ft step to D11 and draw spear. Edit: Oh, and drop the empty scroll, of course. Stats: Spoiler HP 7/7, AC19 (15, 16) TU attempts: 1/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Glunk, round 3 Free Movement; sink to the bottom, 10 feet down. Full round action; attempt to shake off the hold person (assuming it was hold person) will - (1d20+2)[ 22 ] And that shakes it off! Spoiler HP; 8/18 AC; 10 (touch 10 ) F/R/W; +8 /+2/+2 Owl's Wisdom; 2/10 Rage; 1/13 Holding Breath; 0/44 Done, hoping I'm out of reach of that spear! <|end|> <|user|> ...crap. Glunk is a damnably lucky orc. 😛 Quork, Round 3 Hmm. I guess if you're standing on the bottom, you're actually in reach still. Unless being in the water counts as being on the square of the water's surface, in which case I'll move over 5ft to D11 and then down 5ft to the square above your head, but that doesn't make much sense. Either way... Standard: Stabbity. Attack: (1d20+5)[ 22 ] Damage: (1d8+3)[ 6 ] Crit confirm: (1d20+5)[ 14 ] Crit damage: (2d8+6)[ 18 ] Stats: Spoiler HP 7/7, AC19 (15, 16) TU attempts: 1/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Glunk Too, round 4 Move to waters surface in D11, bursting out spectacularly before swinging wildly with the great falchion. "I will kill you so hard you will die to death!" attack - (1d20+8)[ 17 ] damage - (1d12+12)[ 16 ] Well, if your AC is equal to what your sheet says, that's game. If not, fight on, for I am done (and probably done for!). Spoiler HP; 2/18 AC; 10 (touch 10) F/R/W; +8/+2/+2 Owl's Wisdom; 3/10 Rage; 2/13 <|end|> <|user|> Luckily for the poor cleric, that Hatred gives her a little boost. Quork, Round 4 Standard: One last desperate stab. Attack: (1d20+5)[ 16 ] Damage: (1d8+3)[ 9 ] Crit confirm: (1d20+5)[ 17 ] Crit damage: (2d8+6)[ 15 ] Stats: Spoiler HP 7/7, AC19 (15, 16) TU attempts: 1/11 PP: 2 Loc: C11 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Originally Posted by Sallera ...right then. Swift: Quickened cast from scroll: CL: [roll0] If successful, DC15 Will or paralyzed. Need to see whether you save before I finish. Not to step in the middle of your tea party, but since when can you apply a character's metamagic feats to normal scrolls? 🤨 From the SRD: The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Since he didnt buy a scroll of quickened Hold Person, he cannot cast it as such, feat or not. (apologies again for interrupting, just seemed like a glaring rules snafu) <|end|> <|user|> Oh bother, so it is. Rewinding to the middle of Round 2, then; after releasing the light: Move: To B15. Swift: Cast a quickened spell: Spoiler Shield of Faith. Stats: Spoiler HP 7/7, AC23 (19, 20) TU attempts: 1/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Glunk Too, round III, take 2 Burst out of the water, looking really impressive "Glunk have a strange feeling of de ja vu..." and charge to C14, with a wild swing. attack - (1d20+10)[ 27 ] damage - (1d12+12)[ 19 ] "I will Water Orc Orc you to death!" Edit; Wow. Talk about an inpenetrable mind! The only save he failed, and it never actually happened. <|end|> <|user|> And even my 23 AC isn't going to save me from that. 😛 Good thing someone noticed that scroll error, ne? <|end|> <|user|> Originally Posted by Sallera And even my 23 AC isn't going to save me from that. 😛 Good thing someone noticed that scroll error, ne? Yup. Glunk Too's luck holds out still! The only save he's ever failed, and it never happened! Also...that would've been your win as well. You had me worried for a while. <|end|> <|user|> High Ref Mav: Glunk Too gets the win and the loot <|end|>
<|user|> Arena Tournament, Round 52: Croysp vs Grappler (AF) Map Spoiler XP Reward: 300 XP GP Reward: 300 GP Croysp - Psionic Dog Grappler (AF) - AlterForm All Gladiators, please declare final purchases (if any) and roll initiative. <|end|> <|user|> Croysp will purchase a new Bite of The Wolf psionic tatoo. No other purchases planed, may make reactionary purchases. Initiative - (1d20+4)[ 18 ] <|end|> <|user|> Grappler makes no purchases. Init - (1d20+2)[ 16 ] <|end|> <|user|> Cool. Croysp - Round 1 Croysp starts in Y-10 holding the Personal Space Enforcer™, mach Long Spear in one hand. Standard Action: Activate Psionic Tatoo and grow a big toothy muzzle. Move to S-9. Free: Assume two-handed grip on long spear. Done. Stats: Spoiler HP: 15/15 AC: 15 (+4 armor +2 dex -1 vulnerable) Touch: 11 Psionic Focus: Yes. Aora: Offensive. Bite of the Wolf: 1/10 <|end|> <|user|> Grappler - Round 1 Grappler starts in B11, Girallon Arms bound+infused. Swift: Activate Travel Devotion Move: 40 ft to I12 Standard: Ready an Action Spoiler Action: Move Trigger: Croysp enters a square from which he threatens Grappler Status Spoiler HP: 9/9 AC: 14 Travel Devotion: Round 1 of 10 End Turn <|end|> <|user|> Croysp - Round 2 Charge! Auto-succeed on jump check, charge to K-11. (Long) Spear Attack - (1d20+7)[ 14 ] Damage - (1d8+7)[ 12 ] Done. Stats: Spoiler HP: 15/15 AC: 13 (+4 armor +2 dex -1 vulnerable -2 charging) Touch: 9 Psionic Focus: Yes. Aora: Offensive. Bite of the Wolf: 2/10 <|end|> <|user|> McToughy's readied action triggers. In response to Croysp entering K11, Grappler enters J11 immediately before. McToughy avoids the Personal Space Enforcer TM , but I suspect Croysp still has a good chance at victory with his Jaws of the Wolf. <|end|> <|user|> Hmm. Clever. Bite Charge - (1d20+7)[ 16 ] Damage - (1d8+5)[ 10 ] <|end|> <|user|> And that's the match. GG. <|end|> <|user|> Hi Ref Scorer And Croysp Bites the Victory! Wins the loot and the round! <|end|>
<|user|> Arena Tournament, Round 67: Ford Prefect vs. Chuck E. Cheese Map: Spoiler XP Award: 300xp GP Award: 300gp Ford Prefect - Madtinker Chuck E. Cheese - Schism All Combatants, please roll initiative and declare any final purchases. <|end|> <|user|> Ford Prefect No purchases, init (1d20-3)[ 5 ] Not the fell drained shenanigans! @Refs Spoiler can I start a grapple as part of a charge? Charge requires a melee attack,a nd starting a grapple is a melee touch attack, so it should be legal, yes? Doesn't it cost some gold or something to summon familiar? Edit: Nevermind, I see it now. <|end|> <|user|> I know, I know. It's so lame.. I feel dirty for ever putting the sheet together. 🤢 Initiative: (1d20+4)[ 15 ] <|end|> <|user|> Go ahead and go then, but I'll need an answer to my question before we get too far along. <|end|> <|user|> Alright. Starting in Y-14, wondering how on earth glass can provide total concealment. Chuck "Lamer" Cheese, round 1 Free: Muse about poorly made glass. Move action: Move somewhere into total concealment. You lose sight of Chuck as he leaves X-15. Spoiler Finish half-speed move to X-18. Hide: (1d20+6)[ 12 ] Reactive spot: (1d20+3)[ 9 ] Reactive listen: (1d20+2)[ 13 ] Cast a spell: Spoiler Mage Armor Done. Edit: Fixed spoiler tags. Stats: Spoiler HP: 9/9 AC: 18 full, 14 touch, 14 ff Currently in: X-18 Buffs/rounds: Mage Armor 1/600 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound, 1st: Fell Drained Magic Missile**, Mage Armor , Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> Well, the concealment is mutual. F ound O n R oad D ead @Refs/LoS Spoiler Starting with Sling in hand and loaded. Move south from B14 to E21. Hide, taking penalty for moving at full speed. (1d20+2)[ 16 ] . Refs, please see question in my first post. Ready an action Spoiler shoot Lamer with Sling if he begins to cast a spell or ends his turn in a space where I can shoot him. Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 Condition None Done. Edit was to fix the spoiler tags. I'm retarded, I swear. <|end|> <|user|> Chuck, round 2 Spoiler Cast a spell: Spoiler Shield Move half-speed to X-22 Hide: (1d20+6)[ 9 ] Reactive spot: (1d20+3)[ 20 ] Reactive listen: (1d20+2)[ 3 ] Done. LoS might be needed, depending on where you moved. Stats: Spoiler HP: 9/9 AC: 22 full, 14 touch, 18 ff Currently in: X-22 Buffs/rounds: Mage Armor 2/600, Shield 1/10 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound 1st: Fell Drained Magic Missile**, Mage Armor, Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> LoS established, FORD in E21, Chuck in X22: continue. <|end|> <|user|> LOS Check: Ford- Spoiler You see ford in E21, with a loaded sling in hand. Chuck- Spoiler You may charge to start a grapple, but doing so provokes and AoO as usual for starting a grapple. Need to roll a reactive spot check for you: (1d20+7)[ 11 ] You see Chuck in X22, having just cast a spell. Good Gaming! -Jason <|end|> <|user|> Ford Prefect Attack the glass in F20-21 with unarmed strike. (1d20+2)[ 18 ] (1d6+2)[ 3 ] Need to see results before I finish my action. So I didn't overcome the hardness, and it doesn't break. I feel puny. Nevertheless, ready an action Spoiler move north out of LoE if Cheesy there casts a spell at me. Done Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc E21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 <|end|> <|user|> You're... taking two standard actions in a round? 🤨 Attack and ready? <|end|> <|user|> My bad. I readied a move action, but forgot the part where any readied action counts as a standard action. So Ford sits tight, no valid readied action. <|end|> <|user|> Chuck, round 3 Chuck moves into total concealment again. You lose sight of him as he leaves T-26. Spoiler Finish move to R-26. Ready action: Spoiler Cast a Fell Drained Magic Missile at Ford if he enters LoE with anything less than total cover/concealment. Done. Stats: Spoiler HP: 9/9 AC: 22 full, 14 touch, 18 ff Currently in: X-22 Buffs/rounds: Mage Armor 3/600, Shield 2/10 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound 1st: Fell Drained Magic Missile**, Mage Armor, Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> Ford Ref question: Spoiler K, I really need to know now, can I end a charge with a grapple attempt? A charge requires a melee attack roll, a grapple is a melee touch attack. Legal, yes? Refs/LoS Spoiler Move to I21, sneakily. Hide: (1d20+7)[ 15 ] and ready an action Spoiler shoot Cheesy McMuffin if he casts a spell at me or ends his turn within LoE and is attackable by a legal charge. Done, but I will need an answer soon. Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc I21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 <|end|> <|user|> GM Kyeudo Originally Posted by madtinker Ford Ref question: Spoiler K, I really need to know now, can I end a charge with a grapple attempt? A charge requires a melee attack roll, a grapple is a melee touch attack. Legal, yes? @madtinker Spoiler Yes, that is legal. @Ford Spoiler No LoS @Chuck Spoiler No LoS <|end|> <|user|> Chuck, round 4 Spoiler Move to J-26. Hide: (1d20+1)[ 6 ] (including -5 for full-speed) Reactive spot: (1d20+3)[ 11 ] Ready Action: Spoiler Blast the snot out of Ford if he attempts any action within LoE or enters LoE at any point. Done. Stats: Spoiler HP: 9/9 AC: 22 full, 14 touch, 18 ff Currently in: X-22 Buffs/rounds: Mage Armor 4/600, Shield 3/10 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound 1st: Fell Drained Magic Missile**, Mage Armor, Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> Ford, assuming still no LoS Ref/LoS Spoiler Ready an action Spoiler Shoot Gouda there if he begins to cast a spell or ends his turn within LoE. Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc I21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 Done, and thanks Kyeudo <|end|> <|user|> One sec here. Ford: Spoiler Before you take your turn, you see Chuck move to J26 and ready an action. This triggers your readied action, do you take it? Chuck: Spoiler No LoS. <|end|> <|user|> Thank you Sallera. Yes, I take my readied action, to shoot the scoundrel Sling attack (1d20+3)[ 21 ] Damage (1d4+2)[ 5 ] Then take my regular turn, no? Charge to I25 and make a melee touch attack with unarmed strike to initiate a grapple. No AoO, I have improved grapple. If I hit, that's a grab. (1d20+4)[ 19 ] Opposed grapple checks! (1d20+6)[ 21 ] Deal damage as with unarmed strike: (1d6+2)[ 8 ] Assuming success, move into target's space (J26) Done Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc I21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 <|end|> <|user|> Uh-uh. No no noooo. My readied action goes off at some point here, just trying to figure out where. @refs: Spoiler Wouldn't my readied action trigger when he attacked me with his sling? <|end|> <|user|> Chuck's readied action goes off after yours does. Edit: In other words, yes. Or to be more precise, as he catches you flat-footed with the attack, I believe it happens after the attack. <|end|> <|user|> Alright. Fell Drained Magic Missile to the face, then. (1d4+1)[ 2 ] damage and a negative level. <|end|> <|user|> So there is a legitimate way to get Fell Drained MM? Interesting. <|end|> <|user|> Yeah. The only reason I made it was because I realized it could be done. It's so cheesy... my shame extends to depths best left unexplored. <|end|> <|user|> Is it possible to do Fell Drained Kelgore's Fire Bolt? Because it seems like that would be better, given how MM is canceled out by Shield. <|end|> <|user|> So you'ld better explain how it's legal then, I am curious and robbed.😡 <|end|> <|user|> I'm using Incarnum feats, channeling Essentia to remove the cost of the Fell Drain. MOD was trying to use Precocious Apprentice Versatile Spellcaster to gain a 2nd level slot. Edit: If an opponent has Shield, you can bet your life I'll be using KFB instead of MM, Hustler. 😛 <|end|> <|user|> This spell seems to dog you, doesn't it Mad? First your opponent's use of it negates your round 59 win, and now this. <|end|> <|user|> More specific would be appreciated. Although, losing this way did save me from having to grapple a naked man. And legal but cheap is still legal. (If indeed it is legal). <|end|> <|user|> Midnight Metamagic uses Essentia instead of spell level adjustment for metamagic. How much more specific can it be? <|end|> <|user|> Okay, I'll take your word for it. Buuuut... I hope you don't mind, but since there is no way to avoid death from FDMM, I looked at your readied action (and only your readied action) from immediatly before you blasted me. As far as I know "blast the snot" is not a legal spell, and readied actions have been overturned for not naming the specific spell to be cast. 😛 I argue that your readied action was not valid, and you must now succede an opposed grapple check or die. If it was improper of me to check your readied action in such a manner, I will concede the match without further argument. <|end|> <|user|> ...Right. Now go check my other readied actions where I do name the spell, and realize that they're all the same. Humorous readied actions are an arena tradition. *facepalm* Edit: And what else would I "blast the snot out of you" with, exactly? It's not like I prepared another offensive spell. 🫤 Editedit: There are several feats that can negate/ignore/save vs a negative level, by the way. <|end|> <|user|> Well, cheesy is cheesy, and this one technicality is all I got, so... ask a ref? <|end|> <|user|> *facepalm* Fine. <|end|> <|user|> Saying that it wasn't a specific spell when it was previously named in the same readied actions is rather akin to claiming that when we were slinging 'stones' at each other that we should have done the damage for improvised sling ammo because we didn't say 'bullets'. <|end|> <|user|> Come to think on it, I might have won if we were using improvised weapons in Rusty v Quork. 😉 Edit: But yes, it really is taking lawyering to a whole new level, here. <|end|> <|user|> On the one hand, it's a pretty cheap tactic. On the other, so is Fell Drain. I highly doubt this works though, but I won't call it until there's a ruling. <|end|> <|user|> GM Kyeudo While it would have been better for him to mention the Fell Drained Magic Missile in his "blast the snot out of him", I don't believe that there is enough reason to invalidate his readied action. After all, what else would he have cast? As such: Chuck E. Cheese is the Winner! <|end|> <|user|> Thanks, Kyeudo. No hard feelings, mad. FDMM really is cheap enough to warrant pulling that kind of trick. In the future I'll just make sure to clearer in my readied actions, just in case. <|end|> <|user|> One more question: does fell drain work like a metamagic in that it increases casting time or anything, making it more than a standard action and thus unreadiable? If not, thanks for the thorough nasal cleansing, and I'll see you in the finals. <|end|> <|user|> Only sorcerers have casting time increased by using metamagic, and metamagic specialists don't even have that 3 times a day. Even if Chuck was one of those - which he isn't - Midnight Metamagic specifically states that the metamagic it takes the place of does not increase casting time. <|end|> <|user|> Good enough for me. See you in the finals. <|end|>
<|user|> Arena Tournament, Round 67: Daagri vs. Squirrel Map: Spoiler XP Award: 300xp GP Award: 300gp Daagri - Romeir Squirrel - Sallera All Combatants, please roll initiative and declare any final purchases. <|end|> <|user|> Init: (1d20+4)[ 18 ] No purchases. <|end|> <|user|> Reporting in... Initiative - (d20+2)[ 16 ] And I'll buy a sling and 10 bullets, and leave 5 bullets, so I can still be in light load. <|end|> <|user|> Squirrel, Round 1 Starting Y13, greatsword held, loaded sling on belt. Standard: Activate burst. Move: To N9. Stats: Spoiler HP 18/18, AC18 (14, 14) Loc: N9 Bursts left: 2/3 Burst 3 rounds Done. <|end|> <|user|> Start in B-14 with sword and shield in hands, double move to E-21 Stats Spoiler HP:16 AC:19 T:12 FF:17 Position E-21 Hide - (d20+2)[ 12 ] Listen - (d20+2)[ 13 ] Spot - (d20)[ 6 ] Have to go to the airport, see ya tomorrow. <|end|> <|user|> Squirrel, Round 2 Move: To F14. Standard: Ready action: Spoiler Move if Romeir either attacks me, comes within 10ft of me, or ends his turn. Stats: Spoiler HP 18/18, AC18 (14, 14) Loc: F14 Bursts left: 2/3 Burst 2 rounds Done. <|end|> <|user|> Move to H-24 and ready an action. Action Spoiler As soon as he comes within melee range, attack with bastard sword Stats Spoiler HP:16 AC:19 T:12 FF:17 Position H-24 <|end|> <|user|> Trigger my readied action, I move to F24. If your readied action doesn't involve moving away, open the spoiler. If it does, take it. Spoiler Squirrel, Round 3 Free: Rage. 5ft step to G24. Swift: Expend Xeph Burst for a second attack. Full-round: Attack. Swing 1: Attack: (1d20+5)[ 18 ] Damage: (2d6+6)[ 10 ] Crit confirm: (1d20+5)[ 23 ] Crit damage: (2d6+6)[ 12 ] Swing 2: Attack: (1d20+5)[ 10 ] Damage: (2d6+6)[ 14 ] Crit confirm: (1d20+5)[ 25 ] Crit damage: (2d6+6)[ 13 ] Done. Stats: Spoiler HP 20/20, AC16 (12, 12) Loc: G24 Psionically focused Bursts left: 1/3 Burst 1 round <|end|> <|user|> @Refs Spoiler Does my action trigger? I got confused with the 5 foot step. Wait, I need confirmation from Refs. <|end|> <|user|> Romeir Spoiler Your action triggers as soon as Squirrel makes the 5 foot step, before Squirrel attacks. Go ahead and take it, and then I guess it's your turn, since it doesn't look like the attacks killed you. <|end|> <|user|> GM Kyeudo Yes, your readied action triggers. It goes off before Squirrel attacks. <|end|> <|user|> Those attacks don't hit, but before that, here comes one of my own... Attack - (d20+5)[ 12 ] Damage - (d10+3)[ 10 ] Confirm Critical - (d20+5)[ 17 ] Critical Damage - (d10+5)[ 12 ] <|end|> <|user|> And, here's my turn... Attack - (d20+5)[ 9 ] Damage - (d10+3)[ 10 ] Confirm Critical - (d20+5)[ 10 ] Critical Damage - (d10+3)[ 10 ] And 5' step to I-25 End Turn Stats Spoiler HP:16/16 AC:19 T:12 FF:17 Position I-25 <|end|> <|user|> Squirrel, Round 4 5ft step to H25. Swift: Expend Xeph burst for another attack. Full-round: Hack and slash... Swing 1: Attack: (1d20+5)[ 7 ] Damage: (2d6+6)[ 11 ] Crit confirm: (1d20+5)[ 10 ] Crit damage: (2d6+6)[ 11 ] Swing 2: Attack: (1d20+5)[ 20 ] Damage: (2d6+6)[ 15 ] Crit confirm: (1d20+5)[ 22 ] Crit damage: (2d6+6)[ 13 ] Stats: Spoiler HP 20/20, AC16 (12, 12) Loc: H25 Psionically focused Bursts left: 0/3 Rage 6 rounds Done. <|end|> <|user|> Ugh! That looks bad... Attack - (d20+5)[ 23 ] Damage - (d10+3)[ 9 ] Confirm Crit - (d20+5)[ 25 ] Crit Damage - (d10+3)[ 10 ] And 5' step to J-25 End Turn Spoiler HP:1/16 AC:19 T:12 FF:17 Position J-25 <|end|> <|user|> Squirrel, Round 5 Free: Drop greatsword. Move: Draw sling. Standard: Fling bullet. Attack: (1d20+5)[ 11 ] Damage: (1d4+4)[ 7 ] Crit confirm: (1d20+5)[ 11 ] Crit damage: (1d4+4)[ 5 ] 5ft step to G24. Stats: Spoiler HP 11/20, AC16 (12, 12) Loc: G24 Psionically focused Bursts left: 0/3 Rage 5 rounds Done. <|end|> <|user|> Move to H-25 and attack... Attack - (d20+5)[ 23 ] Damage - (d10+3)[ 8 ] Confirm Crit - (d20+5)[ 8 ] Crit Damage - (d10+3)[ 8 ] End Turn Stats Spoiler HP:1/16 AC:19 T:12 FF:17 Position H-25, and hoping to get another lucky round <|end|> <|user|> Squirrel, Round 6 5ft step to G23. Move: Reload sling. Standard: Fling bullet. Attack: (1d20+5)[ 7 ] Damage: (1d4+4)[ 8 ] Crit confirm: (1d20+5)[ 18 ] Crit damage: (1d4+4)[ 7 ] Stats: Spoiler HP 3/20, AC16 (12, 12) Loc: G23 Psionically focused Bursts left: 0/3 Rage 4 rounds Done. <|end|> <|user|> Man I tought that last one was a ko. Move to E-23 and attack! Attack - (d20+5)[ 15 ] Damage - (d10+3)[ 5 ] Crit Confirm - (d20+5)[ 7 ] Crit Damage - (d10+3)[ 6 ] End Turn Stats Spoiler HP:1/16 AC:19 T:12 FF:17 Position:E-23 And hoping for another lucky round <|end|> <|user|> Still alive, albeit barely... I presume you meant F23? Can't attack from E23... Squirrel, Round 7 5ft step to H24. Move: Reload sling. Standard: Fling bullet. Attack: (1d20+5)[ 7 ] Damage: (1d4+4)[ 8 ] Crit confirm: (1d20+5)[ 17 ] Crit damage: (1d4+4)[ 8 ] Stats: Spoiler HP 3/20, AC16 (12, 12) Loc: H24 Psionically focused Bursts left: 0/3 Rage 3 rounds <|end|> <|user|> Yeah, I meant F-23, sorry. Well, let's see if this is the good one... 5' step to G-23, or next to squirrel in case my eyes betray me again. Attack - (d20+5)[ 8 ] Damage - (d10+3)[ 7 ] Crit Confirm - (d20+5)[ 17 ] Crit Damage - (d10+3)[ 13 ] End Turn Stats Spoiler HP:1/16 AC:19 T:12 FF:17 Position:G-24 Please, one round more... <|end|> <|user|> Squirrel, Round 8 5ft step to I25. Move: Reload sling. Standard: Fling bullet. Attack: (1d20+5)[ 23 ] Damage: (1d4+4)[ 8 ] Crit confirm: (1d20+5)[ 10 ] Damage: (1d4+4)[ 8 ] Stats: Spoiler HP 3/20, AC16 (12, 12) Loc: I25 Psionically focused Bursts left: 0/3 Rage 2 rounds Done. <|end|> <|user|> Yeah, I'm done too, agh -7Hp. <|end|> <|user|> Heh, was a good match, more difficult than I expected. <|end|> <|user|> High Ref Hust Squirrel gets the win and the loot. Nice match on both sides. <|end|>
<|user|> Carter Hall puts down a set of utensil's, having just finished lunch at a classy resturant, out of costume at the moment, as the Spandex tended to grope, and bunch up around the wings. The meal was tasty, but lonely, Hawkgirl having been injured in a terrible conflict a few days ago. He would have been by her side if Bats, and Supes hadn't insisted that he go out, and enjoy himself a little. You pay for the meal on Hero credit, a special government fund that had been set up to aid full time heroes in paying for day to day expenses. As you set the card through the scanner... Something... Odd happens. All the machinery, even in the giant floating orbital tower the Justice League uses... For a instant, almost more then even Martian Manhunter, and Superman could possibly precieve, everything stopped, your watch, even the Earth's rotation. Then, as if nothing had happened, things resumed. (Your free to do whatever... Investigate whatever this is, why it happened, or continue with your day. Your choice.) <|end|> <|user|> ' What a strange event! ' Carter Hall thinks, as he dashes to his car, and pops open the trunk to reveal his wings and collection of ancient weapons. He quickly changes in the back alley into Hawkman! ' I'd best take the sword which restored my memories, for good luck if nothing else .' Hawkman proceeds to fly off to meet with Alan Scott, the green lantern, for help with understanding this mystery. <|end|>
<|user|> Avatar Kyuuka rode loftily above the clouds, white whisps passing underneath him like a turbulent sea of smoke, the crest of each cloud looking like waves on the background of a eternal blue sky. Oham Rah, gives a roar of content as it preforms a barrel roll in the sky, tearing through the white sea, dew doplets pooling in the excess cloth of your robe. The dragon gives a series of coughs mingled with growl's, that you think may be Oham attempting to laugh, as you wipe the droplets from your now drenched robe. In all honesty, this was the only upside to this trip. Recently, a lot of Earth Kingdom citizens had gone missing, their bodies mangled in ways that were definitely not made by any natural animal, and everytime one would go missing, the entirety of all the Earth Kingdom machinery always stopped working. What this could mean, you don't know, but the other avatars are in agreement that this needs to be addressed. <|end|> <|user|> Kyuuka Bending the water out of his clothes and hair he addressed the Dragon. "Do that again and I promise you'll spend the rest of the summer barbecuing the Fire Lord's chickenfly steaks." He then laughed as the dragon looked at him grumpily. His mind soon fell back onto the matters at hand though. Whatever it was had apparently managed to take down Deepwarden; a notable Earth Kingdom wrestler, meaning it was strong enough to kill a relatively powerful Earth Bender. What could it be? Assuming a meditative position, he focussed himself. He hoped to avoid a battle, but if necessary he wouldn't hesitate to strike. Subconsiously he checked his water skin, his belt-pack of earth, and his sword, just in case one had fallen off inside the cloud. <|end|>
<|user|> Cecil passes the halls of Baron, the beautiful, sprawling Castle overlooking the city, immaculate white walls, and beautiful artwork adorning the walls. The castle has done well since he had defeated the arch fiends, and he broke the mind control on Golbez by killing the one known as Zemus. The airships flourished in a air show above, fireworks, and various other celebrations going on. Today was the day that he had destroyed Zemus, and took over the Barony of... Baron, and the celebrations were glorious indeed in the city below, wonderful dancers, and even a few fire eaters in the streets. For a instant though.. All of this stops... All flames snuffed out, the airship's almost crashing, but after that instant... Everything resumed.... If you hadn't been in the streets, or in a air ship though... One would not have even noticed. In his pagoda overlooking the city though, Cecil saw it all, and somewhere deep inside. A soft disquiet grew within him. <|end|> <|user|> Cecil Harvey Cecil is happy, for the first time in a long time, on this day. The endless battles of the recent months had finally run their course, and at long last, there was peace. He had not seen the citizens of Baron this happy in a long time, not since the fiend Cagnazzo had killed the king and stolen his throne. And there were other things to be happy about...a soft smile spreads over his face. This was not Cecil the warrior and paladin, this was Cecil, the kind, gentle man who his friends knew, content with the happiness he saw below him. A happiness that disappears as the he sees the city in ruins. Even for a second, but...it wasn't right. Something changed, had caused it. Whatever had, it couldn't mean anything good. "Cecil? Why are you up here? You should be out enjoying yourself!" Cecil turns. Rosa, his wife and dearest friend, is standing there. Her happy smile vanishes as she sees his face, instantly able to tell that something is wrong. She walks closer to him. "What is it? What happened?" Cecil shakes his head slowly, and puts an arm around her shoulders. "Nothing, I hope. The city seemed to die, for a second. Maybe it was just me." The doubt remains, though. <|end|>
<|user|> Another day, another mystery to solve for the Pinkerton Agents. Nestled in your spacious and well-appointed one-room office (to better facilitate teamwork) in the Pinkerton building in the UC City of Hasc, the team barely has time to settle in before the frosted glass door opens. The clipped and efficient section chief, Otto von Schattenwerk, presents a new missing persons case for the team. "Clarise Evans, female human," Otto begins, passing out case folders to the team, "She was last seen two months ago, booking passage to Cerini Isle. Her brother has commissioned us to find her -- and has paid handsomely in advance. Unfortunately, he has been called away for an indefinite period of time on business, so will not be available to interview directly, but the case files should have all the relevant information you need. Use the Pinkerton archives if you need any further information not in the files." With that quick briefing, Otto leaves. The jacket of the case folder contains numerous items including information on the missing person herself, information on the Evans family in general, and data on Cerini Isle. The Evans family is Old Money. They were rich even before the Industrial Era coming from a long line of aristocrats. When the Industrial Revolution began and the aristocracy saw their power and fortunes begin to crumble underneath the rising middle class, the Evans family managed to maintain their position through canny investment in up-and-coming industries. Their portfolio is wide and varied ranging from such things as paper milling to railroad investments to banking. It was during a visit to one of their holdings -- a textiles factory -- that a fire broke out and killed Clarise and her brother's parents. Although the fire was deemed suspicious by the authorities, the investigation couldn't find any proof of arson and so the case was eventually closed. Clarise herself seems pretty unremarkable for a woman of her high status. She was educated at home by tutors and engaged in the normal societal gatherings and etiquette that a debutant generally must. Her family consists of her brother, Edward, their parents having died tragically in a factory fire when she was six and he was ten. While she was being courted by several wealthy young men, neither she nor her family seemed particularly enthralled by any of the suitors. There is nothing to indicate why she would suddenly book passage to Cerini Isle. She left no note or word with the servants when she left and took with her only a few changes of clothes, some money, and some personal keepsakes. Included with the info on Clarise Evans is a wondrous product of the Industrial Era: a photograph. Hard to believe that just a scant few decades ago one would have to rely on a portrait or even merely a physical description. Regardless, the black-and-white photo shows a young and attractive fair-skinned woman in an elegant dress sitting serenely on a bench and surrounded by foliage. She has long, light-colored hair (according to the written description also included, it is honey-blonde and her eyes are green) that ends about her mid-back. Her age is listed on the data sheet as 19. The Island of Cerini is a small island off the coast of the main continent. Cerini, despite its small size, is an extremely wealthy place and is known as the "Breadbasket of the Coast" due to its prodigious export of fruits, vegetables, and grain to the mainland. In addition, it is also renowned for its textiles (particularly cotton, which is grown locally); the finest cloth and garments worn by the upper crust all come from the island. The Isle is part of the Independent Kingdoms and travel to and from the Isle is quite restricted by the local government there; one requires special visas to visit. Although it would be comparatively easy for someone of Clarise's status to obtain one of these visas, her brother insists that she had no such visa or any way of obtaining one without him knowing. Passage is booked on cargo transports operated by the Cerini government; there is no teleportation ring or airship docking ports on the island. The only reason her brother knows she boarded one of the cargo ships is that there were multiple witnesses at the docks who reported it -- a woman of Clarise Evan's elegance and obvious wealth boarding a ship like that is not easily missed by the dockworkers and riff-raff that populate the area. <|end|> <|user|> Kodg So, I guess we just head on over to Cerini Isle and begin investigating? Kodg says with his feet propped on the desk and his monstrous hands behind his head. He is wearing a shirt, tie, vest, pants, shoes, and has his jacket and hat on the coat rack. The vest, jacket, pants, and hat are brown pinstripe while the shirt is white and his tie is brown. <|end|> <|user|> Gav Oh oh oh. Maybe we can take one of those new steam powered ships. I always wanted to take a look at one of those. Gav says in excitement. He has traces of soot on his face from his most recent experiments with gunpowder and wears a pair of dark tinted goggles that are on his forehead. He is clothed in brown trousers and a loose white shirt. <|end|> <|user|> Smithers Smithers is wearing fine pants and a well starched shirt and doublet combination, spoiled slightly by pocket sown carefully into the doublet Looks like that's it, we'll probably be over for a while i'd guess, i should pack some of my gear, after all that's why i draw a salary here (as he says this, he disassembles a pen from his shirt pocket, cleans a razor embedded in place of the tip, and puts it back together) <|end|> <|user|> Alistair Greene "While underway, I suppose it wouldn't hurt to check up on some of the witnesses - deckhands and the like, I assume - and see if they can tell us anything in addition to what we know from von Schattenwerk's report. It might also be a good idea to see how the person they've seen compares to the photograph we have of Clarise now. After all, it would be a shame if this all turned out to be some sort of misunderstanding and she never even went to Cerini Isle in the first place, as unlikely as that may sound." Alistair speaks softly, as if to avoid being overheard. He is wearing a grey sleeved shirt with nearly half of the buttons missing, as well as black trousers. A brown greatcoat is hanging on the chair besides him. <|end|> <|user|> Right, and if it is the case that she went to Cerini Island we ought to look into the matter of procuring a visa. Gav says as he shoves items into a backpack at his desk. <|end|> <|user|> (Okay, guys, it looks like the others might not be coming, so I'll go ahead and get this thing a-moving. It sounds like everyone has decided to go down to the docks, is that right?) <|end|> <|user|> (Fine by me.) <|end|> <|user|> (I'm good with moving along) <|end|>
<|user|> Daren Crepsley passes through the billowing flaps of his tent, Madam Octa following close behind him, the affectionate spider giving him a nuzzle that would have brought any other man to wetting himself. The flash of bulb camera behind you was still bright, and the flashes still burned in your eyes leaving spots that floated in your vision for a few seconds, but nothing you weren't used to since the Press got wind of the Cirque being in town. You navigate around Paparazzi, and screaming children who run terrified from the giant spider, and come into your room, the single light bulb that hung loosely from the jury rigged electrical system casting a dim light over the room, leaving little unliluminated in the small space, a coffin near the otherside of the room. You draw a bottle of "Red Gatorade" (Wink, wink, nudge, nudge.), and unscrew the screw top, taking a swig of the thick liquid. As you sit down to manage some basic aspects of life, and enjoy a good bottle, all of the lights in the Cirque, the City, and hell even the creepy Red neck 30 miles out in his shed in the woods running on a generator loses power , but only for a instant, the scream of a small child punctutes that instant though, and then... Silence. <|end|> <|user|> (assuming it's night) Larten Crepsley Larten moves out of the tent of the cirque, the most recent preformance done with. It is very disturbing to see the level of attention the cirque is getting, this could be bad if a vapinese or vampire hunter was around. Then again, he had little time to think on the situation, the man pushes through the crowed, using such deadly speed he almost seemed to teleport. The disturbing but very bright, and exotically collored spider sits on his chin, her skull pattern conplementing crepsley's scar. Sitting on his coffin, and unbottling some "neurishment" crepsley lets out a large *sigh*. Looks like I need to talk to hibernius. It's not good to be getting this much attention. The man muses to madam octa and himself only a moment longer before a scream is heard, and the power fails momentarily. Crepsely, being used to the lack of luxuries, haden't noticed if it weren't for the lights and devices of the camera crew blinking out momentarily. He rushes out of his tent, his instincts telling him to see if the wolfman is locked up, or if a child had only been frightened by one of the preformers. It was rare that children came to this kind of show, the last he remembers, is that "shawn" boy. (list of SOME freaks, larger list in a few days. Remus twobellies (fatman, eats anything, even radioactive materials, or metals, won't be harmed) Hans Hand's (Legless, has learnt to walk, and even RUN, on his hands, can outrun the FASTEST man alive on his hands.) Evra Von (Snake-boy hybrid, preforms with his snake to make a startling closing) Wolfman (Were-wolf, too uncontrollable to be "free", has no real emotions, only instinct, the "little people" that Desmond tiny provides controls him, with sort of "magic") Birtha Beard (or something, name might be off) (Russian chick, very "hot" from her description, can make an unbreakable 7ft long bear as she pleases, a bit of a turn off. :p) <|end|>
<|user|> {table=head] |A|B|C|D|E|F|G|H|I|J|K|L 1 |||||||||||| 2 | 3 ||| C | C ||||| C | C || 4 ||| C | C ||||| C | C || 5 |||||||||||| 6 | 7 | 8 |||||||||||| 9 ||| C | C ||||| C | C || 10 ||| C | C ||||| C | C || 11 | 12 |||||||||||[/table] I start at C2 <|end|> <|user|> Roll for Initiative: (1d20+2)[ 16 ] <|end|> <|user|> Let me see if I can remember how to do rolls here... Initiative: (1d20+3)[ 13 ] I start at F11 How many Buff Rounds do you want? First round buff: Spoiler Empathic Feedback, Overchanneled to ML 14. 11 points from the Cognizance Crystal and 3 from him. He uses Talented and blows his psionic focus to not take damage, then uses his move action to Refocus [roll]1d20+16[/roll] DC 20 <|end|> <|user|> Move Silently (1d20+8)[ 19 ] to B4, Hide (1d20+10)[ 19 ] <|end|> <|user|> Spot: (1d20+12)[ 14 ] What do I see? <|end|> <|user|> You see an unarmed and unarmored human, gazing off into the distance, apparently unaware of his surroundings. His black hair is tattered and unkempt, as is his clothing. Faintly, you can hear the babble of thousands of incoherent insanities Self-Buff... if you can make a Psicraft check DC 19, read this Spoiler Manifesting Psionic Freedom of Movement for 7pp Spot (1d20+6)[ 12 ] End turn. <|end|> <|user|> Shneeky, label who your spoilers are for/not for... Now, which square are you in? <|end|> <|user|> Originally Posted by Pharaoh's Fist Shneeky, label who your spoilers are for/not for... Now, which square are you in? F11. He did not move this turn. <|end|> <|user|> Shneeky, I don't think I have line of sight to you. I move down to B9 Hide: (1d20+10)[ 15 ] Move Silently: (1d20+8)[ 15 ] <|end|> <|user|> Listen: (1d20)[ 1 ] Rules for Listen - Calculate the DC according to what your character is doing. End turn. <|end|> <|user|> We still don't have LoS on each other, being on the opposite sides of the pillar. Manifesting another power, DC 16 Psicraft to identify Spoiler Synesthete, costing 1pp, Feeling Light for +4 to Spot checks He still does not move, or even seem to be aware of his surroundings. End turn. <|end|> <|user|> Do I detect the Auditory or Visual displays? Spot and Listen as needed: Spot: (1d20+12)[ 30 ] Listen: (1d20)[ 10 ] <|end|> <|user|> Not on this one <|end|> <|user|> Ok. Then I shall move to B10 Peek around the corner. Hide: (1d20+10)[ 14 ] Move Silently: (1d20+8)[ 17 ] Spot: (1d20+12)[ 32 ] One standard action left. I assume that I see you? <|end|> <|user|> See above physical description. There is a smell in the air, the ozone tang which comes just after a lightning bolt Manifesting, DC 17 Psicraft check to identify Spoiler Detect Hostile Intent for 3pp Afterwords, his head turns unerringly to your location. His eyes seem soulless and empty, the gaze of a man who has not only left sanity behind, but no longer has any desire to regain it. He turns to face you, but otherwise does not move. End turn. <|end|> <|user|> 5 ft step to C11, full attack with a guisarme. Attack 1: (1d20+18)[ 27 ] Attack 2: (1d20+13)[ 33 ] Attack 3: (1d20+8)[ 17 ] Damage 1: (2d4+8)[ 14 ] , (2d6)[ 9 ] Damage 2: (2d4+8)[ 14 ] , (2d6)[ 11 ] Damage 3: (2d4+8)[ 13 ] , (2d6)[ 9 ] <|end|> <|user|> Attack 2 is a natural 20, so that's a critical threat. Confirm Crit: (1d20+13)[ 18 ] <|end|> <|user|> all three attacks easily hit and crit is confirmed. Which numbers are the damage numbers? Is the 2d6 damage numbers from precision-based damage such as Sneak Attack? <|end|> <|user|> The 2d6 is from a viscious weapon. Total damage: 84. I personally take (3d6)[ 15 ] , but I get healed that amount due to a Crystal of Lifedrinking. End turn. <|end|> <|user|> He smiles at you, as though he doesn't care about his bleeding wounds. I have something to give you. I don't want it anymore. Thirty hours of pain all at once, all for you Actually, you take more than that. Empathic Feedback. 14 per hit, please. Will save, DC 19 for half, or take 80 damage, unless you are completely immune to mind-affecting. This is a 20' burst. Empathic Transfer, Hostile. Using Overchannel to increase Manifester Level to 14 and Talented to negate the damage. He then steps back 10' to H11 with that same creepy gaze <|end|> <|user|> Will save: (1d20+16)[ 17 ] (I am including the +2 for being a dwarf, as I assume magic-psionics transparency is in effect.) <|end|> <|user|> Manifesting on the Defensive Concentration check (1d20+20)[ 23 ] I'll let it slide, but you still failed. Not only do you take 14 per hit, for a total of 42, but you also take 80 damage of pure, mental anguish, wheras Shinji is healed 80 damage. <|end|> <|user|> Right, of all times to roll a natural one, now it shows up. <|end|> <|user|> are you still up after taking 122 damage? <|end|> <|user|> Oh, yes. For I, sir, am a dwarf. "Right back at you, buddy." Attack 1: (1d20+18)[ 26 ] Attack 2: (1d20+13)[ 33 ] Attack 3: (1d20+8)[ 25 ] Damage 1: (2d4+8)[ 14 ] Damage 2: (2d4+8)[ 12 ] Damage 3: (2d4+8)[ 12 ] I heal for 15 damage. <|end|> <|user|> Originally Posted by Pharaoh's Fist Oh, yes. For I, sir, am a dwarf. "Right back at you, buddy." Attack 1: [roll0] Attack 2: [roll1] Attack 3: [roll2] Damage 1: [roll3] Damage 2: [roll4] Damage 3: [roll5] I heal for 15 damage. How are you hitting him with a full attack from 30' away? <|end|> <|user|> And another crit threat. Confirmation: (1d20+13)[ 26 ] <|end|> <|user|> Did you miss the move back, or were you pouncing somehow? <|end|> <|user|> Hold on, I have Knockdown! I forgot to make trip attempts against you the first time I attacked. If successful, that means you can't move. I shall do so below. <|end|> <|user|> Immune to trip due to Freedom of Movement effect. <|end|> <|user|> It takes a swift action to activate the Belt of Battle. You can only do it once per turn barring RKV or a similar situation. You can burn 3 for a full-round action, and charge + full attack, though. Also, since you took 80 damage from a single attack, you have to roll a massive damage save. Edit: Boy you guys ninja'd me. To my knowledge Freedom of Movement does nothing to prevent you from being tripped or knocked back. <|end|> <|user|> Um, sorry to stealth edit you, but I realized I should be making trip attacks due to Knockdown. Trip Attack 1: (1d20+18)[ 24 ] vs touch AC Trip Check: (1d20+9)[ 12 ] Trip Attack 2: (1d20+18)[ 37 ] vs touch AC Trip Check: (1d20+9)[ 21 ] Trip Attack 3: (1d20+18)[ 38 ] vs touch AC Trip Check: (1d20+9)[ 18 ] <|end|> <|user|> Doesn't Freedom of Movement make me immune to tripping? I'm pretty sure tripping is a movement impediment... <|end|> <|user|> Originally Posted by ShneekeyTheLost Immune to trip due to Freedom of Movement effect. I don't see it... Freedom of Movement Abjuration Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal or touch Target: You or creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. Material Component A leather thong, bound around the arm or a similar appendage. <|end|> <|user|> Originally Posted by Claudius Maximus Also, since you took 80 damage from a single attack, you have to roll a massive damage save. Fort save: (1d20+24)[ 39 ] <|end|> <|user|> Then his move action is to manifest Dimensional Slide and move clear back to the wall, use his own belt of battle from there for the move action to stand up [L11] manifesting on the defensive (1d20+20)[ 28 ] He also starts levitating 5' in the air Would this have hampered your second round of attacks? <|end|> <|user|> One more attack and you're free... Improved Trip gives me an attack when you are tripped. Attack: (1d20+18)[ 24 ] Damage: (2d4+8)[ 14 ] , (2d6)[ 10 ] Damage to me: (1d6)[ 2 ] Heal for 5 <|end|> <|user|> Originally Posted by Pharaoh's Fist One more attack and you're free... Improved Trip gives me an attack when you are tripped. Attack: [roll0] Damage: [roll1], [roll2] Damage to me: [roll3] Heal for 5 You cannot trip a prone person, sorry but it only works on the first trip. Glah, my bad. Thought you were trying to hit me with every trip as an improved trip. Sure, he takes another 24 damage, then goes poof clear across the room. Keep in mind, you take another 14 damage with that hit GM Spoiler can I use Stone Power to get temp hit points even if I don't make an attack? Current PP tally accurate in character sheet I sent you as of after the Dimension Slide augmented to be a Move action for 9pp Using Boots of Levitation. Can one trip a levitating person? <|end|> <|user|> Just to confirm. which square? <|end|> <|user|> Originally Posted by Pharaoh's Fist Just to confirm. which square? L11, the square on the wall as far away from you as possible. Also, is that an adamantine weapon? It may come up in following rounds. <|end|> <|user|> No, isn't. Brb 10 min. <|end|> <|user|> Originally Posted by Pharaoh's Fist No, isn't. Brb 10 min. no worries <|end|> <|user|> I'm disappointed in you, though. No use of the Samurai ability that drew me to this battle. <|end|> <|user|> Shneeky only: Spoiler You must make an actual attack to gain the benefits of Stone Power. I'm... not sure about tripping a levitating person. I'd treat it as flying without wings, so I say you're untrippable. Since I'm almost out of PM space, here's the latest on your character's approval: Spoiler You are over budget by 1020 gp. Also, Crusaders have 4 + int skill points/level. You should have 8 more Crusader skill points. <|end|> <|user|> Charge at you, attack with a Gauntlet Attack: (1d20+20)[ 39 ] Damage: (1d3+6)[ 9 ] Each successful attack with the gauntlet deals one point of Con damage. Use the Belt of Battle to get a full round attack. Attack: (1d20+18)[ 25 ] Damage: (1d3+6)[ 9 ] Attack: (1d20+13)[ 30 ] Damage: (1d3+6)[ 7 ] Attack: (1d20+8)[ 22 ] Damage: (1d3+6)[ 9 ] Unfortunately, with Empathetic Transfer, that puts me at -11 hp and dead :( <|end|> <|user|> Originally Posted by Pharaoh's Fist I'm disappointed in you, though. No use of the Samurai ability that drew me to this battle. Sorry, that build is still under construction, I can pull him out for the next match, though. I think I figured out a way to get him to work right. Are you a Large size right now? <|end|> <|user|> Well. you've taken 4 points of Con damage and 34 regular damage. If you're still alive, then that means you've won. <|end|> <|user|> Originally Posted by Pharaoh's Fist Well. you've taken 4 points of Con damage and 34 regular damage. If you're still alive, then that means you've won. Counter-Charge. Contested Dex checks. I get a +4 if you are large size. (1d20+3)[ 16 ] Rolled as though you were NOT large size, if you are, add 4 to this roll. If I beat your roll, you go backward 10', out of reach of the rest of your gauntlet attacks. <|end|> <|user|> Let's do this: (1d20+2)[ 22 ] <|end|> <|user|> You got me Okay, I take 34 damage and 4 Con damage. You take 42 HP damage. I am still up, did that 42 damage knock you down, or should I take my turn? GM Spoiler Ditch the ring of sustenance then until I can figure out where the money shortage is <|end|> <|user|> I'm dead :( Rolling a one on the will save when I needed a 3 or higher really sucked... <|end|> <|user|> Originally Posted by Pharaoh's Fist I'm dead :( Rolling a one on the will save when I needed a 3 or higher really sucked... Yea, and that healed me 80 at the same time, otherwise I'd have been dead. As it is, I was at 34+24+6 (unhealed from first round) + 26 (effectively, from con loss), which was not enough to kill me. Barely. Of course, the follow-up will save for half take your damage back would have gone off next round, but hey... Basically, this was exactly the kind of fight Shinji was set up to do: take physical damage and return to sender, postage due. If you had Save or Loose effects instead of raw damage output, or if you had one-round KO'd me, I'd have been much worse off. <|end|>
<|user|> Arena Tournament, Round 14: Grek Thur vs. Bloatsack the Vile Map Spoiler XP Award: 300 XP GP Award: 300 GP All combatants, please roll initiative. <|end|> <|user|> Initiative (1d20-1)[ 11 ] Aw man! Lets see if the 7th time is the charm. Don't blind Bloatsack or otherwise cripple him permanently. A nice messy death will do. <|end|> <|user|> No problem Pal! One messy, first round kill, coming up😉 init - (1d20-6)[ -2 ] <|end|> <|user|> No first round kill for you this time! Bloatsack the Vile round 1: For Refs: Spoiler Bloatsack starts at Y14 and double moves to U23 with his crossbow in one hand and a grappling hook in the other. Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: U23 your turn. <|end|> <|user|> Grek Thur -2nd to act round 1 Spoiler Start mounted with spiked chain in one hand and potion of bulls strength in the other. Ride double moving, across the bridge, to U/V 13/14. I then need to make sure I stay in the saddle: ride - (1d20+5)[ 21 ] DC 15 and ride - (1d20+5)[ 23 ] DC 15) As you are allowed to take a standard action at the mid-point of a double move, when the mount is at N/M 13/14 I drink the potion. Note: any checks I did not make are automatic successes. EDIT: I just realized how poorly worded that is. to rephrase: I double move to U/V 13/14. In order to do that, I need a DC 5 ride check, which I automatically succeed with my +5 bonus. I then need two ride checks for the horse to jump the holes in the bridge. these are DC 5, two more automatic successes. I need a DC 15 ride check, however, to stay in the saddle. That is what the above rolls are for. At the midpoint, I drink a Potion of Bulls strength. End, Need a LoS check, will edit in stats depending on rolls in spoiler/ stats Spoiler AC:14 HP:11 Position:U/V 13/14 Buffs: Bulls strength 1/30 Mounted: yes Mount's AC:14 Mount's HP: 22 <|end|> <|user|> No LoS at this time. <|end|> <|user|> Bloatsack the Vile round 2: For Refs: Spoiler Bloatsack throws the grappling hook up to S23, deliberately making it a visible throw. [use rope check [roll]1d20+11/roll] vs. dc14/roll]] and then moves to T26 hiding and moving silently Hide (1d20+7)[ 13 ] Move Silently (1d20+7)[ 18 ] Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 <|end|> <|user|> woops. For Refs: Spoiler Use Rope (1d20+11)[ 20 ] It your turn, you might need a LoS check. <|end|> <|user|> Grek: Spoiler You see a grappling hook sail over the cliffs towards S23, with a rope attached <|end|> <|user|> Spoiler move to W/X 15/16, and will continue my move based on if (and where) I see him NOT done <|end|> <|user|> for Grek Spoiler You don'e see your opponent yet although you do see the hook and rope abandoned and hanging onto S23. <|end|> <|user|> Sorry, no disappeared, still waiting on a LOS check. I posted at least twice in the waiting room, will post again... Never mind, didn't see bigmac's post😳 <|end|> <|user|> Spoiler Ah well, time to go to the last place he could be... Move to W/X 23/24 and need another LoS check STILL not done <|end|> <|user|> If Bloatsack had a peg leg and an accordian he'd be doing a wicked shanty while he waited. <|end|> <|user|> Ref Terran @KCiemir Spoiler Need a Spot check @PL Spoiler You see him move into W/X 23/24 <|end|> <|user|> For Theterran or other refs: Spoiler spot - (1d20-1)[ 11 ] <|end|> <|user|> So am I up? Such secrecy, SCANDAL! <|end|> <|user|> 😩 No, its just people aren't on a whole lot this time of year... when they are, they have their own matches, not worrying☹️ about this one... <|end|> <|user|> Ref Morbius KCiemir Spoiler You see nothing Still KCiemir's turn <|end|> <|user|> ugh. Spoiler Move to W/X 12/13 Done stats Spoiler AC:14 HP:11 Position:W/X 12/13 Buffs: Bulls strength 2/30 Mounted: yes Mount's AC:14 Mount's HP: 22 <|end|> <|user|> Ref Morbius KCiemir Spoiler No LoS PL Spoiler You see him move into W/X 12/13 To other refs Spoiler And its because of reactions like this that we should avoid asking the players to make spot checks, we should enfroce them to auto roll one each round or roll it ourselves , nothing screams more " There is a halfling in the bushes" more than a ref asking for a spot check <|end|> <|user|> Since when are Morbius and Terran the same person? <|end|> <|user|> @Morbius (or another ref): Spoiler So does he have cover against me? Can I even see him? Whats up? <|end|> <|user|> Originally Posted by KCiemir Since when are Morbius and Terran the same person? That's what I get for being lazy and quoting another ref's message &gt;.&lt; PL Spoiler What is happening is what has been said to you, he was moving south, when he did not see you there he decided to go north to W/X 12/13. The stairs are way to low to block your LoS there. And: 1. If we are still using the character= a cube then he is 10 feet tall right now and 2. I think you can choose any of his squares to negate cover So you can see him and he does not has cover against you <|end|> <|user|> This is called 'fishing'. I'm glad KC was biting. Bloatsack the Vile round 3: Bloatsack attempts to snipe Grek Thur Heavy Crossbow Attack! (1d20+10)[ 18 ] (taking into account that you can't see me for +2 to attack) /\ If it threatens (1d20+10)[ 23 ] If it hits (1d10+2)[ 8 ] /\ If it crits (1d10+2)[ 5 ] If you beat my hide DC12: &lt;- yes. this was with -20 taken into account. Spoiler Hide (1d20-7)[ 12 ] You see Bloatsack in T26 Edit: There was a second spoiler here with a mistaken move. The rolls inside it don't apply anymore. Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 Your turn. <|end|> <|user|> Ref Morbius Bloatsack, snipping also requires a move action, your second spoiler is not valid <|end|> <|user|> Really? My bad. Fixing it now... Edit: Done. <|end|> <|user|> Alright. I need to know if I see you before making any actions, so: spot - (1d20-1)[ 6 ] <|end|> <|user|> Damn. Alright, I don't know where you are, but I think I can at least know which direction the shot came from. Spoiler If it is from the north (top of map), I move to U/V 16/17. If it was, as is more likely given the grappling hook and requisite spot check, from the south (bottom of map) I move to U/V 10/11. If a ref rules that I cannot tell, I move to U/V 10/11 either way, I should have total cover because of the cliffs, but if I do not and he tries to snipe again, ride - (1d20+5)[ 20 ] DC 15 to take cover from my horse. Done, but need a ref check Stats Spoiler HP:3/11 AC:14 Position: depends on info from refs Buffs: Bulls strength 3/30 Mounted: Yes Mount's AC:14 Mount's HP:22/22 <|end|> <|user|> Grek Spoiler You move to U/V 10/11. And taking cover wouldn't work because since he is hidden you are flat-footed against his attack and can not take any actions in response to it. Unlike an invisiable opponent, one who is hiding becomes visiable AFTER the attack is resolved so a ready action on sight wouldn't work either. Bloat Spoiler Grek Thur rides north before heading east and losing sight of you behind the stairs. <|end|> <|user|> Bloatsack the Vile round 4: For Refs: Spoiler Bloatsack drops his cutlass as a free action (sticks it in the ground), reloads his crossbow as a standard action, and picks his sword back up as a move action (pulls it back out of the ground). Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 your turn. <|end|> <|user|> Sorry about my unannounced absence, I was at a debate tournament that I did not know I was going to, and didn't get a chance to post anything. Grek's Actions: Spoiler total defense action, move to S/T 13/14 Done Stats Spoiler HP:3/11 AC:18 Position:S/T 13/14 Buffs: Bulls strength 4/30 Mounted: Yes Mount's AC:14 Mount's HP:22/22 <|end|> <|user|> Bloatsack Spoiler You see Grek in S13-&gt;T14 Grek Spoiler No LoS Bloatsack is up <|end|> <|user|> Bloatsack the Vile round 5: I have no idea how much cover you get but Bloatsack the Vile again attempts to snipe you! Heavy Crossbow Attack! (1d20+10)[ 26 ] /\ If it threatens (1d20+10)[ 27 ] If it hits (1d10+2)[ 7 ] /\ If it crits (1d10+2)[ 8 ] The attack has +2 added in because you can't see me (I think. Otherwise ignore that.) Edit: DC8 + distance for the spot check. It might not matter though... For Refs: Spoiler Bloatsack uses a free action to drop his cutlass before firing and then snipes Grek Thur. Hide (1d20-7)[ 8 ] He remains in T26 Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 <|end|> <|user|> I don't think you could have LoE on me. I'll get a ref to decide. <|end|> <|user|> Ref Morbius I really think there is LoE KCiemir, at best you would get cover against his attack <|end|> <|user|> Yahar! Silver medal here I come! <|end|> <|user|> rechecked, and I agree there is LoE... gg paladin. <|end|> <|user|> Good game to you too. I honestly thought I didn't have a chance. <|end|> <|user|> GM Kyeudo Bloatsack is declared the Winner! <|end|>
<|user|> Arena Tournament, Round 26: Jocco vs. Bulch Map: Spoiler XP Award: 300 XP GP Award: 300 GP All Combatants, please roll initiative. <|end|> <|user|> Jocco A ugly man, full of scars and with mechanically enlarged limbs, grins in a evil and mad way at Blunch. He waves his halberd wildly at the water orc and hissis: "prepared to die?" Ini - (1d20+2)[ 14 ] <|end|> <|user|> Initiative - (1D20-2)[ 10 ] " Im prepared to do the killing halberd boy. Bring it. " Starting in Y13, with a javelin in each hand. <|end|> <|user|> Jocco, round 1 Jocce hussles from B13 to M13 and makes obscure and provoking signs and faces from behind the glass wall at Bulch/Blunch. Stats (you may look): Spoiler HP:11 AC 17 (+5 armor, -1 Deformaty (tall), +2 Dex, +1 Expertise) Buffs: none Position: M13, halbert drawn. You're up. <|end|> <|user|> Bulch " Come to me you huge freak-man. " Move to X4. To refs Spoiler ready an action to throw one of my javelins at him if he enters LoE. Attack - (1D20+5)[ 9 ] Damage - (1D6+6)[ 8 ] Stats - Prefer to keep Ref only look on my sheet if you really want to :) http://www.thetangledweb.net/addon.p..._char&amp;cid=5958 Spoiler HP ; 11/11 AC 18 Saves; +2 +4 -2 Location; X4 <|end|> <|user|> Jocco, round 2 I assume your done. Jocco moves from M13, M11, N11, O12 to R12. He crouches behind the pilar (total defence). Stats: Spoiler HP: 11 AC: 20 [24 if cover applies] (+5 armor, -1 Deformaty (Tall), +2 Dex, +4 TD) Buffs: none Position: R12, halbert drawn. I'm done. <|end|> <|user|> When crossing my LoE I throw a javelin, which misses you. I figure tthis gives you the last bit of movement if you wanna take it - or keep it the same. Then my turn but i only get a move action Then your turn Then my turn. <|end|> <|user|> Jocco, round 2 redone When Jocco enters P12, Blunch's javelin flies over his head and he desides to take a different path: he hussels to the water-orc and stops at W5. He grins at the female barbarian, while he circles his weapon above his head. "Run, run, as fast as you can, worm!", he giggles Stats: Spoiler HP: 11 AC: 16 (+5 Armor, -1 Def., +2 Dex) Buffs: none Position: W5. <|end|> <|user|> Bulch 5ft step to X3 and woosh she's off moving to N3. If she can't take 5ft step then move - ill take the AoO and finish at O3 Finished. <|end|> <|user|> Jocco round 3, AoO You can't take a five foot step. That's only possible if you don't move in your round at all. So, it's an AoO. Jocco swings his halberd at Blunch, trying to hook her leg: Trip touch attack - (1d20+5)[ 7 ] (+1 BAB, +3 Str, +1 WF). If it's a hit, Blunch has to make a strenght check versus (1d20+7)[ 16 ] (+3 STR, +4 Improved Trip). If Jocco wins this strenght check, Blunch is tripped and falls prone in X4. A succesful trip is immediatly followed by a swing with the halberd: Attack - (1d20+5)[ 23 ] for (1d10+4)[ 11 ] . EDIT: that's a miss, so you're at N3. <|end|> <|user|> Jocco, round 3 Jocco double moves to Q6. End of my turn. EDIT: I misread, Blunch is at O3, not N3, my bad. <|end|> <|user|> Blunch Free; Drop one Javelins Free; Draw Battleaxe Free; Rage Move; To Q5 Standard Attack! Attack - (1D20+8)[ 16 ] Damage - (1D8+9)[ 14 ] Stats Spoiler Raging 1/5 AC; 16 HP; 13/13 <|end|> <|user|> Jocco, round 4 AoO Doing that provokes an attack of opportunity: When Blunch tries to step in Q5 (from Q4 I presume), Jocco's halberd sweeps again in the direction of the legs of the orc. Trip Attempt - (1d20+5)[ 6 ] . If that's a hit: strenght check - (1d20+7)[ 15 ] . If Jocco beats Blunch's strenght check, Blunch is tripped and falls prone. Jocco immediatly follows the tripping with an attack: Attack - (1d20+5)[ 23 ] for (1d10+4)[ 7 ] damage. EDIT: Jocco totally missed the slippery water-orc and dies. By the way, your character sheet states that Blunch has a longsword, but you used a battleaxe. <|end|> <|user|> By draw battleaxe i made a typo and meant draw longsword. <|end|> <|user|> GM Kyeudo Bulch is declared the Winner! <|end|>
<|user|> Arena Tournament, Round 26: Oathbreaker TGH vs. Todd Map: Spoiler XP Award: 300 XP GP Award: 300 GP All Combatants, please roll initiative. <|end|> <|user|> Initiative - (1d20+1)[ 18 ] I will be starting in square Y14. <|end|> <|user|> Why do I always end up fighting an extremely competent player with a character that better than mine right off the bat? Initiative (1d20+2)[ 8 ] <|end|> <|user|> I'm not sure, I don't consider myself competent at any rate 😛 Todd is equipped with his armor and poleax Todd - Round 1 Swift Action: Activate Strength Domain Standard and Move Actions: Double Move to Q14 End of Turn Stats: Spoiler HP: 19 AC: 15 Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade. Stance: None Breath: Good to Go Position: Q14 Speed: 20 Strength Domain: 1/10 <|end|> <|user|> I'm not gone. There was a storm on the west coast and my internets been down for two days. I'll post as soon as I'm able. <|end|> <|user|> Oathbreaker round 1: Oathbreaker starts at B14 with both his swords drawn. he then double moves to L15. Stats for Refs: Spoiler Vital Statistics: HP: 10/10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: L15 Current Buffs: None Your turn. <|end|> <|user|> Todd - Round 2 Swift Action: Activate Punishing Stance Move Action: Q15 to N17 Standard Action: Ready an Action. Spoiler Ready an action to use my breathe weapon if he moves adjacent to me. End my Turn Stats: Spoiler HP: 19 AC: 13 Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade. Stance: Punishing Stance Breath: Good to Go Position: N17 Speed: 20 Strength Domain: 2/10 <|end|> <|user|> Oathbreaker round 2: Oathbreaker takes a 5ft. step to M16 and full attacks: Large Katana Attack! (1d20+2)[ 13 ] /\ If it threatens (1d20+2)[ 17 ] If it hits (2d8+4)[ 18 ] /\ If it crits (2d8+4)[ 7 ] Off-hand Bastard Sword Attack! (1d20+3)[ 23 ] /\ If it threatens (1d20+3)[ 19 ] If it hits (1d10+2)[ 3 ] /\ If it crits (1d10+2)[ 3 ] Tail Slap Attack! (1d20)[ 11 ] /\ If it threatens (1d20)[ 19 ] If it hits (1d6+2)[ 7 ] /\ If it crits (1d6+2)[ 5 ] Stats for Refs: Spoiler Vital Statistics: HP: 10/10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: L15 Current Buffs: None your turn. <|end|> <|user|> See, I told you I wasn't competent, completely forgot about the rules for ranged weapons and diagonal distance. Your attacks both hit and I fall down at -5. <|end|> <|user|> Huh? How? Isn't your AC 15? At the least? Edit: Was it a stance thing? <|end|> <|user|> GM Kyeudo Oathbreaker is declared the Winner! <|end|>
<|user|> You all start the same, but separated.. You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it. You can see that all your equipment is on you, including a ring that is not yours and a blank paper. You can hear a voice, the voice of the king, saying the following: "The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die. However, this is not that easy. only 3 can ever go out. This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you. For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other. The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception. Whenever anything on the paper changes, he will send you a telepathic message. The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities. Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items. Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you. By the way, I gave three keys to competitors, so the real fun will begin early." As you look at the paper you see the following appear onto it: Spoiler Red key: held by a red dragon, competitor. Blue key: held by a white bear, maze. Yellow key: held by a stone golem, maze. Purple key: held by a shadow dragon, competitor. Orange key: held by a skeleton, maze. Green key: held by an ent, maze. Black key: held by a mummy, maze. White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor. Rainbow key: held by nothing. A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!" <|end|>
<|user|> You all start the same, but separated.. You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it. You can see that all your equipment is on you, including a ring that is not yours and a blank paper. You can hear a voice, the voice of the king, saying the following: "The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die. However, this is not that easy. only 3 can ever go out. This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you. For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other. The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception. Whenever anything on the paper changes, he will send you a telepathic message. The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities. Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items. Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you. By the way, I gave three keys to competitors, so the real fun will begin early." As you look at the paper you see the following appear onto it: Spoiler Red key: held by a red dragon, competitor. Blue key: held by a white bear, maze. Yellow key: held by a stone golem, maze. Purple key: held by a shadow dragon, competitor. Orange key: held by a skeleton, maze. Green key: held by an ent, maze. Black key: held by a mummy, maze. White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor. Rainbow key: held by nothing. A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!" <|end|>
<|user|> Accidental Double Post: Please Delete <|end|>
<|user|> Arena Tournament, Round 26: Xerxes vs. Kodrul Map: Spoiler XP Award: 300 XP GP Award: 300 GP Xerxes - king_korath Kodrul - VeisuItaTyhjyys All Combatants, please roll initiative. <|end|> <|user|> initiative (1d20+4)[ 6 ] <|end|> <|user|> initiative (1d20+4)[ 20 ] edit don't use see post below. <|end|> <|user|> initiative (1d20+4)[ 14 ] edit : don't use see post below. <|end|> <|user|> Originally Posted by king korath initiative [roll0] My computer freaked out just now leading to the triple post so just use the first initiative post. I am very sorry. <|end|> <|user|> It happens. <|end|> <|user|> GM Kyeudo Xerxes is the Winner! <|end|>
<|user|> Arena Tournament, Round 26: Shasnuart vs. Beleg Map: Spoiler XP Award: 300 XP GP Award: 300 GP All Combatants, please roll initiative. <|end|> <|user|> rolling initiative. And the round has finally started. init (1d20+5)[ 12 ] <|end|> <|user|> Woohoo, been wating for this Initiative: (1d20+2)[ 6 ] Spoiler Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Here is my Character For reference. -Suzuro <|end|> <|user|> Since there is LoS every where, I start in Z 13, with my bow in one hand and a vial in my other. I apply the oil to my weapon. Then move to Z 7. Spoiler oil of magic weapon +1 your turn vital stats Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 80 arrows <|end|> <|user|> I will start in A 13 and double move to J 11 Stats Spoiler AC: 21 FF: 19 Touch: 12 Position: J 11 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Your go. -Suzuro <|end|> <|user|> move to Z1. I nock an arrow. Spoiler readied action to shoot at him as soon as I have LoE vitals Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 80 arrows <|end|> <|user|> Move to L 14 Spoiler AC: 21 FF: 19 Touch: 12 Position: L14 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP <|end|> <|user|> Move to X 4. Vitals Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 80 arrows <|end|> <|user|> Double move to P 9 Stats Spoiler C: 21 FF: 19 Touch: 12 Position: P 9 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP your go. -Suzuro <|end|> <|user|> move to Y 1 and then shoot you. attack (1d20+8)[ 28 ] damage (1d8+1)[ 2 ] vital stats Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 79 arrows <|end|> <|user|> rolling to confirm crit. threat roll (1d20+8)[ 17 ] damage if confirmed (2d8+2)[ 13 ] <|end|> <|user|> Just for future reference I have 21 AC, heh, awesome Totemists. Double Move to U 2 Spoiler HP: 11 AC: 21 FF: 19 Touch: 12 Position: U 2 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP -Suzuro <|end|> <|user|> move to Z4 then shoot. attack (1d20+8)[ 18 ] damage (1d8+1)[ 2 ] <|end|> <|user|> Ooooh! Close, no cigar! Move to Z 3 Attack: (1d20+2)[ 21 ] Damage: (1d8+2)[ 9 ] Your go! Stats Spoiler HP: 11 AC: 21 FF: 19 Touch: 12 Position: Z 3 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP -Suzuro <|end|> <|user|> Almost killed me. five foot step to z3 then use rapid shot. attack 1 (1d20+7)[ 12 ] damage (1d8+1)[ 3 ] attack 2 (1d20+7)[ 25 ] damage (1d8+1)[ 4 ] edit: stats Spoiler ac 18 hp 4 arrows 76 <|end|> <|user|> ummmm...do you mean Z5....because, I'm kind of in Z3... -Suzuro <|end|> <|user|> Yes sorry. <|end|> <|user|> Move to Z 4 Attack: (1d20+2)[ 19 ] Damage: (1d8+2)[ 3 ] Stats Spoiler HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 4 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Your go. -Suzuro <|end|> <|user|> I am at one hp!! how did you get the dice roller to roll so good. I have not rolled over a four for damage all game! Oh well back to the game. five foot step to Z 6 then rapid shot again. attack 1 (1d20+7)[ 18 ] damage (1d8+1)[ 3 ] attack 2 (1d20+7)[ 14 ] damage (1d8+1)[ 7 ] vitals Spoiler hp 1 ac 18 72 arrows <|end|> <|user|> If I've found out anything in my...year and a half-ish of Playing D&amp;D and 40,000, it's that I'm favored of the dice Gods. Anyways, I'll get back to this. Move to Z 5 Attack: (1d20+2)[ 21 ] Damage: (1d8+2)[ 4 ] Stats Spoiler HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 5 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Your go! -Suzuro <|end|> <|user|> And I believe that's game, like I said, "Favored of the Dice Gods (I still think it's Gork and Mork)." Anyways, good game, if you'd rolled better, you most likely would have beat me. -Suzuro <|end|> <|user|> You are not the only one favored by the dice gods! We will see who can beat the odds in the upcoming match! HaHa! *dissapears in puff of smoke* <|end|> <|user|> Good game Suzuro. <|end|> <|user|> GM Kyeudo Shasnuart is the Winner! <|end|>
<|user|> Mount Ryan has never been a particularly populated locale. Named after the second-generation Irish immigrant who led the first party over it in the 1800's, few travelers since have passed that way. The mountain was not on any of the more convenient routes westward into Oregon territory, nor into California, Nevada, or Utah. The timber barons and mining surveyors never thought its mineral or floral wealth worth plundering - its sides, perhaps, were too precipitous, and roads to difficult to carve compared to richer, more easily garnered treasures elsewhere. Highways were never built over Ryan - again, its angle was too sharp, its bare gray head too high above its neighbors to make conquering it worth the effort. in the 40's and 50's a few developers tried to sell summer homes there, but it never took off. More popular spots like Aspen offered better amenities, and Ryan's densely forested lower slopes always seemed inimical to the efforts of homebuilders. No one ever stayed there for long, and soon most of the cheaply-built rental homes were vacant, their windows staring like empty eyes and shadows moving softly within, visited only by small, furtive things and by the nesting birds. The thickly forested road you approach the rental cabin on is only barely wide enough to accomodate your vehicles. The trees cluster thickly at either side, thrusting roots up through the hardpack to jolt and jostle your cars as you attempt to navigate the winding mountain tracks - barely more than fire roads, really. Nonetheless, the occasional views you get through the trees are spectacular - Sheer drops that show the vast green carpet of forest below, rolling out to the plains in the smokey blue distance. The cabin you arrive at is a solidly-built construction of timber, or at least something that looks very much like it. In front of it is parked a battered red jeep, and behind it you can spot the sort of large trash-bin more commonly seen at construction sites. A short, powerfully built woman of middle years waits for you with a wide, white-toothed grin on her face - her blonde hair is pulled back in a sensible ponytail tucked under a ballcap. She smiles and waves, approaching you as you exit your cars. "Hey there. I'm Terry. I just wanted to meet you folks, drop off the keys here and answer any questions you might have. Everything's cleaned out an in order, and the binder with all the contact info is on the counter. If there's anything you need, feel free to call - but it can take a couple of hours for anyone to get here from town, so for a lot of things, you're on your own." As she speaks, she hands you an envelope with four sets of keys in it. "Oh, and just to let you know, there's quite a bit of wildlife around - especially bears, so make sure you keep the lid down when you put trash in the bin, otherwise they get all into it, hell to clean up. Was there anything you folks wanted to ask before I take off?" <|end|> <|user|> Daniel raises his hand, "Actually there is one thing. I seem to have forgotten to bring any type of jars or containers with me. Are there any old canning jars or something in the cabin that I would be allowed to use?" <|end|> <|user|> Tristan looks around and smiles. " Looks good to me. So, what do you guys want to do today? Once we've carried our packs and stuff inside, I think I'll go for a walk, I feel a little disoriented after the long drive. " Tristan waits patiently until the woman answers Daniel's question, then speaks: " Do you know any good hiking trails around here? Are there any maps of this area in the cabin? " Spoiler What time is it? What time of the year is it? What's the weather like? <|end|> <|user|> Edwin looks around, and says " Yeah, everything looks good to me. I'd be up for hiking afterwards too. " He thinks a little and as Tristan asks his question he says " Yeah, a map would be great " <|end|> <|user|> Terry nods amiably, answering your questions "Yep, there are a number of maps in the chest in the living room, and there should be some jars in the kitchen. There's all sorts of stuff in the kitchen, feel free to help yourself to it - just don't take it with ya when ya leave." She adds with a little laugh. Spoiler Eh, it's early afternoon, say 12:30 or 1:00. It's late summer/early fall, similar to what it is now in the northern hemisphere - and as far as year, it's probably the early 90's - '92 or '93, say. <|end|> <|user|> " Alright, thanks! " Tristan says with a smile. " So, let's go check the cabin out. Oh, is the old guy ok? " referring to the fourth person who's been quiet so far. Tristan takes one of the keys and walks up to the door, opens it and has a look inside the cabin. <|end|> <|user|> Spoiler Em... I wasn't really sure how to respond... wasn't it supposed to be John's cabin? The old guy is quite unconscious in the back of the car, empty beer cans strewing the floor about him. His only luggage is a couple of spare t-shirts, his wallet, a big case chock full of beer and whiskey, as well as his shotgun plus a box of shells. <|end|> <|user|> "Thank you, ma'am." Daniel says politely, following Tristan into the cabin. <|end|> <|user|> Spoiler So.....? Raise dead check on game: (1d20-20)[ -8 ] <|end|>
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<|user|> {table=head] |A|B|C|D|E|F|G|H|I|J|K|L 1 |||||||||||| 2 | 3 ||| C | C ||||| C | C || 4 ||| C | C ||||| C | C || 5 |||||||||||| 6 | 7 | 8 |||||||||||| 9 ||| C | C ||||| C | C || 10 ||| C | C | C | C | C | C | C | C || 11 |||||||||| C 12 |||||||||| C || 13 | 14 ||| C | 15 ||| C ||||||||| 16 ||| C | C | C | C | C | C | C | C || 17 ||| C | C ||||| C | C || 18 | 19 |||||||||||| 20 | 21 | 22 |||||||||||| 23 ||| C | C ||||| C | C || 24 ||| C | C ||||| C | C || 25 | 26 |||||||||||[/table] Arena is 30 feet tall, worked stone. Normal lighting. Buff Rounds : 1 + All Day (12+ hour) buffs. Starting locations: I'll start somewhere in the top two rows, and you'll start somewhere in the bottom two. Cool? <|end|> <|user|> cool. starting pos: Spoiler L25 2o ft up. Buffs: Spoiler Oil of magic weapon on simitar Inititive: init. - (d20+10)[ 17 ] also is there a ceiling or are the columns iviso-walled to the edge of the universe? <|end|> <|user|> Ryth'lin . Relevant modes of detection : True Seeing Starting position : Spoiler C2 Buffs : Spoiler Round 1: Drink Potion of Shield of Faith, Nerveskitter for initiative. All-Day: Persistent Extended Quickened Shield [Power Component: Guardinal Feather] Persistent Protection From Evil Persistent Master's Touch Persistent Blades of Fire Persistent Ectoplasmic Armor Persistent Bladeweave Persistent Burning Sword Persistent Heroics [Improved Initiative] Persistent Wraithstrike Persistent Sonic Weapon Persistent Weapon Of Impact Persistent Weapon of Energy [Acid] Persistent Haste Persistent Greater Magic Weapon [+3] Persistent Displacement Persistent Fly Persistent Greater Mighty Wallop Persistent Greater Luminous Armor [Power Component: Guardinal Feather] Persistent Greater Invisibility Persistent Greater Mirror Image Persistent Acid Sheathe Persistent Greater Blink Persistent Bite Of The Wereboar Persistent Extended Divine Power Persistent Antimagic Field [Extraordinary Spell Aim to exclude myself] Persistent Bite Of The Weretiger Persistent Greater Heroism Persistent True Seeing Oil of Greater Magic Weapon [+5] Initiative: (d20+15)[ 27 ] <|end|> <|user|> Turn 1: Spoiler Fly to D15. Ready move action in case someone comes into view and stops. Your move. <|end|> <|user|> turn 1: Spoiler move up to L25 and up to 40ft oh I forgot to mention I have a ring-o-spell battle, so I might detect spells when cast <|end|> <|user|> Turn 2: Spoiler Move to K18. Fly to L24, 30ft up. Done. <|end|> <|user|> Skill trick see the unseen. spot - (d20+15)[ 26 ] rest to follow. <|end|> <|user|> Damnit your too close to charge... Full attack attack 1 attack - (d20+17)[ 19 ] crits 15-20 confirm - (d20+17)[ 37 ] damage - (d8+5)[ 13 ] crit - (2d8+10)[ 18 ] Off-hand attack - (d20+17)[ 28 ] confirm - (d20+17)[ 28 ] damage - (d10+3)[ 8 ] crit - (2d10+6)[ 25 ] attack 2 attack - (d20+12)[ 32 ] crits 15-20 confirm - (d20+12)[ 19 ] damage - (d8+5)[ 13 ] crit - (2d8+10)[ 21 ] attack 3 attack - (d20+7)[ 12 ] crits 15-20 confirm - (d20+7)[ 26 ] damage - (d8+5)[ 9 ] crit - (2d8+10)[ 21 ] On any crit you are slowed as per the spell. <|end|> <|user|> Miss chances: 1: Mirror Images : (1d9)[ 3 ] (1 hits) Miss Chance : (d2)[ 2 ] (1 hits) 2: Mirror Images : (1d9)[ 2 ] (1 hits) Miss Chance : (d2)[ 2 ] (1 hits) 3: Mirror Images : (1d9)[ 2 ] (1 hits) Miss Chance : (d2)[ 1 ] (1 hits) 4: Mirror Images : (1d9)[ 7 ] (1 hits) Miss Chance : (d2)[ 1 ] (1 hits) <|end|> <|user|> New Mirror Image rolls: [Follow the spoilers, you should receive a total of three rolls; one for the off hand attack, one for the first iterative, and one for the second iterative.] Spoiler (1d8)[ 3 ] If 1: Spoiler (1d8)[ 4 ] If 1: Spoiler (1d8)[ 5 ] If != 1: Spoiler (1d7)[ 2 ] If != 1: Spoiler (1d7)[ 4 ] If 1: Spoiler (1d7)[ 7 ] If != 1: Spoiler (1d6)[ 3 ] <|end|> <|user|> So, every attack targeted a mirror image; the first three attacks connected and each dissolved an image. The last missed. My turn: Another mirror image appears, and quickly all seven of the elves move upwards and attack. Attack [Power Attack: 12]: (d20+19)[ 34 ] vs. touch AC. (10d6+42)[ 69 ] bludgeoning + (1d6)[ 6 ] fire + (1d8)[ 4 ] fire + (1d6)[ 5 ] sonic + (1d6)[ 2 ] acid for 86 damage. (d20+19)[ 37 ] vs. touch AC. (10d6+42)[ 74 ] bludgeoning + (1d6)[ 3 ] fire + (1d8)[ 6 ] fire + (1d6)[ 3 ] sonic + (1d6)[ 4 ] acid for 90 damage. (d20+14)[ 23 ] vs. touch AC. (10d6+42)[ 71 ] bludgeoning + (1d6)[ 6 ] fire + (1d8)[ 2 ] fire + (1d6)[ 6 ] sonic + (1d6)[ 3 ] acid for 88 damage. (d20+9)[ 18 ] vs. touch AC. (10d6+42)[ 82 ] bludgeoning + (1d6)[ 1 ] fire + (1d8)[ 2 ] fire + (1d6)[ 6 ] sonic + (1d6)[ 5 ] acid for 96 damage. The first attack that connects forces a DC20 will save. <|end|> <|user|> Second attack threat confirmation: (d20+19)[ 34 ] Additional damage: (30d6+126)[ 240 ] bludgeoning + (3d10)[ 22 ] fire damage + (3d10)[ 29 ] acid damage. Total damage: Hit 1: 86. Hit 2: 381 with confirmation, 90 without. Hit 3: 88. Hit 4: 96. Total: 651 with critical, 360 without. <|end|> <|user|> ... followed by an activation of a belt of battle, and another set of attacks. Attack: (d20+19)[ 39 ] vs. touch AC (10d6+42)[ 77 ] bludgeoning damage + (1d6)[ 6 ] fire damage + (1d8)[ 6 ] fire damage + (1d6)[ 6 ] sonic damage + (1d6)[ 5 ] acid damage for 100 damage. (d20+19)[ 34 ] vs. touch AC (10d6+42)[ 83 ] bludgeoning damage + (1d6)[ 1 ] fire damage + (1d8)[ 7 ] fire damage + (1d6)[ 6 ] sonic damage + (1d6)[ 2 ] acid damage for 99 damage. (d20+14)[ 28 ] vs. touch AC (10d6+42)[ 69 ] bludgeoning damage + (1d6)[ 1 ] fire damage + (1d8)[ 5 ] fire damage + (1d6)[ 5 ] sonic damage + (1d6)[ 6 ] acid damage for 86 damage. (d20+9)[ 15 ] vs. touch AC (10d6+42)[ 87 ] bludgeoning damage + (1d6)[ 1 ] fire damage + (1d8)[ 6 ] fire damage + (1d6)[ 6 ] sonic damage + (1d6)[ 6 ] acid damage for 106 damage. <|end|> <|user|> Critical confirmation for first attack: (d20+19)[ 32 ] Additional Damage: (30d6+126)[ 234 ] bludgeoning damage + (3d10)[ 19 ] fire + (3d10)[ 16 ] acid damage. Total damage: Hit 1: 369 with critical, 100 without. Hit 2: 99 damage. Hit 3: 86 damage. Hit 4: 106 damage. Total: 660 damage with critical, 391 without. <|end|> <|user|> despite shrugging off all elemental damage, you still are able to wallop me into oblivion. <|end|> <|user|> And this is why Spelldancer is banned. Please submit your 'dancer for vivisection. <|end|>
<|user|> Apocalypse Rising Background: Spoiler You were all once great people in your given profession but recently over the past few months an amazing evil has swept over the land leaving many dead. You were chosen by an almighty being with power beyond imagining to be its hand on eberron. You have excepted its offer and are now something new something powerful and something with only one mission. Conquer and Destroy. <|end|>
<|user|> Starting a hundred feet apart, open plain. No prep time. <|end|> <|user|> Initiative: (1d20+9)[ 17 ] And if I manage to have a higher Init: Spoiler Move 30 feet forward, assuming ready stance with Robilar's Gambit as I go. <|end|> <|user|> Initiative: (1d20+10)[ 17 ] <|end|> <|user|> A tie, roll again Initiative: (1d20+10)[ 29 ] <|end|> <|user|> I...uh..wow. Assuming we follow the higher Init bonus goes first in this case, it's you. <|end|> <|user|> or roll again, either way. [roll0] <|end|> <|user|> grarg, post limit pain. (1d20+9)[ 13 ] Though i doubt i'm gonna make it, since i need a nat 20 to tie. <|end|> <|user|> Oh sorry, I was in a rush and forgot about the higher modifier initiative rule :) Well, seems I start so: Free action: Activate boots of speed to gain haste. +30 feet move, +1 dodge ac, +1 attack roll, +1 reflex Free action: Mountain Rage!! GROAAAAR!! +8 str +8 con -2 ac +3 will save and Deimon becomes a large creature. Full round action: Charge! -2 ac +2 attack roll Jumping 10 feet before arriving near you: DC10 auto passed Using power attack for -18 Rolling to hit: (1d20+24)[ 25 ] Eventual critical confirm (x4): (1d20+24)[ 29 ] Damage: (3d6)[ 9 ] +20 from epic warrior +25 from STR 44 with a 2 handed weapon +8 from barbarian homebrew bonus +18 x 6 from power attack + leap attack with a 2 handed weapon: 108 Total: 170 AC: 27 HP: 254 Rage: 10/10 Reach: 10' Location: the square in front of you EDIT: A shameful miss!!! <|end|> <|user|> AoO from the attack on me due to Robilar's Gambit, Denied Dex due to Unexpected Attack (1d20+23)[ 37 ] and damage: (1d6+9)[ 15 ] + sneak attack (9d10)[ 41 ] and that was a nat 1, right? if so, another AoO: (1d20+23)[ 29 ] and damage: (1d6+9)[ 13 ] + sneak attack (9d10)[ 43 ] and then just a regular attack routine: Attack1: (1d20+21)[ 32 ] and damage: (1d6+9)[ 14 ] Attack2: (1d20+21)[ 38 ] and damage: (1d6+9)[ 13 ] Attack3: (1d20+16)[ 26 ] and damage: (1d6+9)[ 14 ] Attack4: (1d20+11)[ 28 ] and damage: (1d6+9)[ 11 ] AC: 26, opponents get +4 to hit and damage on me HP: 274 Location: Still right in front of you Edit: Damage is nonlethal, too. Not that it matters too much for this, but... <|end|> <|user|> I do not understand, you get an AOO from robilar even If I begin the game? <|end|> <|user|> Anyway: Take a 5 foot step back. Full Attack (reach 10')!! Using -18 on attack rolls for power attack Attack roll: (1d20+26)[ 33 ] and damage (3d6+25)[ 35 ] Attack roll: (1d20+21)[ 38 ] and damage (3d6+25)[ 36 ] Attack roll: (1d20+16)[ 28 ] and damage (3d6+25)[ 35 ] Attack roll: (1d20+11)[ 31 ] and damage (3d6+25)[ 41 ] The first attack that hits deals +20 damage others deal +36 from Power attack and +4 from Robilar <|end|> <|user|> Roll 2 and 4 threaten a critical. Confirmation for 2 (1d20+21)[ 32 ] Confirmation for 4 (1d20+11)[ 23 ] Multiplier is x4 (ouch!!) TOTAL: not accounting for damage reduction total damage is: 415 I have an additional attack thanks to Haste but I don't think is required. <|end|> <|user|> Yeah, that puts me out of the running even with my DR. As for Robilar's Gambit, I've never exactly been clear on that myself. It never states in the feat that it takes any kind of action to activate it or deactivate it, or if you even can deactivate it. <|end|> <|user|> Feat says: "if you activate this at the start of your turn" <|end|>
<|user|> Arena Tournament, Round 33: Stonefist vs. Kor Map: Spoiler XP Award: 300 XP GP Award: 300 GP Docnessuno - Stonefist Bayar - Kor Battleborn All Combatants, please roll initiative. <|end|> <|user|> Initiative: (1d20+1)[ 4 ] Will buy a MW greatsword and a Spiked chain, for now, still thinking if I need something else. <|end|> <|user|> Just as an FYI, Stonefist Timed Out of our match. <|end|> <|user|> Originally Posted by theterran Just as an FYI, Stonefist Timed Out of our match. I know that...but maybe he will be back in 3 days <|end|> <|user|> Ref TT Kor wins this match by DQ, pick up your prize at the door on the way out! <|end|>
<|user|> Arena Tournament, Round 29: Skrag vs. Bob the Destroyer 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: 1st Place: 600 GP, 2nd Place: 300 GP Talic - Skrag King Korath - Bob the Destroyer All Combatants, please roll initiative. <|end|> <|user|> Ah, rematch. Thank goodness I was undefeated up to that point. Hmm. Init: (1d20+5)[ 15 ] My tactic was sound last time, odds went against me. Let's try this one more time. Will make purchases in a bit. <|end|> <|user|> Time to end this, I don't need to buy any thing so it is time to rumble. init (1d20+3)[ 16 ] <|end|> <|user|> Yes! I get to start. Can I get your starting position. <|end|> <|user|> You may. I am purchasing a potion of spider climb. I'm in X11, mounted. In hand is a vial, and a crossbow. <|end|> <|user|> Start in D11 with my axe in one hand and a vial in the other. I will move to W11, rage and drink the vial (potion of bears endurance). your turn. Stats Spoiler ac15 hp17 rage round 1/12 <|end|> <|user|> Would you care to explain how you're getting 95 feet of movement AND using a standard action to drink a potion? <|end|> <|user|> ref chilepepper Here's what talic is talking about : Relevent text from SRD Run You can run as a full-round action . (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat. You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action. You can’t run across difficult terrain or if you can’t see where you’re going. A run represents a speed of about 12 miles per hour for an unencumbered human. <|end|> <|user|> No, he's got 50 move, he can get there with a double move. He just can't do a double move (Requiring both his standard and move action) and drink a potion (requiring a standard action). <|end|> <|user|> OK I don't drink the potion, sorry about that, other than that my actions are the same, your turn. <|end|> <|user|> KK. My action, Round 1: move : Direct my mount to move, Pushing Mount, per ride skill. Ride (DC 15): (1d20+11)[ 17 ] If successful, my mount gains an additional 10 feet of movement this round. Edit: Success. Remainder of action to follow. Mount takes 1 damage from pushing. <|end|> <|user|> Round 1: continued. Move North, breaking LOS as I move North. LOS broken as I move north out of Z6. Auto succeed guide with knees check. Spoiler Ending in Z1. Mount's move actions both used. Mount will enrage at start of next action, per mount entry. I drink my spider climb potion (move action). Ride check: Fast Dismount (DC20): (1d20+11)[ 27 ] Dismounting into Y1: Hide: (1d20+15)[ 31 ] Move Silent: (1d20+15)[ 29 ] Edit: Success on dismount. End Turn. Stats: Spoiler Skrag: Location Y1, Hiding HP: 8/8 AC: 18 (+5 dex, +2 armor, +1 Size) In hand: Vial, Crossbow. Effects: Spider Climb 1/300 Badgera: Location: Z1 HP: 27/28 AC: 20 Status effects: Will enrage on next action <|end|> <|user|> ref chilepepper Skrag Spoiler Drinking a potion or applying an oil is a standard action. You succeeded on the fast dismount, so that was a move action. You're turn is fine as is, but for future reference drinking a potion is a standard action. Still Bob's turn. <|end|> <|user|> @Chile Spoiler Yeah, I brain farted for a minute. I had it all worked out, just typed it up wrong. Everything's good, continue. <|end|> <|user|> Spoiler move to Z 8 Can I get a LoS check please. stats will be in the post that ends the turn. <|end|> <|user|> ref chilepepper refs Spoiler Bob's spot isn't enough to beat Skrag's hide. Bob Spoiler You see Skrag's mount in Z1 Skrag Spoiler You see Bob moving northeast into Z8 Still Bob's turn. <|end|> <|user|> Spoiler stay where I am, and drink the potion of bears endurance. end turn stats Spoiler ac15 hp17 +2 con bonus from a potion, raging rage round 2/12 <|end|> <|user|> Awaiting LOS for my turn. <|end|> <|user|> @Refs Spoiler I have one problem here. I don't believe that Skrags mount should be in rage. The rage ability specifically states that it only applies due to combat damage.The damage taken from being pushed is not combat damage, the same as falling is not combat damage. If we call it combat damage, then the one who actually damaged it and who it should be raging against is Talic, and it should turn to attack him. Quick pause for a ref chat, but I can do LoS for ya. @Talic Spoiler LoS is the same as before @king korath Spoiler LoS is the same as before <|end|> <|user|> ref chilepepper My 2cp refs Spoiler The entry for dire badger says, "A dire badger that takes damage in combat..." It doesn't say combat damage, it says damage in combat. The badger is in combat and has taken damage, so by the letter of the rule, it enters rage. Match still on hold. <|end|> <|user|> Ref Maurkov @refs Spoiler Shouldn't the badger rage and attack the person who damaged it, in this case, Skrag? After all, who gave it the spurs? No? Well, that would be funny, anyway. By RAW, it is combat and it is damage (and I suppose the rider is not technically an opponent). I think it works; good rules lawyering on Talic's part. Unless it senses Bob, though, I think that lacking an opponent it will then stop raging, and I would assume be fatigued. <|end|> <|user|> ref chilepepper refs Spoiler There is an opponent. I would think the badger would take off looking for it in a feverish recklessness. <|end|> <|user|> @Refs Spoiler So if Bob were to leave the badgers sight, would it then go after Skrag? Since he's no longer actively controlling it? <|end|> <|user|> Ref Maurkov @refs Spoiler Now that I think about it, Skrag has an opponent. I'm not certain that the badger does. Until Bob attacks the badger, or Skrag (via handle animal) makes it attack Bob, why would it go hunting? I'm not certain that an animal knows it's "in combat" until somebody attacks it, or it is made to attack. I reverse my previous ruling. I don't think it would rage up. <|end|> <|user|> High Ref Mav @Refs Spoiler That's kind of were I was going... If it does rage... wouldn't it attack the one that had caused it damage? Which would be Skrag, as Bob has done nothing threatening towards it at all. <|end|> <|user|> Are we still paused? <|end|> <|user|> @refs Spoiler Oops. I had the names reversed. *goes to revise his posts so they might make sense* <|end|> <|user|> Ref Bayar @refs: Spoiler I would say that it doesnt activate rage because: 1. It didnt get damaged during actual combat (which requires it to be damaged by an opponent) 2. It doesnt sense Talic's opponent as his opponent unless it is attacked by him or is handled to attack him <|end|> <|user|> ref chilepepper refs Spoiler I'm inclined to lean towards: The mount is trained for combat, and the arena is the only combat it's seen. It's been in a previous match, and in the Dawn Arena, it has LoS. Given a random situation, no it would be able to discern friend from foe. But in the arena, with experience in this particular arena, it has LoS to the opponent's starting position and it can see who or what is there at the beginning of the match. I think it plausible to assume the badger knows, from training, that what it sees on the other side of the arena is the enemy. and yes, we are still paused, your ex-girlfriend won't answer the phone <|end|> <|user|> *grumble* She always was the type to make me wait. <|end|> <|user|> @Refs Spoiler It doesn't have training to say that though, it's simply an animal, with an intelligence of 3. It's been damaged, by the one that was riding it, not by the one who's standing in front of him. It's like smacking a dog, and then jumping off and expecting him to chase someone else. <|end|> <|user|> I have a bad feeling when there is a ref debate going on☹️ . Just let me know when we will restart. <|end|> <|user|> Nah, it's not gonna be a match restart, I'm pretty sure. Everything we've done so far is by the book, as far as I can tell. I think they're trying to head something off so it doesn't later become a rewind. <|end|> <|user|> ref chilepepper refs Spoiler I was referring to combat riding. I guess it all depends on what that entails. I could see it either way. I think I'm all debated out on this subject. There's not much else I have to offer in the way of opinions. Good luck. <|end|> <|user|> GM Kyeudo @refs Spoiler I do not get what the debate here is about. RAW: If a dire badger takes damage, then it rages until the end of combat. RAW: Pushing a mount causes damage. Therefore, RAW: The Badger is raging. Not RAW: Raging badgers attack indiscrimiately or attack the nearest creature. Nowhere in the Dire Badger's Rage entry does it say anything about the badger's behavior changing. A Raging Badger is even less mentaly handicapped than a Raging Barbarian. The Badger continues to act as it's training dicatates. Unless another ref has something else, I think this match can resume. <|end|> <|user|> Yay! Round 2! (barring further ref discussion) Skrag, Round 2, part 2 My actions: Spoiler Free: Drop Vial Double Move: From Y1 to Y6 (on top of building, 20 feet up) Hide: (1d20+10)[ 21 ] MS: (1d20+10)[ 27 ] (factored in penalty for movement over 1/2, did not factor in distance penalties) Badger: Rages. Charges south from Z1 to Z7, and attacks. Attack: (1d20+8)[ 24 ] Damage: (1d4+4)[ 8 ] If Threat: (1d20+8)[ 12 ] If Crit: [roll] 1d4+4[/roll] Edit: Hit, no threat, so broken roll doesn't matter. Edit: Done. Stats: Spoiler Skrag: Location Y6, Hiding (Hide: 21, MS: 27) HP: 8/8 AC: 18 (+5 dex, +2 armor, +1 Size) In hand: Crossbow. Effects: Spider Climb 2/300 Badgera: Location: Z7 HP: 31/32 AC: 16 (+3 Dex, +3 Natural, +4 Armor, -2 Charge, -2 Rage Status effects: Rage */* <|end|> <|user|> Ref Maurkov I'm not certain it's required, but could you make a handle animal check to direct the badger? If you fail, we refs will hash out whether you needed it. <|end|> <|user|> Already asked in PM with both Kyeudo and Mavian for this point. The rage description (as follows: A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. That clawing and biting line can be considered enough to set the default to "attack", rather than "avoid combat". Still, if that is overturned: Spoiler Handle Animal: (1d20-3)[ 5 ] <|end|> <|user|> Ref Maurkov I guess my question would be, why is Bob the badger's opponent? Skrag is the one that injured him. Now I'm noticing that with no ranks in Handle Animal, Skrag can't really make the badger do anything. But if Kyuedo and Mavian are handling it, I'll butt out. <|end|> <|user|> @Refs: Spoiler Valid question, and I'll answer, but I REALLY think that this match has been on hold long enough. The badger isn't even really a necessary part of my strategy. I should be able to pepper the guy from the roof with crossbow bolts relatively easily. If I get any more "match holds", and they're related to this, I'll happily state that the mount has gone completely retarded and will choose to stand unmoving, for the remainder of the match, a complete waste of the gold that was spent for it. Answer: Simple. Counting this match, that badger has fought 3 times in the arena. All 3, Bob was my opponent. In the first, he cleft that badger nearly in twain with a large 2 handed weapon. The same large 2 handed weapon he charged across the arena with in the first round of this combat, actually. I think that establishes a solid case for a "threatening action". In addition, nowhere in the rules does the Push mount ability change the attitude of your mount. It's not a commonly used ability, but I don't think the intent of the ability is, "+10 feet movement, 1 damage, and your mount hates you." It doesn't change your mount from friendly to indifferent, or indifferent to hostile. The mount takes one damage because it overexerts itself. That's why the damage doubles each round, if you keep doing it. It's nothing I'm doing, other than urging it to greater speed. <|end|> <|user|> Ref Maurkov Originally Posted by Maurkov But if Kyuedo and Mavian are handling it, I'll butt out. This is me not putting the match on hold. <|end|> <|user|> Is it my turn, with me taking 8 damage or is something else happening? <|end|> <|user|> yes, your go. have at it. <|end|> <|user|> OK I attack the badger. attack (1d20+8)[ 25 ] damage (3d6+12)[ 27 ] end turn stats Spoiler ac15 hp9 rage round 3/12 <|end|> <|user|> Ouch! That's a hit. Badger's down to 4hp remaining. Skrag, Round 3 Badger: Full attack back: Claw: (1d20+6)[ 26 ] Damage: (1d4+4)[ 6 ] If threat: (1d20+6)[ 8 ] If Crit: (1d4+4)[ 7 ] Claw: (1d20+6)[ 26 ] Damage: (1d4+4)[ 6 ] If threat: (1d20+6)[ 19 ] If Crit: (1d4+4)[ 6 ] Bite: (1d20+1)[ 4 ] Damage: (1d6+2)[ 4 ] If threat: (1d20+1)[ 13 ] If Crit: (1d6+2)[ 3 ] My action: (assuming you haven't seen me yet) (Standard action, Attack) Attack: (1d20+9)[ 23 ] Damage: (1d8+1)[ 6 ] Sneak Damage: (1d6)[ 2 ] If threat: (1d20+9)[ 25 ] If Crit: (1d8+1)[ 4 ] Attack bonus includes the following modifiers: +5 (dex) +1 (size) +1 (point blank) +2 (unseen). Following the attack, you see me in Y6, atop the building. I then draw a vial (move action), and disappear from view. Spoiler 5 foot step to X5 End turn. Edit: I believe that's 26 damage this round. And yes, if the badger attacks drop him, I still fire. I follow the evil overlord's guide. Stats: Spoiler Skrag: Location X5 HP: 8/8 AC: 18 (+5 dex, +2 armor, +1 Size) In hand: Crossbow. Effects: Spider Climb 3/300 Badgera: Location: Z7 HP: 4/32 AC: 16 (+3 Dex, +3 Natural, +4 Armor, -2 Charge, -2 Rage) Status effects: Rage */* <|end|> <|user|> GM Kyeudo Skrag is the winner! He is then eaten by a badger for causing so much trouble. <|end|> <|user|> Even though your badger ripped me to shreds, I still have my petty revenge, it by order of our overlords got you too😉 . Good game. <|end|> <|user|> You too. You were a worthy opponent, and I learned a big lesson from you in round 2. :) <|end|>
<|user|> Arena Tournament, Round 38: Arashi vs. Zaknafien Map: Spoiler XP Award: 300 XP GP Award: 300 GP theterran - Arashi Deathslayer7 - Zaknafien All Combatants, please roll initiative. <|end|> <|user|> Arashi Initiative Initiative - (1d20-1)[ 6 ] <|end|> <|user|> High Ref Talic Arashi wins, by virtue of good attendance! Who says it never gets you anywhere? <|end|>
<|user|> Arena Tournament, Round 37: Heintz vs. Aeli Map Spoiler XP Award: 300 XP GP Award: 300 GP Matticus - Heintz Reiswind - Aeli All gladiators please roll initiative <|end|> <|user|> High Ref Talic Double DQ, No prizes given! (1d2)[ 1 ] <|end|>
<|user|> This letter is found pinned the the door of your office (December 18th, Century of the Anchovy) To whichever Ombudsmen may be concerned, A welcome to you and your business partners from myself and the rest of the Board of Governors. Your entrance into our family could not come at a more joyous occasion. This fiscal period we have seen tremendous growth once stabilized to Mr. von Lipwig's fiat currency. But growth comes with tight pants does it not Gentlemen? The Beggers' Guild has been scratching at our doors whining for equalization payments while the Thieves' Guild has gone and raised quotas yet again. This is where you come in. The economic tailors. And with Hogwatchnight only a week away I do hope you enjoy Fruitcake. It was my wife's idea, not fond of it myself you see, but none the less it should serve you well over the winter. You should find it in a box next to the oak tree we had delivered to spruce up the office a bit. If he has not already done so, our representative Mr. Serius should be dropping by any day to get you up to speed on our operations. Best of luck, VILIS AD BIS PRETII The Chairman Guild of Merchants and Traders <|end|> <|user|> This page found on top of a Guild house stack (Dated Grune 32rd, 1996, Century of the Fruitbat) Dear Mr. Fusslewig; As you may recall, your loan has lapsed. Under section 1324, Act elevenish, clause ZZ: to whomever inherits unwanted barrels of fish................................... [the note continues on at length into legal and financial posturing] Should you fail to comply with these summons, our associate Mr. Tulip will most kindly assist you. VILIS AD BIS PRETII Bob Marley <|end|> <|user|> First page that caught Grax's eye in the Guildhouse (Dated Sektober 15, 2007, Century of the Anchovy) Gnomes, Gnomes , GNOMES!!! Come Party, Party , Party!!! At Ms. Fanybright's Thursday night GnomeNation(tm) raves*!!! Live bands, live entertainment, and live food!!! Talk to McGuffin the bouncer outside after 9pm at the corner of Ankh and Dimwell. *Ms. Fanybright takes no responsibility for lost items, euphoria, or disturbing mental images of gnomes raving <|end|> <|user|> Second page Grax uncovers in the Guildhouse (Dated April 26, 2007, Century of the Anchovy) A Homeowner's Guide to Ankh-Morpork Lock doors and windows at night...and during the day...just lock them Do not talk to strangers, without a weapon Do not take candy from strangers Leave 5g every second Tuesday thrown down the privy for Harry King and his boys at Sewage and Septic Sucking Services The local fire brigade can be found near the docks on Endless Street. The Thieve's Guild quotas for citizens in this neighborhood is 10% This neighborhood supports Block Parents Do not drink from the river This neighborhood has a 0% tolerance for Slab, Scrape, Slice, Slide, Slunkie, Slurp, or Sliver dealers <|end|> <|user|> Third page found by Grax in the Guildhouse (Dated Ember 13th, 2007, Century of the Anchovy) He knows when you are sleeping / He knows when you're awake / He knows if you've been bad or good so convert to Om for goodness sake. Cuius testiculos habes, habeas cardia et cerebellum The Quisition <|end|> <|user|> Guild Alert: Unlicensed Halfling Thief on the Prowl (Dated December 21th, 2007, Century of the Anchovy) Sash the Halfling Where-abouts unknown, last seen in the North-West of town. [There is an iconograph of a young halfling female. She is snearing from beneath a cloak that covers most of her small frame. Her left hand, seen holding a bottle of elvish brandy, is missing the ring finger. The picture seems to be taken at the edge of a busy street.] The young miss Sash is to be escorted to Mr. Tartin of the Merchant's Guild. He can be located at the corner of Edgeway and Ankh Street within "The Plaid Diamond" jewelery shop. <|end|> <|user|> Guild Alert: Local Annoyance (Dated December 19th, 2007, Century of the Anchovy) Name Unknown Often found near the docks. [There is an iconograph of an aged man wearing what seems to be a suite of seashells. His hair is scraggly and wet, and a long unkept beard rims his lower face. He is wild eyed and the imp clearly caught his image in the middle of screaming.] Warning: this old man is beligerent and fanatical. He has not yet been physically violent, but contantly verbally harrasses the dockside shops. The local fishmongers and dockworkers have put together a reward to whomever can rid them of the this old-timer. <|end|> <|user|> Guild Alert: Slave-Trader (Dated December 23th, 2007, Century of the Anchovy) Theor H'rashin Location unknown, but is known to affiliate with the Blackwater Gang in the North-West district of town. [There is an iconograph of a shadow. You can make out leather boots at the bottom of the photograph, however much of the subjects features are blurred by a darkness that seems to be reaching out towards to iconagrapher.] Slavery is illegal and currently a hot political issue due to Ms. Dearheart's Golem Trust publicity. It is therefore in our best interests to distance ourselves for old, questionable contacts. The Guild wishes to make a public show that we indeed support the elimination of slavery as a form of commerce. The apprehension of Theor H'rashin, and subsequent delivery of him to the Watch, will help our public relations on this manner. <|end|> <|user|> Merchant Guild Contracts (Translated By Grax) The following Ombudsmen agree to abide by the following: 1. To take responsibility for all mercantile-related complaints and issues within the specified region (the streets as already defined earlier). 2. To actively support Guild members and uphold the Guild's standing. 3. To rent a guildhouse for 5% of all earnings aquired through Guild work contracts. 3. i. To be held responsible to damages to said guildhouse 3. ii. To upkeep the guildhouse, pay its taxes, and associated fees. 3. iii. The Guild agrees that any upgrades or additional fund spent to improve the guildhouse will be conscidered towards payment of rent at 75% cost. 4. To join in arms towards campaigns supporting the Guild if drafted by the Chairman. 5. To only join other guilds if the duties and benefits of said guild does not impeed fullfiling duties towards the Merchants' Guild. 6. To actively work against the Thieves Guild impact upon commerce. 7. To shut down and report unlicensed merchants to the Guild VILIS AD BIS PRETII X________________________ X________________________ X________________________ <|end|> <|user|> Theor H'Rashin, crimes against Ankh-Morpork (within the Watch archives) Crimes: Smuggling, slavery, grand theft wagon, and one account of domestic familiar battery. Suspected Crimes: Illegal arms distribution, gang associations, hate crimes against free golems. Associates: Blackwater Gang (see file), has a cousin Hran who runs an incense shop near the docks. Hran has been investigated several times but no evidence of corruption or illegal wares are ever found within his shop (no file). Whereabouts: Unknown. <|end|>
<|user|> It is a time of war and battle, you are the heroes of this story. Will you save your nation, or destroy it You are all in a cave, with a gold and red dragon who are to give you your orders. The gold dragon say's You are here today, to do the most important thing that has ever happened on this nation. We have found him, the master of all elements the............ Avatar. The red dragon turns to you and cuts in saying It is crucial that he is found for we need him on our side. If we have the avatar we will join this war, and once again rule all. It is said that he is 50 miles away hidden in the Bronzes Water tribe benders. He is neutral and it is said he will join the first side to convince him that that side is right in it's conquest. You must go to him and find him, and bring him back. Any questions? <|end|> <|user|> ((So, I'm just going to assume I'm in, onwards!)) Klembell kneels before the great ones. Only the most honored are given missions from ones such as these. I will gladly do this task, and bring honor to Dracosan! For Dracosan! -Suzuro <|end|> <|user|> (In unison with Klembell) For Dracosan! How are we to reach the avatar? <|end|>
<|user|> Arena Tournament, Round 39: Phelonius vs. Thunk Map: Spoiler XP Award: 300 XP GP Award: 300 GP Samthe Cleric - Phelonius Sithlackey - Thunk All Combatants, please roll initiative. <|end|> <|user|> Initiative time! (1d20+3)[ 19 ] My purchases are on the sheet... but I'll list them here for convenience sake. Scribe Scroll of Mage Armor [x2] - 25g/2xp Buy Scroll of Lesser Orb of Cold -25g, Scribe to spellbook - 100g Craft 2 Vials of Sleep Smoke - 25g Buy Scroll of Invisibility 150g <|end|> <|user|> Initiative - (1d20+3)[ 13 ] I'll finalize purchases and such and get into the match soon, just not right now. <|end|> <|user|> [After you finalize your purchases, of course] Phelonius - Round 1 "Oh my, you're a big 'un. You know the saying, the bigger they are... the harder they turn gnomes into a fine red paste!" Spell Selection: Spoiler 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze Start in A13 with a scroll in hand. Standard Action: Cast from the scroll. Spoiler Mage Armor Move Action: Move to A-9 Your Turn... Stats for refs: Spoiler Position: A-9 HP: 7/7 AC: 18 Active Buffs: Mage Armor (60/60) Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> Sorry for the delay, but my first move kinda depends on the guys over at RAW finding or (hopefully) not finding a clarification on running (shmaltzy little gnome can't cast if Thunk EATS him...). <|end|> <|user|> Thunk the Barbarian "Gahhh! Little man's colors hurt eyes! Must smash colors!" Start in Y13 holding the club and tanglefoot bag. Full Round Action: Move to J12 Stats for Refs Spoiler HP:15/15 AC: 17/14/13 I'm done. <|end|> <|user|> Phelonius - Round 2 "I hate to point this out to you, chap, but you can't smash a color... you can, however... smash me. So. Stay over there, please." Move Action: Pull out a scroll Spoiler Invisibility Ready An Action: Spoiler Cast Invisibility if thunk comes within 20' of me DC 4 (1d20+1)[ 13 ] Five Foot Step to: A-8 Your turn! Please don't kill me... please don't kill me... Stats for Refs: Spoiler Position: A-8 HP: 7/7 AC: 18 Active Buffs: Mage Armor (59/60) Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> Thunk "Hurnh. Little man talk too much. Must be colors." Free Action: Drop (not throw) Tanglefoot Bag Move Action: Move to E9 , draw Thunderstone Standard Action: Throw Thunderstone at A9 Attack_A9 - (1d20+2)[ 19 ] vs AC5 Done Stats for Refs Spoiler HP:15/15 AC: 17/14/13 <|end|> <|user|> Wow, wasn't expecting that one. That will set off my readied action though, and as you move within 20' of me, I turn invisible. Fort save to avoid being deafened after turning invisible... DC 15 (1d20+3)[ 22 ] <|end|> <|user|> Phelonius - Round 3 Spoiler Double Move to D-15 Stats for refs: Spoiler Position: A-8 HP: 7/7 AC: 18 Active Buffs: Mage Armor (58/60), Invisibility (30/30) Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> Thunk Drat, I was hoping that one would be grease... "AAAAH! Little Man MAGIC! Thunk no fall for magic trickery, Thunk save self!" Full Round Action: Move to D24 And you just had to make the Fort save, too... Done Stats for Refs Spoiler HP: 15/15 AC: 17/14/13 <|end|> <|user|> Phelonius - Round 4 Spoiler Double Move to L-15 Your turn... 😁 Stats for Refs Spoiler Position: L-15 HP: 7/7 AC: 18 Active Buffs: Mage Armor (57/60), Invisibility (29/30) Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> Thunk Full Round Action: Move to T25 Stats are the same as last time. I'm done. Come on, throw the orb already... <|end|> <|user|> Phelonius - Round 5 Casts a spell [so you may get a listen check] Spoiler Casting Shield, move to P-14 Stats for Refs Spoiler Position: L-15 HP: 7/7 AC: 22 Active Buffs: Mage Armor (56/60), Invisibility (28/30), Shield (10/10) Spells: 1st- Shield , Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> I can try, at least... Listen - (1d20-5)[ 1 ] I'll wait to finish until I get the results. <|end|> <|user|> Nevermind... Thunk Move Action: Move to Z26 Move Action: Draw Potion Stats havenae changed. Done. <|end|> <|user|> Phelonius - Round 5 Damn your fastness. Spoiler Double Move to V-20 Stats for Refs Spoiler Position: V-20 HP: 7/7 AC: 22 Active Buffs: Mage Armor (55/60), Invisibility (27/30), Shield (9/10) Spells: 1st- Shield , Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> Wait, is that all he does? EDIT: Ah, nvm. <|end|> <|user|> Thunk Full round action: Move to A26 Stats for Refs Spoiler HP:15/15 AC:14/14/10 Done <|end|> <|user|> Phelonius - Round 6 Was that a run? Cause that's just not cool. 😛 Spoiler Double Move to Q-14 Stats: Spoiler Position: V-20 HP: 7/7 AC: 22 Active Buffs: Mage Armor (54/60), Invisibility (26/30), Shield (8/10) Spells: 1st- Shield , Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> High Ref Talic One point of note. Phelonius, you can't use Craft (Alchemy) for sleep smoke. It's technically an inhaled poison. You have the option now to either spend an additional 25g to retain 2 sleep smoke, or reduce the amount you got to 1. <|end|> <|user|> Oh, I'll just reduce the number I have to 1. Good to know for the future. <|end|> <|user|> Hey, all I gotta do is run away for the next 28 rounds... Thunk Full Round Action: Move to A1 Stats for Refs Spoiler HP:15/15 AC: 14/14/10 Done <|end|> <|user|> Phelonius - Round 7 Quit that! 😁 Spoiler Double Move to J12 Your turn... 😉 Stats: Spoiler Position: J-12 HP: 7/7 AC: 22 Active Buffs: Mage Armor (53/60), Invisibility (25/30), Shield (7/10) Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze <|end|> <|user|> Thunk Move Action: Stow Clubby Move Action: Move to C6 , draw smokestick, placing in teeth (so as not to interfere with hands. Stats for Refs Spoiler HP: 15/15 AC: 17/14/13 Done <|end|> <|user|> Phelonius - Round 8 Fortune favors the bold... Casting a spell Spoiler Move to F-8. Cast Daze I need a DC 14 Will save please. Become Visible in F-8... Stats: Spoiler Position: F-8 HP: 7/7 AC: 22 Active Buffs: Mage Armor (52/60), Shield (6/10) Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze , Daze <|end|> <|user|> Will_Save - (1d20+3)[ 12 ] You weren't supposed to do that until three rounds from now when Thunk's on top of the column, enshrouded in a smokescreen! 🫤 EDIT:Crap. Do as you will. <|end|> <|user|> Whew. But now is when it -really- matters. (That was Daze... But I think you know that) Phelonius - Round 9 5-ft step to E-7 Cast Color Spray [DC 17 Will Save] Move Action - Pull out the vial of Sleep Smoke. Your turn *crosses fingers* <|end|> <|user|> Not that it matters, but how did you get DC14? Will Save 2 (1d20+3)[ 9 ] C'mon, big numbers...☹️ <|end|> <|user|> Oh, sorry... that was DC 13. You're right. Unconscious, Stunned and Blind: [roll]2d4[/roll] Stunned and Blind: [roll]1d4[/roll] <|end|> <|user|> Try that again... Unconscious, Stunned and Blind: (2d4)[ 8 ] Stunned and Blind: (1d4)[ 4 ] <|end|> <|user|> Ok, here goes the attempt to get your HP down. Your AC should be... Dex becomes from Unconscious -5 Blinded: -2 Penalty to AC Stunned: -2 Penalty to AC Armor 4, -5 Dex, -4 AC: 5 Touch: 1 Round 10 - Lesser Orb of Cold (1d20+4)[ 9 ] (1d8)[ 4 ] Round 11 - Acid Splash (1d20+4)[ 5 ] (1d3)[ 3 ] Acid Splash Misses. Next 6 rounds after that will be coup de grace with my dagger for 2 damage per round. I -think- that will kill you. If not, it's time to step back and fire some crossbow bolts while you have 4 rounds of stun. A total of 16 damage over the 8 rounds of unconsciousness. <|end|> <|user|> I'm not sure where in RAW it would say this, but I'm pretty sure a blind, stunned unconscious body has the same AC as an otherwise healthy unconscious body. Even so, that only saves me from the acid splash. Ah, well. I knew I should have taken the potion. Would've saved me from the Daze. GG, Sam. <|end|> <|user|> You had me really scared.... Honestly. If you raged, your Will save jumped by FOUR... and mad foam rager... And when you started running, I got frustrated, I was in the middle going back and forth twice. Good match, really. 😁 <|end|> <|user|> Yes. I'm just proud to say that my Barbarian's will saves didn't depend entirely on the roll. And then to miss it by just 1... On the plus side, it looks like I'll be fighting Yorick again in the next match.😛 <|end|> <|user|> I dunno... Yoshi has DR 3.... so only half of that last blow actually connected.... he could get lucky and get a kidney punch off with skirmish. <|end|> <|user|> Lies! Yorick doesn't have kidneys. <|end|> <|user|> High Ref Talic Phelonius Wins! Collect yer loot. On the side note, don't underestimate Yoshi. Every fight I've seen him lose is by bad luck, not bad matchup. <|end|> <|user|> You're right, I forgot the DR. Mostly because its not enough for Thunk to worry about when he's raging. <|end|> <|user|> Originally Posted by Talic High Ref Talic Phelonius Wins! Collect yer loot. On the side note, don't underestimate Yoshi. Every fight I've seen him lose is by bad luck, not bad matchup. Yeah, definitely don't underestimate Yoshi. I'm not. <|end|>
<|user|> Arena Tournament, Round 38: Buff vs. Arashi Map: Spoiler XP Award: 300 XP GP Award: 300 GP Stupnick - Buff theterran - Arashi All Combatants, please roll initiative. <|end|> <|user|> hrm, this seems all to familiar purchases will come shortly. (1d20+1)[ 21 ] <|end|> <|user|> 😩 I'm not going through this again... I'll forfeit...you win. <|end|> <|user|> High Ref Talic And Buff is the winner! <|end|> <|user|> aww.. but yeah i understand. it would have just been the same as last time.. <|end|>
<|user|> Dorizzit's team - RED TEAM Spoiler Number: Ein Strength: 16 Dexterity: 8 Constitution: 8 Weapons: Greataxe Armor: Chain Shirt Speed: 30 ft. AC: 13 Attacks: Greataxe +7 melee (1d12+3) Skills: Climb +9, Jump +9 Feats: Weapon Focus (Greataxe), Endurance, Diehard HP: 13 Number: Zwei Strength: 16 Dexterity: 8 Constitution: 8 Weapons: Greataxe Armor: Chain Shirt Speed: 30 ft. AC: 13 Attacks: Greataxe +7 melee (1d12+3) Skills: Climb +9, Jump +9 Feats: Weapon Focus (Greataxe), Endurance, Diehard HP: 13 Number: Drei Strength: 16 Dexterity: 8 Constitution: 8 Weapons: Greataxe Armor: Chain Shirt Speed: 30 ft. AC: 13 Attacks: Greataxe +7 melee (1d12+3) Skills: Climb +9, Jump +9 Feats: Weapon Focus (Greataxe), Endurance, Diehard HP: 13 Number: Vier Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Sickle (x2), Light Crossbow, 10 bolts Armor: Chain Shirt Speed: 30 ft. AC: 17 Attacks: Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8) Skills: Tumble +6, Climb +5 Feats: Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw HP: 13 Number: Funf Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Sickle (x2), Light Crossbow, 10 bolts Armor: Chain Shirt Speed: 30 ft. AC: 17 Attacks: Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8) Skills: Tumble +6, Climb +5 Feats: Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw HP: 13 Number: Sechs Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Sickle (x2), Light Crossbow, 10 bolts Armor: Chain Shirt Speed: 30 ft. AC: 17 Attacks: Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8) Skills: Tumble +6, Climb +5 Feats: Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw HP: 13 Number: Sieben Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Longbow, 20 Arrows, Flail Armor: Chain Shirt Speed: 30 ft. AC: 17 Attacks: Longbow +6 (1d8), Flail +2 (1d8-1) Skills: Spot +3, Listen +3 Feats: Point Blank Shot, Rapid Shot, Run HP: 13 Number: Acht Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Longbow, 20 Arrows, Flail Armor: Chain Shirt Speed: 30 ft. AC: 17 Attacks: Longbow +6 (1d8), Flail +2 (1d8-1) Skills: Spot +3, Listen +3 Feats: Point Blank Shot, Rapid Shot, Run HP: 13 Number: Neun Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Longbow, 20 Arrows, Flail Armor: Chain Shirt Speed: 30 ft. AC: 17 Attacks: Longbow +6 (1d8), Flail +2 (1d8-1) Skills: Spot +3, Listen +3 Feats: Point Blank Shot, Rapid Shot, Run HP: 13 Number: Zehn Strength: 16 Dexterity: 8 Constitution: 8 Weapons: Spiked Chain Armor: Half Plate Speed: 20 ft. AC: 16 Attacks: Spiked Chain +6 (2d4+3) Skills: Spot +3, Listen +3 Feats: Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard HP: 13 Number: Elf Strength: 16 Dexterity: 8 Constitution: 8 Weapons: Spiked Chain Armor: Half Plate Speed: 20 ft. AC: 16 Attacks: Spiked Chain +6 (2d4+3) Skills: Spot +3, Listen +3 Feats: Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard HP: 13 Number: Zwolf Strength: 16 Dexterity: 8 Constitution: 8 Weapons: Spiked Chain Armor: Half Plate Speed: 20 ft. AC: 16 Attacks: Spiked Chain +6 (2d4+3) Skills: Spot +3, Listen +3 Feats: Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard HP: 13 Weapon Total: 549 Armor Total: 2700 Deepblue706's team. - BLUE TEAM Spoiler #1-3: Skirmishers Strength: 12 Dexterity: 14 Constitution: 8 Weapons: Longbow (20 arrows), Greatclub, Dagger Armor: Chain Shirt Speed: 30ft AC: 16 Attacks: +6 Longbow (1d8), +4 Greatclub (1d10+1), +4 Dagger (1d4+1) Skills: Listen (+3), Spot (+3), Tumble (+4) Feats: Point Blank Shot, Precise Shot, Weapon Focus: Longbow HP: 13 #4-5: Guardians Strength: 14 Dexterity: 8 Constitution: 12 Weapons: Longsword, Longsword, Sling (10 bullets) Armor: Half-Plate, Heavy Wooden Shield Speed: 20ft AC: 19 Attacks: +5 Longsword (1d8+2), +2 Sling (1d4+2) Skills: Balance (+2), Listen (+3), Spot (+3) Feats: Diehard, Endurance, Improved Initiative HP: 19 #6-8: Shock Troopers Strength: 14 Dexterity: 10 Constitution: 10 Weapons: Greatsword, Longsword, Sling (10 bullets) Armor: Chain Shirt Speed: 30ft AC: 14 Attacks: +6 Greatsword (2d6+3), +5 Longsword (1d8+2), +3 Sling (1d4+2) Skills: Climb (+6), Jump (+6), Swim (+6) Feats: Weapon Focus: Greatsword, Improved Overrun, Power Attack HP: 16 #9-11: Sentinels Strength: 14 Dexterity: 12 Constitution: 8 Weapons: Glaive, Morningstar, Heavy Crossbow (10 bolts) Armor: Banded Mail Speed: 20ft AC: 17 Attacks: +6 Guisarme (2d4+3), +5 Morningstar (1d8+2), +4 Light Crossbow (1d8) Skills: Listen (+3), Heal (+3), Spot (+3) Feats: Combat Reflexes, Weapon Focus: Guisarme, Toughness HP: 16 #12: The Sneakyman Strength: 8 Dexterity: 16 Constitution: 8 Weapons: Rapier, Shortbow (20 arrows), Dagger Armor: Leather Armor Speed: 30ft AC: 15 Attacks: +6 Rapier (1d6-1), +6 Shortbow (1d6-1), +6 Dagger (1d4-1) Skills: Hide (+9), Move Silently (+9), Tumble (+6) Feats: Skill Focus: Move Silently, Skill Focus: Hide, Weapon Finesse HP: 13 Game will be played in the statue arena. The black areas are walled off. The walls are 50ft high and have a climb DC of 30. The gray circles are statues. They are perfect representations of the soldiers fighting. They cannot be climbed or destroyed. Every round, the statues on the red side move 5ft towards the statues on blue's side, and vice versa. Treat the statues movement as if the statues rolled a -10 for INT. Anyone caught in front of a moving statue is considered bull rushed, and automatically fails the strength check. Anyone caught between the two center statues when they move together is killed instantly. Once the two statues in the center meet, the statues begin to move in reverse from their normal direction until they reach their starting positions. Then, they go back to normal movement. Repeat the process until someone has won. <|end|> <|user|> Rolling initiative. For convenience, I'll codify my team members as follows: Ein-Drei: Warriors Vier-Sechs: Slicers Sieben-Neun: Archers Zehn-Zwolf: Guardians Teams: Team 1 consists of 2 Warriors, 1 Slicer, and 1 Archer. Initiative: (1d20)[ 20 ] Team 2 consists of 2 Slicers, 1 Warrior, and 1 Archer Initiative: (1d20)[ 20 ] Team 3 consists of 3 Guardians and 1 Archer Initiative: (1d20)[ 15 ] I'll post start locations later, RL calls. <|end|> <|user|> I have three groups as well: 1, 4, 6 and 9 form group One. That's a Skirmisher, a Guardian, a Shock Trooper, and a Sentinel. Initiaive: (1d20)[ 17 ] 5, 10, and 11 form group Two. That's a Guardian and Two Sentinels. Initiaive: (1d20)[ 18 ] 2, 3, 7 and 8 form group Three. That's two Skirmishers and two Shock Troops. Initiaive: (1d20)[ 5 ] So, how are we determining Init? I gave my guardians Improved Initiative in hopes it'd give me better chances of acting first. And, how do I go about using stealth? #12 is not included in any group, because I'd like to have his location hidden. Let me know what rolls to make. <|end|> <|user|> Your groups will use the lowest INIT modifier in the group. Stealth units must be included in the group. Their INIT will be know to all, but their actions will be spoilered. They won't be included on the tactical map. Your stealth unit will be included in group 2. All groups must have 4 units. <|end|> <|user|> Wait, how can 12 hide? Shouldn't he be visible, at least at the start? Also, my group positioning: Team 1: Warrior in B 10, Greataxe Drawn, Archer in A 11, Bow Drawn, Slicer in A 12, Crossbow Drawn, Warrior in B 13, Greataxe Drawn. Team 2: Slicer in B 17, Crossbow Drawn, Slicer in B 18, Crossbow Drawn, Archer in B 19, Bow Drawn, Warrior in B 20, Greataxe Drawn. Team 3: Guardians with Spiked Chains Drawn in squares A 14-16. Archer in Square B 15. <|end|> <|user|> I dunno. Wait, why are you on the right side (BC, etc)? I thought I was blue team! <|end|> <|user|> Placement. Group One: (No Init modifier) Sent9@Bc10 Guard4@Bc11 Shock6@Bd11 Skirm1@Bd10 Group Two: (+1 Init modifier) Sent10@Bc14 Guard5@Bc15 Sent11@Bc16 Sneak12@Bd15 Group Three: (No Init modifier) Skirm2@Bc18 Skirm3@Bc20 Shock7@Bd17 Shock8@Bd19 <|end|> <|user|> Another note (sorry for trip post, but I don't want to keep editting things due to, well, you know): Guardians and Shock Troopers are ready with their best melee weapons available (Longswords and Greatswords, respectively). All others are wielding ranged weaponry. <|end|> <|user|> Whoops, my mistake. I'll fix it. Edit: two things. 1. do statues block ranged attacks? I figure they do, but I need confirmation. 2. My teams 1 and 2 move simultaneously with DeepBlue706's group 2, correct? <|end|> <|user|> 1. Yes, the statues block ranged attacks. 2. Hmmmm..... dang, the rulebook gives no rules on this. I say do a INIT reroll just for those 3 groups. The reroll only effects order within those three groups; anyone that rolled higher or lower will still go before or after (respectively) regardless of the reroll. <|end|> <|user|> Works for me. (1d20-1)[ 4 ] (1d20-1)[ 11 ] <|end|> <|user|> Okie dokie. (1d20+1)[ 10 ] <|end|> <|user|> Ok, let's get this going! <|end|> <|user|> Grek. Sorry. Group 2. The Warrior moves to B21 and then to G21. The rest of the group follows in a line. <|end|> <|user|> Group Two: Sent10@Bc14 to Z14 Guard5@Bc15 to Z15 Sent11@Bc16 to Z 16 Sneak12@Bd15 to Ba5 <|end|> <|user|> Group 1: In formation, moves upward (same letter, number decreases) 1 space, then forward four spaces. Final positions: Warrior: F12 Slicer: E13 Archer: E14 Warrior: F12 <|end|> <|user|> Can you give them numbers instead of just saying "warrior" and such? Makes my life easier. <|end|> <|user|> Group 3: Skirm2@Bc18 to W19 Skirm3@Bc20 to W21, fires Longbow upon warrior at G21 Shock7@Bd17 to X18 Shock8@Bd19 to X20 Skirm3 attack roll (1d20+6)[ 19 ] Skirm3 damage roll (1d8)[ 7 ] <|end|> <|user|> Drozzit has informed me, via PM, that he has officially surrendered. Deepblue706 is the victor! <|end|> <|user|> He lost interest, eh? Well, I'll take the win. <|end|> <|user|> Lucky you. KCiemer is up against you next. I'll shoot you a PM once I'm done setting it up. <|end|>
<|user|> Arena Tournament, Round 45: Caleb Vestrit vs. Little Knife Guy Map: Spoiler XP Award: 300 XP GP Award: 300 GP Caleb Vestrit - Adumbration Little Knife Guy - dman11235 All Combatants, please roll initiative. <|end|> <|user|> Initiative: (1d20+3)[ 7 ] Good luck. 😏 Spoiler EDIT: Starting at Y 11. With greatsword in hand. <|end|> <|user|> initiative: (1d20+5)[ 25 ] Starting in B11. [spoiler]starting with a dagger in each hand <|end|> <|user|> Sorry bout the spoiler. I can't actually see you (pillar in the way) so you should have put that in a spoiler, not that it matters. Anyways, Spoiler I shall move to F16 and hide (1d20+15)[ 34 ] as part of the movement. End turn. <|end|> <|user|> Might as well do it now anyway, I think I'll find out soon enough... Actions: Spoiler Single move to Q 17. Round not done yet, LoS required. <|end|> <|user|> ref chilepepper refs only Spoiler Little Knife Guy didn't figure in the -5 to hide because of movement, but Caleb's spot is -5 so there's no way he's going to see LKG. Caleb Spoiler Your question in the Waiting Room was answered. If your opponent doesn't have Cover or Concealment, he can't hide. No LoS. LKG Spoiler Caleb walks into Q17 from the east. BTW, your took a -5 to that hide check. By my calculations, you moved 35'. Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty. It’s practically impossible (-20 penalty) to hide while attacking, running or charging. Caleb's turn continues. <|end|> <|user|> Actions: Spoiler Move to F 18. End of round 1. Now would probably be a good time for LoS again. <|end|> <|user|> Round 2 Spoiler Yes I did, and forgot to add it. Sorry about that. My check is 5 lower than that (just barely....grr.) My turn: I activate Travel Devotion, and ready an action to throw a dagger if he comes within 30' of me. End turn Stats: Spoiler HP: 9 AC: 18 touch: 16 FF: 13 'ammo':10 saves: 5/8/3 locale: F16 buffs: Travel Devotion 10/10 <|end|> <|user|> ref chilepepper Back up just a bit. LoS is established when Caleb enters F18 and sees LFG in F16. It is now the beginning of LFG's turn. <|end|> <|user|> Sorry, I thought he was still allowing cover, because I did not see him move past Q17. That leads me to ask, is he still FF (he hasn't acted since he saw me, he just ended in the first square eliminating cover) or do I have to high tail it out of there? <|end|> <|user|> Perhaps that should be spoilered, or at least explained, since I lack the information to decipher it at this moment? What is FF, by the way? <|end|> <|user|> ref chilepepper Originally Posted by SRD - Initiative Flat-Footed At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed. A flat-footed character can’t make attacks of opportunity. Originally Posted by SRD - Condition Summary Flat-Footed A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity. So no, he is not flat-footed because he has acted since initiative. The first LoS check was in the middle of Caleb's turn. The information in your LoS check is correct. You then saw him move to his current position, ending his turn. Because you didn't have this information when you took your second turn, you may change you actions. <|end|> <|user|> My actions then, revised. Spoiler I activate Travel Devotion, not sure if he would know this or not so it goes here just to be safe You see me go up towards the higher ground, and then at F8 turn right and go out of your sight. Spoiler I continue to H10 and hide ( (1d20+10)[ 29 ] , including the -5) Should've bought potions of invisibility😳 <|end|> <|user|> Round two - Caleb Spoiler Free actions to activate Whirling Frenzy and Longstrider shifter ability. Move to F7. By the way, can I continue this move after I get LoS? I still have 20 feet of movement left. Round not done, LoS required. Stats: Spoiler HP: 15/15 AC: Full 21, Touch 17, Flat 14. Rage x/6. Longstrider x/8. Weapon: +5/+5, 2d6+9/2d6+9 Saves: Fort +4, Ref +5, Will +0. Landspeed: 75 feet. Location: F7 <|end|> <|user|> ref chilepepper refs Spoiler No point in making the reactive spot check with a -5 Caleb Spoiler No LoS, and yes you can, since you were asking for a reactive spot. FYI, when you gain LoS in the middle of a move, you can always change what you're doing at that point, so long as everything is legal. So it's easier to just state your intended destination. You could even decide your full route for a double move and just note that if LoS is established, you'll change your move from there. A ref can then stop you when you see your opponent, or end your turn if you don't. It makes things move a little faster. Still Caleb's turn. <|end|> <|user|> Round 2, continued Spoiler My apologies. Move to V9, and if I gain LoS at any point on my way there, I'll revise. Thanks for the heads-up. Stats: Spoiler HP: 15/15 AC: Full 21, Touch 17, Flat 14. Rage 1/6. Longstrider 1/8. Weapon: +5/+5, 2d6+9/2d6+9 Saves: Fort +4, Ref +5, Will +0. Landspeed: 75 feet. Location: Round not done yet. <|end|> <|user|> ref chilepepper When you get to H6 you see LKG in H10. Still Caleb's turn. <|end|> <|user|> If you only had chosen a different route... By 5 feet. 🤨 Ah, well. Move to H9. Stats: Spoiler HP: 15/15 AC: Full 21, Touch 17, Flat 14. Rage 1/6. Longstrider 1/8. Weapon: +5/+5, 2d6+9/2d6+9 Saves: Fort +4, Ref +5, Will +0. Landspeed: 75 feet. Location: H9 End of turn. <|end|> <|user|> "Hmm, you kept up with me so far, how about now?"-free action speech I start to move down (south?), tumbling to avoid AoOs- (1d20+9)[ 10 ] Route is H11-G13 (end move 1, soft corner so I can take it), then I jump down, tumble check to reduce damage- (1d20+9)[ 25 ] (if necessary, it looks like it's less than 10') and you lose sight of me (again). Spoiler I make a move as a swift action to jump down (travel devotion) with the above tumble check if needed, then move to F11 and hide (1d20+15)[ 28 ] and ready an action to throw a knife if he comes within 30' of me (within LoE, of course). <|end|> <|user|> Take your AoO. Stupid 1. <|end|> <|user|> AoO: Attack - (1d20+8)[ 22 ] (1 BaB + 6 Str mod + 1 higher ground) Damage - (2d6+9)[ 12 ] <|end|> <|user|> Was that it? In any event, this map was pretty much against you. I could see no good ways to utilize the sneak attack damage - no hiding places, really. <|end|> <|user|> Yes, I was defeated. Should have remembered to buy potions of invisibility. I was also banking on my relatively high AC and tumble checks to avoid getting hit, but alas they weren't high enough. Nit pick though: we were on level ground. <|end|> <|user|> We were? Ah, well, I just figured that the whole thing was a big slope when I read that it was +10 feet in the up-section and -10 feet in down section. <|end|> <|user|> It doesn't matter, you rolled 3 higher than you needed to (you needed an 11: above average). It's too bad too, since I was about to get a dagger thrown at you. <|end|> <|user|> I have to say I'm sorry I didn't take Travel Devotion. I had all but forgotten it existed. Could've had 210 feet movement a round... 😛 <|end|> <|user|> High Ref chilepepper Caleb is the victor. Collect your winnings and wipe off that blade. <|end|>
<|user|> Roll init, and prepare for battle I have no idea how to edit in images so someone else will have to. <|end|>
<|user|> Arena Tournament, Round 44: Snarl vs. Grix Map: Spoiler XP Award: 300 XP GP Award: 300 GP ??? - Snarl SoD - Grix All Combatants, please roll initiative. <|end|> <|user|> Link to the sheet is here. Initiative (1d20+3)[ 23 ] " I will end you, you scaly rat! " <|end|> <|user|> With a ring of her bell, tied around her neck, Grix speaks: "Grix shuck nuba cluba wong!'' [roll+initiative]1d20+5[/roll] Yeah. She doesn't speak common. You don't speak draconic. Fun, eh? <|end|> <|user|> Sorry, still getting used to a Thai keyboard. initiative - (1d20+5)[ 17 ] Edit: right. You're first. For the record, no additional purchases. <|end|> <|user|> Turn 1 I ain't buying anything. Spoiler Starting in M2, with my buckler in my off-hand and a vial of acid in the other, I'll open the gates and move to L8 Your move, short-stuff. <|end|> <|user|> Grix, round I Spoiler Start in M25, with heavy crossbow fully loaded. Move Action: Open Doors. Standard Action: Ready Action: If LOS is established, I fire the crossbow (at my opponant). Free Action: Declare Dodge. Also, as it's just us, and neither of us can really summon anything, can it be assumed that I declare my dodge on you every round? Battle Stats: Spoiler HP: 7/7 AC: 22 (touch 21, ff 16) Action Readied. Buffs: None. Posiiton: M25 End turn...big stuff. <|end|> <|user|> Koto - The round ref Also, as it's just us, and neither of us can really summon anything, can it be assumed that I declare my dodge on you every round? It is preety much standard. Just make sure you have that noted down in your stat spoiler. Los check ! @Snarl: Spoiler You see the doors of your opponent opening and staying opened. No LOS. @Grix: Spoiler You see the doors of your opponent opening and staying opened. No LOS. Game on ! <|end|> <|user|> I thought I'd posted something a couple days ago, and was too exhausted to notice it never showed up until today. My bad, and with no excuse, I'll have to hope you'll hold off going for a DQ. Anyway: Turn 2 Spoiler Move to C8, then to G12 <|end|> <|user|> Grix, round II Spoiler Move to L23 Ready Action to attack if he shows himself. Done. <|end|> <|user|> Round 3 Declaring dodge, I guess. Readied action Spoiler Readying an action to throw a vial of acid at Grix's square should I see her. Other Actions Spoiler Moving to H15. <|end|> <|user|> Koto - The tournament ref @ Snarl: Spoiler Can you explain how you managed to squeeze out 85 feet of movement with your maximum 60 feet speed in round 2? Starting in M2, with my buckler in my off-hand and a vial of acid in the other, I'll open the gates and move to L8 Move to C8, then to G12 Match on hold until question answered. <|end|> <|user|> Originally Posted by bayar Koto - The tournament ref @ Snarl: Spoiler Can you explain how you managed to squeeze out 85 feet of movement with your maximum 60 feet speed in round 2? Match on hold until question answered. Spoiler Stupid friggin' me. I'm guessing that would be a typo. G8 was what I meant. Should I edit the original post? <|end|> <|user|> So...is the question answered? Can I go now? <|end|> <|user|> Originally Posted by SoD So...is the question answered? Can I go now? Wait... Your friendly antropomorphic ref: LOS is barely established with Grix in L23 and Snarl in H15. This happens during Snarl's turn. <|end|> <|user|> So it's his turn, right? Oh, no, wait. Readied action: fire crossbow at him. attack - (1d20+6)[ 15 ] damage - (1d8)[ 2 ] <|end|> <|user|> GM Kyeudo Grix is the winner by DQ. <|end|> <|user|> Good Lord. Two wins by DQ in a row. With a monk! Talk about good luck. <|end|> <|user|> Good luck in the next round. I have a feeling Grix would have beat me down anyway. <|end|>
<|user|> Arena Tournament, Round 45: Awesomesauce vs. Grayven Map: Spoiler XP Award: 300 XP GP Award: 300 GP Awsomesauce - Bladester Grayven - Thrall of Ao All Combatants, please roll initiative. <|end|> <|user|> Grayven Indeed, let the battle commence. For the glory of Istus! Initiative: (1d20+1)[ 2 ] Spoiler Grayven holds an alchemists fire in his main hand <|end|> <|user|> Grayven It would seem the undeniable might of Istus rendered my foe unable to face me in open combat. A pity. Ref. Only Spoiler Don't remember where the time limit is explicitly stated, but I believe it's well past the amount required to win this match. Bring on the next challenger. <|end|> <|user|> GM Kyeudo Seems we're calling the matches slow. Must have a few High Refs having log in troubles or something. Grayven is the Winner! <|end|>
<|user|> Arena Tournament, Round 45: Nathan Von Bolte vs. Velis Map: Spoiler XP Award: 300 XP GP Award: 300 GP Nathan Von Bolte, Esquire - SamtheCleric Velis - Jasmine Rhadix All Combatants, please roll initiative. <|end|> <|user|> here I am.... initiative - (1d20+4)[ 23 ] <|end|> <|user|> GM Kyeudo Seems we're calling the matches slow. Must have a few High Refs having log in troubles or something. Velis is the Winner! <|end|>
<|user|> Arena Tournament, Round 38: Mr. Underhill vs. Chile V Map: Spoiler XP Award: 300 XP GP Award: 300 GP bayar - Mr. Underhill Chilepepper - Chile V All Combatants, please roll initiative. <|end|> <|user|> Init to win it - (1d20+2)[ 18 ] XP fixed, previous race (Mongrelfolk) added to racial traits, purchases pending. Starting in Z13. <|end|> <|user|> Originally Posted by chilepepper Init to win it I hate that quote 🫤 . Anyway, since my druid will preety much DIE , and he would still qualify for level 2, I concede the match. GG. No, seriously ? I just want to make a better druid. This one had...flaws. But the improved version will be better. Much better &lt;insert mad laughing here&gt; 😏 <|end|> <|user|> GM Kyeudo Chile is the Winner! <|end|>
<|user|> Arena Tournament, Round 23: Grock vs. Deelar Map Spoiler XP Award: 300 XP GP Award: 300 GP Grock - Morbius Deelar - emeraldstreak All combatants, please roll initiative. <|end|> <|user|> Here goes init init - (1d20+6)[ 24 ] I will have to buy something before we start... <|end|> <|user|> Geez Morbius, are you on a Medal-streak? Back to the issue at hand: emeraldstreak hasn't posted anything in the playground since January. This is probably going to be another 'wait and get a medal' round. You just have to wait 6 days and two fights instead of 3 days and one fight. <|end|> <|user|> Sigh, anyway I sent him a message let's see if he will appear here <|end|> <|user|> High Ref Paladin Latham Deelar and his rotten mule are disqualified due to inactivity. Grock is declared the winner and recieves 300xp and 300gp <|end|>
<|user|> Arena Tournament, Round 29: Jim the Truant vs. Lichen Map: Spoiler XP Award: 300 XP GP Award: 300 GP Maldiem - Jim the Truant Bishop_Oz - Lichen All Combatants, please roll initiative. <|end|> <|user|> well that was quick, ha! Initiative (1d20-2)[ 12 ] <|end|> <|user|> Jim is in K6, Heavy Crossbow in hand, psicrystal in pocket, psionically focused. (1d20+2)[ 22 ] Initiative <|end|> <|user|> Spoiler Double move to J8, on the roof (first move action to get to J7, on the ground, second using Up the Walls (EPH) to get to J8 on the roof) Your turn. <|end|> <|user|> For the Refs: Spoiler I'll hide/move silently readying my bow to shoot Jim if I see him and moving to H26 scanning along the edges of the barn/house thingy. Hide: [roll]1d20+9[/roll] MS: [roll]1d20+9[/roll] Stats: Spoiler Current Location: O21 HP: 8 AC: 17 Touch: 14 FF: 13 Saves: Fort +2 Reflex +6 Will +1 Forgot: you may go. <|end|> <|user|> Script bugs.... Spoiler Hide: (d20+9)[ 17 ] MS: (d20+9)[ 15 ] <|end|> <|user|> LoS is established. Jim is on the roof at J8 and Lichen just finished moving to H26 all sneaky-like. @Bishop_Oz: Spoiler I learned the hard way that you actually need cover to hide, the trees don't provide it according to the guy who made the map. Sorry. ☹️ <|end|> <|user|> For the Refs: Spoiler So, since I'd had a ready action to shoot Jim, this means I can make my attack now, yes? If so, I'll shoot at him Shot (d20+5)[ 23 ] <|end|> <|user|> For Bishop_Oz: Spoiler I wish I could give it to you with a roll like that but when you hide and move silently you move at only half speed (15ft.) unless you want to take a -5 penalty for swift hiding. Since you couldn't actually reach H26 without doing so, and seeing as how you wouldn't even see him unless you moved farther back, I will assume that you swiftly double moved to H26 and then saw him. He is 30ft. up and 5ft. over after all... <|end|> <|user|> Noticing Lichen, Jim gives a start, a takes a potshot with his crossbow (1d20+1)[ 9 ] Attack (+2 normally, -2 for one range increment farther away, +1 for fighting from higher ground) (1d20+1)[ 18 ] Confirm a crit, if needed (1d10)[ 9 ] Damage (1d10)[ 5 ] Extra damage from a crit, if needed He then moves to the other side of the roof. Spoiler Moves to R8. (That breaks LoS, right? The roof is sloped.) EDIT: Done <|end|> <|user|> @Refs/Paladin Latham: Spoiler Fair enough, I wasn't actually expecting to reach H26 on this turn, I assumed I was just moving at 15 and would get to L23-ish this turn. I still intended to shoot him the moment I had LoS <|end|> <|user|> @Bishop_Oz: Spoiler You wouldn't have had a standard action left by that point. And you see your opponent dissapear over the the slope of the roof at M8. That roof-walker. @Maldiem: Spoiler How do you get down to R8? did you fall off? 🤨 <|end|> <|user|> @Refs Spoiler Shoot, I meant Q8, on the roof. Jim didn't have a sudden bout of Lemming-Syndrome. Is it possible to revise that? EDIT: Also, the map is slightly unclear. Is there a haystack in the starting areas? <|end|> <|user|> :ooc:fair 'nuff:/ooc: For the Refs: Spoiler I'll ready an attack and move to N26 shooting at Jim if I see him Stats: Spoiler Current Location: H26 HP: 8 AC: 17 Touch: 14 FF: 13 Saves: Fort +2 Reflex +6 Will +1 Edit: Done (whoops) <|end|> <|user|> Refs: Spoiler Jim moves back down to ground level (Q7), then double moves to L10, and hides. (1d20+10)[ 12 ] Hide Done. <|end|> <|user|> For the refs: Spoiler I'll continue to move from N26 to T26, scanning the barn ready to shoot Jim if he makes an appearance. Stats: Spoiler Position: N26 HP - 8 AC - 17/14/13 Saves - 2/6/1 That'll do, you're up. <|end|> <|user|> @Bishop_Oz: Spoiler No LoS @Maldiem: Spoiler No LoS <|end|> <|user|> @Refs: Spoiler This barn is just a stone structure with out any windows, right? Just two doors and a roof? <|end|> <|user|> Refs: Spoiler Move to M17, go prone, hide. (1d20+6)[ 9 ] Move Silently (1d20+10)[ 26 ] Hide Pull the longspear with my other action. Done <|end|> <|user|> For the refs: Spoiler I'll continue to move from T26 to Z20 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard). Stats: Spoiler Position: T26 HP - 8 AC - 17/14/13 Saves - 2/6/1 That'll do. And LoS please 🙂 <|end|> <|user|> @Bishop_Oz: Spoiler No LoS @Maldiem: Spoiler No LoS <|end|> <|user|> @Refs: Spoiler Jim removes his Psicrystal from his pocket, activates its self-propulsion power, and telepathically instructs it to (Edit: *double move*) move to the other haystack, M11, and hide. Psicrystal rolls (1d20+14)[ 26 ] Hide (+12 for Diminutive, +2 from Dex) (1d20+6)[ 18 ] Move Silently (as in XPH Pg. 207) Jim himself continues hiding. Done. <|end|> <|user|> For the refs: Spoiler I'll continue to move from Z20 to Z14 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard). Stats: Spoiler Position: Z20 HP - 8 AC - 17/14/13 Saves - 2/6/1 LoS please and Done. <|end|> <|user|> Ref Terran @Bishop_Oz: Spoiler No LoS @Maldiem: Spoiler No LoS <|end|> <|user|> @Refs Spoiler Jim reloads his crossbow, while keeping an ear and eye out. Reactive Listen check (1d20+3)[ 20 ] Done. <|end|> <|user|> For the refs: Spoiler I'll continue to move from Z14 to Z7 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard). Stats: Spoiler Position: Z14 HP - 8 AC - 17/14/13 Saves - 2/6/1 LoS please and Done. <|end|> <|user|> Ref chilepepper @bishop Spoiler no LoS @maldiem Spoiler no LoS <|end|> <|user|> Refs: Spoiler Jim telepathically instructs his psicrystal to make noise. It begins a merry psicystal jig, bouncing around whilst inside the haystack. Jim readies an action; should Lichen come within range of the haystack and begin an attack, he'll manifest Mind Thrust on him. If he's out of Mind Thrust range (25'), he'll instead fire his crossbow. Again, only if it looks like Lichen is about to attack Jim's location or his Psicrystal's location. Done. <|end|> <|user|> For the refs: Spoiler I'll continue to move from Z7 to S1 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard). Stats: Spoiler Position: Z7 HP - 8 AC - 17/14/13 Saves - 2/6/1 LoS please and Done. <|end|> <|user|> @maldiem Spoiler No LoS. Your prone position in M17, a hay square, grants total cover to you, but gives everything total cover from you. Also, Readied actions aren't flow charts. You name one trigger, and one action, per SRD. If conditions aren't met when the trigger occurs (such as from being out of range), then you cannot take the action. @Bishop Spoiler No LoS <|end|> <|user|> @Refs, just a Question: Spoiler I'm guessing he isn't going to be on the other side of the building, so I'm going to assume that he's in the barn. I noticed that this barn has some "doors" on it and I was wondering what it would take to open the doors with a Grappling hook from somewhere around E6 for the instance of the "North" door. What I'd intend to do is throw the hook to catch the door in some manner and yank it open. Also, just out of curiosity, how far open will these doors go? Still your turn Jim. <|end|> <|user|> Looks around. "Hello? Anyone alive?" ... <|end|> <|user|> High Ref Paladin Latham Maldiem is disqualified due to inactivity. Lichen is declared the winner and recieves 300xp and 300gp! <|end|> <|user|> *Ker-Embarrassed* Uh... That's what I get for going home for the weekend, I suppose. Sorry about the anti-climactic-ness. <|end|>
<|user|> Sigor glances around <|end|>
<|user|> Arena Tournament, Round 26: Doctor Spikenburg vs. Andoris Map: Spoiler XP Award: 300 XP GP Award: 300 GP Seribo - Doctor Spikenburg munimortal - Andoris All Combatants, please roll initiative. <|end|> <|user|> Two warmages walk into a bar... initiative (1d20-2)[ 10 ] May the best blaster win 😁 <|end|> <|user|> The same to you Init: (1d20+2)[ 17 ] <|end|> <|user|> Spoiler Start in M24 Move to P23 Ready Action Cast Magic Missle Missle Damage (1d4+5)[ 9 ] your turn sorry <|end|> <|user|> I updated my sheet a bit before beginning my first round. My armor got shattered last round so that one is permanently destroyed and leave my shield home today cause I doubt it will be of any use. Also, I bought a little potion that might come in handy. Spoiler move N2 to Q5 standard drink Potion stats: AC:17 T:17 HP:9 saves: F3/R5/W1 location: Q5 effect:reduce person 1/10 end of turn1, begin turn2, outer yellow rim becomes shallow water. <|end|> <|user|> For Refs Spoiler Start in P23 Assuming no LOS Move to R21 hiding and moving as silently as possible. Hide (1d20+2)[ 6 ] Move Silently (1d20+2)[ 4 ] Passive Spot (1d20+1)[ 14 ] Passive Listen (1d20-1)[ 2 ] If Still no LOS Move to Q19 If LOS will post. waiting on LOS <|end|> <|user|> High Ref Morbius Seribro Spoiler What potion did you used? <|end|> <|user|> Spoiler I had a potion? ... *Goes to read his sheet again* Ah, yes, check. Its reduce person so I am tiny at the moment. Which is why my AC reads 17. Sorry, forgot to list the effect. Will put it in at my next turn. <|end|> <|user|> Still your move? <|end|> <|user|> High Ref Paladin Latham Seribro, you started on the wrong side of the map. Please edit your move. <|end|> <|user|> nope, my turns over. Though there were a few technicalities, but they've been put straight now. Your turn. <|end|> <|user|> @munimortal: Spoiler No LoS, so I guess you're in Q19 It is Seribro's turn. <|end|> <|user|> Ah, sorry, my minds been a bit chaotic the past few weeks... Trying to get it back to full function but it still slips up a bit ever so now and then. Gets kinda confusing some times... So, its my turn, second half of the second round right? well in that case: Spoiler move to U6, standard action: ready to cast spell if I he enters my LoE Stats: Spoiler stats: AC:17 T:17 HP:9 saves: F3/R5/W1 location: U6 effect:reduce person 2/10 End of my turn, end of second round, second yellowish rim turns to shallow water and its your turn at the start of round 3 <|end|> <|user|> High Ref Morbius Seribro Spoiler Your action is too generic. You must say what spell you are reading to cast <|end|> <|user|> For Refs... Spoiler Start in Q19 Move to O17 as silently as possible Move Silently (1d20+2)[ 17 ] Spot check (1d20+1)[ 11 ] Listen check (1d20-1)[ 16 ] if No LOS move to P14 If LOS Within 25 ft cast Lesser Orb of Acid Ranged Touch Attack (1d20+2)[ 22 ] Damage (1d8+4)[ 12 ] If within 110ft Cast Magic Missle Damage (1d4+5)[ 8 ] your turn if no LOS <|end|> <|user|> @ref (response of last round) Spoiler in that case, (widened) empowered maximized magic missile. @refs now for this turn: Spoiler move if no LoS is established, move to W9 Then, if still no LoS is established, move to W13 If LoS was established, cast widened empowered maximized magic missile I'll wait with the stats untill LoS has been checked. <|end|> <|user|> @muni Spoiler No LoS @Seribro Spoiler No LoS Just FYI, Magic missile cannot be widened. The Widen spell feat only applies to Burst, emanation, line, or spread spells. Magic missile is none of those. <|end|> <|user|> for refs.. Spoiler Start in P14 Move to O12 Ready Action Counter spell Spellcraft Check (1d20+8)[ 26 ] End turn <|end|> <|user|> ref chilepepper @munimortal Spoiler no los @seribro Spoiler no los <|end|> <|user|> omfg... Just discovered I made a mistake during character creation. Was supposed to have taken sudden enlarge spell instead of sudden widen... I'm an idiot... Well, anyways, since I still don't seem to have LoS, I'll just continue along the line I have been going so far. @refs Spoiler double move to R9 stats: AC:17 T:17 HP:9 saves: F3/R5/W1 location: R9 effect:reduce person 4/10 end of turn 4, beginning of round 5, second green rim becomes shallow water. Your turn. <|end|> <|user|> Initiate Ref Talic @Dr Spikenburg Spoiler No LoS @Andoris Spoiler No LoS <|end|> <|user|> refs... Spoiler Start in 012 Move to P9 Ready Action Counter spell cast Spellcraft Check (1d20+8)[ 15 ] Your turn <|end|> <|user|> Spoiler If still no LoS is established, move to R13 If still no LoS is established by then, ready action to cast a maximized empowered magic missile If LoS does gets established, either before or after my move, I just cast the pimped up magic missile right away waiting for LoS check before officially ending my turn <|end|> <|user|> LoS is established when Andoris hops up to O9 with Doctor Spikenburg in R9. munimortal may either take a different action at the end of his turn or keep the same action. <|end|> <|user|> Well lets hope this does the trick, i will stop at O9, and cast Lesser Orb of Acid Ranged Touch (1d20+2)[ 18 ] Damage (1d8+4)[ 6 ] <|end|> <|user|> You burn me badly... Just not badly enough... can you somehow dodge a maximized empowered magic missile? If not, you now take (4+4)x1.5=12 damage. Or should the empowering be applied before the warmage edge? In that case, you take (4+1)x1.5+3=10 damage. At any rate, you wake up with a very nice nurse above you, in a specially prepared room in the arena's temple and you realize you've just been resurrected after your head was blown off. <|end|> <|user|> High Ref Paladin Latham Unless you went for some form of Coup De Grace after your foe was disabled (thus ending the match), Andoris was reached by medical personnel before dying from blood-loss. Doctor Spikenburg is declared the winner and recieves 300xp and 300gp <|end|> <|user|> is there a chance to earn roleplaying exp with the nurse? <|end|> <|user|> ref chilepepper Nice try, but no. <|end|>
<|user|> Arena Tournament, Round 26: Clamber vs. Xerxes Map: Spoiler XP Award: 300 XP GP Award: 300 GP Xerxes - king_korath Clamber - Stimpus All Combatants, please roll initiative. <|end|> <|user|> init (1d20+4)[ 24 ] I hope I finally get to fight someone. <|end|> <|user|> Clamberer Good luck, im reserving the right to purchase something in response to yours. Initiative - (1D20+5)[ 8 ] <|end|> <|user|> Spoiler start in B10, activate burst and drink a potion of shield of faith +2 your turn stats Spoiler ac24 hp 12 speed 40ft psionically focused <|end|> <|user|> Clamberer Okay then im buying nothing. :) Spoiler Move from X10 to T10 (Taking 10 on the climb check allowed even when threatened and auto succeeding) And hiding on the top. Hide - (1D20+5)[ 23 ] Stats Spoiler AC; 19 HP; 12 Speed; 50ft Ready an action - loose a bolt on LoS and LoE. Attack - (1D20+5)[ 7 ] Damage - (1D6)[ 5 ] Reactive rolls; Spoiler Spot - (1D20-3)[ 10 ] Listen - (1D20-1)[ 13 ] <|end|> <|user|> @stimpius Spoiler please edit your coordinate, you just jumped into the lava pool @king korath Spoiler No LoS, but that aint exactly surprising I guess <|end|> <|user|> Clamberer To refs Spoiler My bad - i meant T10 - they look similar on this. <|end|> <|user|> Hey - im going on holiday tomorrow till Friday, this is just to say if i dont post by then this is why, if you want to take the win then do but i would prefer if you didn't just because i warned you. I understand if you want to take the win - and ill meet you again in the final if you do want to. <|end|> <|user|> If the refs allow I can wait. I won every match I fought this round by default so I what to be able to fight someone. <|end|> <|user|> High Ref Paladin Latham So be it. The game is on hold until next weekend. (officially and everything!) <|end|> <|user|> Clamberer Okay im back, and its your go, i finished my turn - and refs check my second spoiler please. :) <|end|> <|user|> Spoiler move to F6 and draw my mind blade your turn stats Spoiler ac24 hp 12 speed 40ft psionically focused <|end|> <|user|> High Ref Paladin Latham Clamberer is disqualified for inactivity. Xerxes is declared the winner and recieves 300xp and 300gp. <|end|>
<|user|> Arena Tournament, Round 29: Xirif vs. Brichter Map: Spoiler XP Award: 300 XP GP Award: 300 GP Neftren - Xirif stupnick - Brichter All Combatants, please roll initiative. <|end|> <|user|> Brichter Initiative Roll (1d20+5)[ 6 ] EDIT: HAHA what an inititive roll <|end|> <|user|> (1d20+6)[ 18 ] for Init. <|end|> <|user|> For Refs: Spoiler Move to L9 Edit: Stupnick's turn. <|end|> <|user|> Brichter For Ref's Spoiler Drink Potion of Shield of Faith Stats' Spoiler HP: 11 AC: 27, T: 21, F: 19 Effects: Shield of Faith 1/10 Your Turn <|end|> <|user|> For Refs: Spoiler Will move to N15 Your turn. <|end|> <|user|> Brichter For Ref's Spoiler Ready Action, attack him when he get's in range with my rapier Stats Spoiler HP: 11 AC: 27, T: 21, F: 19 Effects: Shield of Faith 2/10 EDIT: sorry, your turn <|end|> <|user|> For Refs: Spoiler Will move to P18 and designate my opponent as the intended recipient of my stance, gaining +2 AC against him. I will also ready an action to use the Shadow Blade Technique maneuver against him, when he enters any square within 10 feet. Your turn. <|end|> <|user|> Brichter For Ref's Spoiler Maintain my Ready Action, attack him when he get's in range with my rapier Stats Spoiler HP: 11 AC: 27, T: 21, F: 19 Effects: Shield of Faith 3/10 your turn <|end|> <|user|> Ref Terran No LoS Xirif's up. <|end|> <|user|> Sorry. Hang on. For Refs: Spoiler Maintain Readied Action End Turn. <|end|> <|user|> Brichter For Ref's Spoiler Maintain my Ready Action, attack him when he get's in range with my rapier C'mon, im waiting here for ya... Where are you at??? Stats Spoiler HP: 11 AC: 27, T: 21, F: 19 Effects: Shield of Faith 4/10 your turn <|end|> <|user|> Creeping up on you from behind. For Refs: Spoiler Maintain Readied Action <|end|> <|user|> Brichter well if your that scared of me.. just give up... ok.. fine.. tell me where you are, and i will come and get you. Refs: Spoiler Maintaining same readied action stats Spoiler HP: 11 AC: 27, T: 21, F: 19 Effects: Shield of Faith 5/10 <|end|> <|user|> Funny. I wonder if we're both running around the building in a clockwise direction...? For Refs: Spoiler Maintain readied action. Your turn. <|end|> <|user|> High Ref Paladin Latham stupnick is disqualified for inactivity. Xirif is declared the winner and recieves the listed rewards. <|end|> <|user|> Wait... what??!!! <|end|> <|user|> bah.. go away for the holiday weekend... figuring i could post this morning.. and they update the comic.. so i wans't able to post till now, when i get home from work.. well congratz <|end|>
<|user|> Mistake Thread! Disregard! <|end|> <|user|> damn...I gotta fight his characters...that is scary...he minmaxes anything...Summoner that cant actually fight...now a guy that can fire a crossbow with deadly accuracy, but cant hit the broad side of the barn with his rapier...and has lowsy spot/listen checks... Still thinking what to buy... <|end|> <|user|> Ah MAN!! I set this up in a mad flurry of updating and put you against the wrong opponent! Disregard this tread! <|end|> <|user|> I don't minmax everything, and Z can too fight, he actually attacked in his latest match so ha :p <|end|>
<|user|> Arena Tournament, Round 26: Yoshi vs. Grumph Map: Spoiler XP Award: 300 XP GP Award: 300 GP Mavian - Yoshi Amazinggameguru - Grumph All Combatants, please roll initiative. <|end|> <|user|> Initiative - (1d20+4)[ 11 ] <|end|> <|user|> Initiative (1d20+1)[ 3 ] <|end|> <|user|> It would appear that I go first. I'm going to pick up another 10 shuriken. Yoshii - Round 1. For Refs: Spoiler Using my Carmedine Monk feat to increase my speed. Actions: Spoiler Double move to F15. Stats for refs: Spoiler Hp: 5 AC: 21. Touch: 19 Speed: 40 Position: F15 Shuriken Used: 0 <|end|> <|user|> Grumph Round 1 Actions: Spoiler Moving to M21 with a move action and taking a total defense action. Stats for Ref: Spoiler HP: 16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position: M15 <|end|> <|user|> No LoS established <|end|> <|user|> Yoshi - Round 2 Spoiler Move Action - F15 up the curve to J17 Standard Action - If I have LoS after the move, I'll throw a Shuriken at him. Attack (1d20+6)[ 16 ] Damage (1d6+1)[ 6 ] If I don't have LoS I'll ready an action to throw a Shuriken at him if he enters LoS End of Turn Stats: Spoiler Hp: 5 AC: 21. Touch: 19 Speed: 40 Position: J17 Shuriken Used: 1 of 15 <|end|> <|user|> Sir Paladin Latham Yoshi easily spots Grumph in M21 before he finishes his move at J17. Even from his vantage point Yoshi still has to contend with cover and the fact that his foe is a TANK. His shuriken bounces off harmlessly. <|end|> <|user|> The small projectile bounces harmlessly off of Grumphs armor and he grins moving to the left. Action: Spoiler moving to f20 Stats for Ref Spoiler HP: 16 AC: 21 Touch: 15 FF: 20 Speed: 20 Position: F20 <|end|> <|user|> Ref Paladin Latham Yoshi is at J17, Grumph is at F20. <|end|> <|user|> Yoshi - Round 3 I'm going to move to G20, and wing another shuriken at his head. Attack: (1d20+6)[ 12 ] Damage: (1d6+1)[ 4 ] End of Turn: Stats: Spoiler Hp: 5 AC: 21. Touch: 19 Speed: 40 Position: G20 Shuriken Used: 2 of 15 <|end|> <|user|> Moving quickly Grumph makes his way up the slope where he can see his opponent better. Double move to E15 Stats for Ref Spoiler HP: 16 AC: 21 Touch: 15 FF: 20 Speed: 20 Position: E15 <|end|> <|user|> Yoshi - Round 4 Move To G15 And bounce another one off of his armor. Attack Roll (1d20+6)[ 26 ] Damage (1d6+1)[ 4 ] Stats: Spoiler Hp: 5 AC: 21. Touch: 19 Speed: 40 Position: G20 Shuriken Used: 3 of 15 <|end|> <|user|> Oooh, Potential Crit. If I hit you again you take an extra point of damage :p Confirm - (1d20+6)[ 17 ] Nope, Just the 4 then. <|end|> <|user|> Grumph roars in pain and surprise at the blow, Time to finish this off Pressing forward he moves to G18 and sets himself for any further attacks Stats for refs: Spoiler Full defense action HP: 16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position: G18 <|end|> <|user|> The halfling is going to flash a devilish smile and wave before taking off again. "Gotcha good that time" Yoshi - Round 5 Double move from G15 going east and hopping down off the hill at J15 Move for Refs: Spoiler G1 to U17. The height at J15 to K15 is 10 feet so a jump check to not take damage (1d20+10)[ 11 ] vs DC15. <|end|> <|user|> @Refs: Spoiler Well, that sucked. Falling Damage (1d6)[ 6 ] unless I can also use a tumble check to negate in which case (1d20+8)[ 20 ] <|end|> <|user|> @Mavian: Spoiler You cannot use both Jump and Tumble on one fall because only one can be made in a move action according to the SRD. Unless you've taken damage elsewhere you are merely at 0hp and thus disabled but still capable of fighting. <|end|> <|user|> @Paladin Spoiler True, but I can still bow out of the match as dead. Which is what I'm doing. I'll just take the rest of my action and keel over at -1. <|end|> <|user|> Edit: My bad. 😦 <|end|> <|user|> GM Kyeudo Sorry, Paladin, but I checked the SRD and the only limitation to both Jumping down and Tumbling to reduce falling damage is that you can only use each once per fall. They are not mutualy exclusive. Yoshi is still in this match. Please continue. <|end|> <|user|> Well in that case you see the halfling shaking himself off after hitting the ground, and running wobbily towards the east, disappearing at U19 <|end|> <|user|> Grumph Round 5 Grumph moves to I17 and takes a full defense action Spoiler Full defense action HP: 12/16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position: G18 <|end|> <|user|> Originally Posted by Mavian Well in that case you see the halfling shaking himself off after hitting the ground, and running wobbily towards the east, disappearing at U19 By disappear did you mean go under water since all of that green went underwater at the start of round 5 so only half move. <|end|> <|user|> We don't have LoS at the moment, so you can hide your location if you like, but since I was going to re-establish it this round, it's up to you. Yoshi - Round 6 Spoiler Up around the hill from U18 to S13 Yoshi comes back into sight climbing the opposite hill and stops at S13 <|end|> <|user|> Actually, I stayed on the Light Green that didn't disappear until the start of round 6. By disappear did you mean go under water since all of that green went underwater at the start of round 5 so only half move. <|end|> <|user|> Grumph Round 6 Grumph moves to G14 and takes a full defense action Spoiler Full defense action HP: 12/16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position:G14 OOC: The light green in U19 disappeared at the start of round 5 so any movement on that color of green would have been double cost and at the start of this round would have had sharks attacking from it. <|end|> <|user|> Gah, the map has too much tiny writing. I'll redo my move. <|end|> <|user|> Okay, I recalculated my movement rates in the first round my movement would end in R19 At the start of round 6 I would be shark bait. Shark Attack: (1d20+4)[ 5 ] Damage: (1d6+1)[ 3 ] Then: Swim Check: (1d20)[ 8 ] If that succeeds I end up in U17 <|end|> <|user|> Actually, you may roll a percentile first to see if any shark tries to take a bite out of you in the specific round. This time it was a miss any ways, but keep it in mind for the next few rounds (its going to take a bit before you reach "dry land") for uninjured participants, there is only a 40% chance of getting attacked each round ((And yes, if the map stays in the system after this tournament, I'll see to it that it gets some easier to read writings)) <|end|> <|user|> I think we are waiting on your round 7 actions <|end|> <|user|> I'm going to float defensively. Sharks: (1d100)[ 15 ] &lt;40 equals bites Attack: (1d20+4)[ 5 ] Damage: (1d6+1)[ 2 ] Swim Check: (1d20)[ 16 ] <|end|> <|user|> Grumph Round 7 Grumph moves to G10 and takes a full defense action Spoiler Full defense action HP: 12/16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position:G10 <|end|> <|user|> Yoshi - Round 8 Sharks: (1d100)[ 36 ] Sharks attack &lt; 40 Attack: (1d20+4)[ 7 ] Damage: (1d6+1)[ 3 ] Yoshi will once again float Defensively Swim Check: (1d20)[ 17 ] Stats: Spoiler Hp: 6 AC: 25. Touch: 23 Speed: 40 Position:R17 Shuriken Used: 3 of 15 <|end|> <|user|> Grumph Round 8 Grumph holds in G10 and takes a full defense action Spoiler Full defense action HP: 12/16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position:G10 <|end|> <|user|> Round - 9 Sharks: At attack if &lt;40 (1d100)[ 88 ] Attack: (1d20+4)[ 16 ] Damage: (1d6+1)[ 6 ] Yoshi: Float Defensively in R17 yet again. Swim Check (1d20)[ 4 ] End of Turn: Stats: Spoiler Hp: 6 AC: 25. Touch: 23 Speed: 40 Position:R17 Shuriken Used: 3 of 15 <|end|> <|user|> Grumph Round 8 Grumph holds in G10 and takes a full defense action I think with a 4 you might be sinking defensively :) Spoiler Full defense action HP: 12/16 AC: 26 Touch: 20 FF: 20 Speed: 20 Position:G10 <|end|> <|user|> There isn't actually a DC for treading water that I've seen. Only for attempting to move. Round 10 Sharks: &gt;40 (1d100)[ 57 ] Attack: (1d20+4)[ 19 ] Damage: (1d6+1)[ 6 ] Yoshi Round 10: Float defensively in R17. End of Turn: Stats: Spoiler Hp: 6 AC: 25. Touch: 23 Speed: 40 Position:R17 Shuriken Used: 3 of 15 <|end|> <|user|> ref chilepepper Actually there is a DC for treading water. I'm fetching the SRD link now. http://www.d20srd.org/srd/skills/swim.htm Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater. You must succeed at a swim check if you are in water, moving or not. If you succeed, you MAY move at 1/2 speed... edit: Since the lowest DC is calm water at DC10, a swim check of 4 means you go underwater. You can use the SRD link to resolve the failed swim check. If you need a high ref to sort anything out, post in the waiting room. <|end|> <|user|> High Ref Paladin Latham Due to inactivity, amazinggameguru is disqualified. Yoshi is declared the winner and recieves this match's loot. <|end|> <|user|> Doh, I hate winning this way. <|end|> <|user|> sorry about that guys, I thought that we were actually waiting on his swim checks after we found out that he failed one and has to make them every round he is in the water <|end|>
<|user|> Let's see, what have we here... A frozen plain appears behind the old mage. Spoiler Play Tundra . Life: 20 Cards in hand: 6 Lands: Tundra <|end|> <|user|> Draw. Play a land (plains). Tap land for 1 mana. Play Children of Korlis. Life: 20 In play: Children of Korlis (tap) Plains Bleh, just can't get myself to RP right now <|end|> <|user|> Draw, play another Tundra. Your turn. Life: 20 Cards in hand: 6 Lands: Tundra x2 <|end|> <|user|> Draw. Play a land. Tap land for 2 mana. Play Knight of the Holy Nimbus. Attack with Children of Korlis. End turn. Life: 20 In play: Knight of the Holy Nimbus (tap) Children of Korlis (tap) Plains x2 <|end|> <|user|> Tap both Tundras and play Counterspell for the Knight of the Holy Nimbus. Draw, Play Dromar's Cavern , returning one Tundra to hand. End turn. Life: 19 Cards in hand: 6 Lands: Tundra, Dromar's Cavern <|end|> <|user|> Draw. Play a land. Tap land for 2 mana. Play Spirit Loop. Attack with Children of Korlis. End turn. Life: 21 In play: (tap) Children of Korlis -- Spirit Loop (tap) Plains x2 Plains Graveyard: Knight of the Holy Nimbus <|end|> <|user|> Draw, play Tundra, end turn. Life: 18 Cards in hand: 6 Lands: Tundra x2, Dromar's Cavern <|end|> <|user|> Draw. Play a land. Tap land for 2 mana. Play Amrou Scout. Attack with Children of Korlis. End turn. Life: 22 In play: Amrou Scout (tap) Children of Korlis -- Spirit Loop (tap) Plains x2 Plains Graveyard: Knight of the Holy Nimbus <|end|> <|user|> Play Counterspell for Amrou Scout. Draw, play another Dromar's Cavern, returning a Tundra to hand. End turn. Life: 17 Cards in hand: 6 Lands: Tundra, Dromar's Cavern x2 <|end|> <|user|> Draw. Tap land for 2 mana. Play Knight of the Holy Nimbus. Tap land for 2 mana. Attach Spirit Loop to Knight of the Holy Nimbus. Attack with Children of Korlis. End turn. Life: 23 In play: Knight of the Holy Nimbus -- Spirit Loop (tap) Children of Korlis -- Spirit Loop (tap) Plains x4 Graveyard: Knight of the Holy Nimbus <|end|> <|user|> Draw, play Tundra, play Kismet . End turn. Life: 16 Cards in hand: 5 Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped) Cards in play: Kismet <|end|> <|user|> Draw. Tap land for 3 mana. Play Outrider en-Kor. Tap land for 1 mana. Attach Detainment Spell to Knight of the Holy Nimbus. Attack with Children of Korlis and Knight of the Holy Nimbus. End turn. Life: 26 Hand: Empty In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x4 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Draw, play Reflecting Pool . Tap 2 Tundra for UU, play Stasis . End turn. Life: 13 Cards in hand: 4 Lands: Tundra x2 (tapped), Dromar's Cavern x2, Reflecting Pool Cards in play: Kismet, Stasis <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x1 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x4 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap Reflecting Pool to maintain Stasis, draw, end turn. Life: 13 Cards in hand: 5 Lands: Tundra x2 (tapped), Dromar's Cavern x2, Reflecting Pool (tapped) Cards in play: Kismet, Stasis <|end|> <|user|> Draw. Play land. End turn. Life: 26 Hand: Hidden x1 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x5 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap Dromar's Cavern to maintain Stasis, draw, play Reflecting Pool, end turn. Life: 13 Cards in hand: 5 Lands: Tundra x2 (tapped), Dromar's Cavern x2 (1 tapped), Reflecting Pool x2 (1 tapped) Cards in play: Kismet, Stasis <|end|> <|user|> Draw. Play land. End turn. Life: 26 Hand: Hidden x1 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x6 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap Dromar's Cavern to maintain Stasis, draw, end turn. Life: 13 Cards in hand: 6 Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (1 tapped) Cards in play: Kismet, Stasis <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x2 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x6 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> At end of your turn, tap my last land to play Rescue , returning Stasis to hand. Untap. Draw, tap Tundra, play Stasis, end turn. Life: 13 Cards in hand: 6 Lands: Tundra x2 (tapped), Dromar's Cavern x2, Reflecting Pool x2 Cards in play: Kismet, Stasis Yes, there is more to this deck, I just haven't drawn it yet. <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x3 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x6 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap cavern to maintain Stasis, draw, end turn. I am starting to get annoyed at how consistently I am not drawing certain cards. <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x4 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x6 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap cavern to maintain Stasis, draw. Play Nimbus Maze . End turn. Life: 13 Cards in hand: 7 Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2, Nimbus Maze Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue <|end|> <|user|> Draw. Play a land. End turn. Life: 26 Hand: Hidden x4 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap Reflecting Pool to maintain Stasis, draw. Discard Idyllic Tutor , end turn. Life: 13 Cards in hand: 7 Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (1 tapped), Nimbus Maze Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x5 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap Reflecting Pool to maintain Stasis, draw. Discard Idyllic Tutor , end turn. Life: 13 Cards in hand: 7 Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x6 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> At end of your turn, tap Nimbus Maze and play Rescue on Stasis. Untap. Draw, play Tundra. Tap 2 Tundra, play Stasis. Pay 1 life and discard Counterspell (removed from game) to cast Force of Will to counter Stasis. Tap Tundra and Dromar's Cavern to cast Arcane Denial to counter Force of Will. Next turn I get to draw 3 extra cards. Hopefully that will get me what I'm waiting for a little faster. Life: 12 Cards in hand: 3 Lands: Tundra x3 (tapped), Dromar's Cavern x2 (1 tapped), Reflecting Pool x2, Nimbus Maze Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial <|end|> <|user|> Draw. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout <|end|> <|user|> Tap cavern to maintain Stasis. Draw 4 cards, play Hallowed Fountain , paying 2 life to have it not tapped. End turn. Life: 10 Cards in hand: 6 Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2, Nimbus Maze, Hallowed Fountain Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial <|end|> <|user|> Draw. Discard Gaze of Justice. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice <|end|> <|user|> Tap Reflecting Pool to maintain Stasis. Draw, play Nimbus Maze, end turn. Life: 10 Cards in hand: 6 Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (1 tapped), Nimbus Maze x2, Hallowed Fountain Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial Come on, invisiblecastle, any one of no less than six cards remaining in my library would allow me to finish this... <|end|> <|user|> [QUOTE=AgentPaper;4617650]Draw. Discard Gaze of Justice. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice x2 <|end|> <|user|> Tap Reflecting Pool to maintain Stasis. Draw, end turn. Life: 10 Cards in hand: 7 Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2, Hallowed Fountain Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial <|end|> <|user|> Draw. Discard Gaze of Justice. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice x3 <|end|> <|user|> Tap Nimbus Maze to maintain Stasis. Draw, discard Kismet, end turn. Life: 10 Cards in hand: 7 Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (1 tapped), Hallowed Fountain Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet <|end|> <|user|> Draw. Discard Detainment Spell. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice x3 Detainment Spell <|end|> <|user|> Tap Nimbus Maze to maintain Stasis. Draw, play Dromar's Cavern, returning a Tundra to hand, discard Kismet, end turn. Life: 10 Cards in hand: 7 Lands: Tundra x2 (tapped), Dromar's Cavern x3 (2 tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet <|end|> <|user|> Draw. Discard Outrider en-Kor. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice x3 Detainment Spell Outrider en-Kor <|end|> <|user|> Tap Dromar's Cavern to maintain Stasis. Draw, play Tundra, end turn. Life: 10 Cards in hand: 7 Lands: Tundra x3 (2 tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet <|end|> <|user|> Draw. Discard Zealot il-Vec. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x7 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice x3 Detainment Spell Outrider en-Kor Zealot il-Vec <|end|> <|user|> Tap Tundra to maintain Stasis. Draw, play Land Cap , end turn. Life: 10 Cards in hand: 7 Lands: Tundra x3 (tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain, Land Cap Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet Edit: If you don't mind, I'll just keep doing turns until something significant happens, then tell you how many cards to draw and discard. <|end|> <|user|> Draw. Play a land. End turn. Life: 26 Hand: Hidden x7 In play: (tap) Outrider en-Kor (tap) Knight of the Holy Nimbus -- Spirit Loop -- Detainment Spell (tap) Children of Korlis -- Spirit Loop (tap) Plains x8 Graveyard: Knight of the Holy Nimbus Amrou Scout Gaze of Justice x3 Detainment Spell Outrider en-Kor Zealot il-Vec Edit: Fine by me. <|end|> <|user|> Tap Land Cap to maintain Stasis. Draw, play Reflecting Pool, end turn. Life: 10 Cards in hand: 7 Lands: Tundra x3 (tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x3 (2 tapped), Nimbus Maze x2 (tapped), Hallowed Fountain, Land Cap (tapped, depletion counter) Cards in play: Kismet, Stasis Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet If you don't mind, I'll just keep doing turns until something significant happens, then tell you how many cards to draw and discard. <|end|> <|user|> Tap Reflecting Pool to maintain Stasis. Draw, play Hallowed Fountain, pay 2 life, end turn. Tap Hallowed Fountain to maintain Stasis. Draw, play Hallowed Fountain, pay 2 life, end turn. At end of your turn, tap both remaining Hallowed Fountains and cast Boomerang on Stasis. Untap Tap 11 lands to play Stasis and three Iron Maiden s. You are now taking 9 damage per turn, and I have enough lands already in play to maintain Stasis for 4 more turns. Life: 6 Cards in hand: 3 Lands: Tundra x3 (tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x3 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain x3, Land Cap Cards in play: Kismet, Stasis, Iron Maiden x3 Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet, Boomerang <|end|> <|user|> Cheese.... <|end|>
<|user|> The old Lich walks into your chamber a black bolt of negative energy sealing the door, he wears a black cloak, and carries a scthye a hand of pure white bone points at you, and says ASK NOT FOR WHOM THE BELL TOLLS&lt; THE BELL TOLLS FOR THEE! And suddenly the room turn into a giant chamber, and a black goop surrounds the liches feet, a swamp appearing underneath him, and a xzombie goblin appeaered a horrible rotting corpse resembling the rouges grandfather. Spoiler play a swamp tap swamp play zombie cannible life totals: Fanboy: 20 Agent: 20 Cards in play: swamp, Zombie cannibal http://sales.starcitygames.com//card...p?product=3787 Btw this decks a little out of date, it's mostly standard though. Hand: 5 hidden. <|end|> <|user|> An island rose out of the sea. Spoiler Play an Island. End turn. Life: 20 Hand: Unknown x7 Cards in play: Island Graveyard: <|end|> <|user|> Untap, Upkeep draw. The Avatar of death rose his hand, and from the polluted water rose another swamp, and on this swamp the zombie canibal leaopt at you a fevered look in its eyes its teeth sinking it to your oh so delicious felsh. Spoiler play a swamp tap swamp swing with zombie cannibal life totals: Fanboy: 20 Agent: 19 Cards in play: swampX2, Zombie cannibal Hand: X5 <|end|> <|user|> The island grew, a mountain forming in it's center. Spoiler Play a Mountain. End turn. Life: 19 Hand: Unknown x7 Cards in play: Island Mountain Graveyard: <|end|> <|user|> 😩 I can tell this is going to be hell, although you may be hurtin in a couple turnds if you dont get something. IC: Death rose his hand, and another swamp apperared and from that swamp came his lieutenet the lord of the undead. Inspired by the apperance of the lieutenet the zombie continued mauling you with renewed ferocity. Spoiler Untap, Upkeep, Draw play a swamp tap all my swamps play lord of the undead swing with zombie cannibal life totals: Fanboy: 20 Agent: 17 Cards in play: swampX3, Zombie cannibal, and Lord of the undead. Hand: X4 <|end|> <|user|> A forest grew on that island, next to the mountain, and the first sliver slithered out of the ground. It was the first of legions to come. Spoiler Draw. Play a Forest. Tap land for 1 blue 1 red 1 green mana. Play Homing Sliver. End turn. Life: 17 Hand: Unknown x6 Cards in play: Homing Sliver (tap) Island (tap) Mountain (tap) Forest Graveyard: <|end|> <|user|> Death laughed at this ecuse for a monster. (seriously dude you should have sliver cycled for might sliver.), and the zombie cannibal rushed at the man again regardless of the sliver. Spoiler play a swamp swing with zombie cannibal life totals: Fanboy: 20 Agent: 17 Cards in play: swampX3, Zombie cannibal, lord of the undead Hand: X5 <|end|> <|user|> The island grew, and with it, so too did sliver horde. It would not be long before none could stop them. The first sliver called out to it's friends, and soon more would come. Even then, another, smaller sliver came, this one with a stinger on it's back, dripping with poison. As it came, the first sliver mutated instantly and also grew a stinger. Spoiler Draw. Play an Island. Tap land for 1 green mana. Play Virulent Sliver. Tap land for 3 mana. Cycle Synchronus Sliver for Gemhide Sliver . End turn. Life: 15 Hand: Unknown x5 Cards in play: Virulent Sliver Homing Sliver (tap) Island x2 (tap) Mountain (tap) Forest Graveyard: Synchronus Sliver <|end|> <|user|> Death laughed at the man did he really think he could kill him with the living no matter he thought. Another swamp intruded on the oceans water the shores now covered in a murky black, and from these polluted water emerged a troop of zombies their hunger obvious. The cannibal zombie would have rushed in if it had not been for his lieutenet the best offense is a good defence. Spoiler Play a swamp Play scathe zombies End turn life totals: Fanboy: 20 Agent: 17 Cards in play: swampX4, Zombie cannibal, lord of the undead, and scathe zombies. Hand: X5 <|end|> <|user|> The swarm grew, and as it grew, it only sped it's growth. As the sliver reinforcements came, all the slivers began to sprout gems from their hides, attracting even more slivers. Another sliver joined the pack on it's own, increasing their speed tenfold. Spoiler Draw. Tap land for 1 green 1 red mana. Play Gemhide Sliver. Tap land and Homing Sliver for 3 mana. Cycle Darkeark Sliver for Sliver Legion. Tap Virulent Sliver for 1 white mana. Play Sidewinder Sliver. End turn. Life: 15 Hand: Unknown x3 Sliver Legion Cards in play: Sidewinder Sliver Gemhide Sliver (tap) URL="http://sales.starcitygames.com//carddisplay.php?product=45484"]Virulent Sliver[/URL] (tap) Homing Sliver (tap) Island x2 (tap) Mountain (tap) Forest Graveyard: Synchronus Sliver Darkheart Sliver <|end|> <|user|> Death sighed as he racked hios mind, and smiled wickedly the gem hide slivers, seemed to have caused a most strange, and most worrying development the had granted hte others the ability to produce mana, and he just could'nt have that. Another swamp came into existance. (making that my sixth.) And from the polluted waters strechted great tentacles claiming both the gem hide sliver, and the virulent sliver before the tentacles came at YOU, wrapping around you legs, and draining the life from you. (6 damage to the gemhide, ) Spoiler play a swamp tap swampsX6 play corrupt http://sales.starcitygames.com//card...?product=49600 life totals: Fanboy: 26 Agent: 17 Cards in play: swampX6, Zombie cannibal, lord of the undead , and scathe zombies. Graveyard: Corrupt Hand: X4 <|end|> <|user|> The swarm was delayed by the corruption of the original gemhide, but only temporarily. Already a replacement was on it's way, and the swarm would grow unstoppable. Spoiler Draw. Tap land for 3 mana. Cycle Firewake Sliver for Gemhide Sliver. End turn. Life: 15 Hand: Unknown x3 Sliver Legion Gemhide Sliver Cards in play: Sidewinder Sliver (tap) Virulent Sliver (tap) Homing Sliver (tap) Island (tap) Mountain (tap) Forest Island Graveyard: Synchronus Sliver Darkheart Sliver Gemhide Sliver <|end|> <|user|> Death laughed as he remembered a spell, and from his current swamps, and from them came another scathe zombieszombie. The scathe zombies, and the origanl cannibal charged the man ripping through quite a few things to et to him.(Why cant i draw a Korlash? ): ) Spoiler life totals: Fanboy: 26 Agent: 17 SWING WITH THE CANNIBAL ZOMBIE AS WELL AS THE FIRST SCATHE ZOMBIE! Cards in play: swampX6, Zombie cannibal, lord of the undead , and scathe zombiesX2 Graveyard: Corrupt Hand: X4 <|end|> <|user|> As the reinforcement gemhide came, all the slivers once again began to produce mana-infused crystals. As they did, the main sliver legion arrived, and the power of the slivers grew unstoppable. Spoiler Draw. Tap land for 1 green 1 blue mana. Play Gemhide Sliver. Tap land for 1 red 1 blue, and slivers for 1 green 1 red 1 white mana. Play Sliver Legion. End turn. Life: 15 Hand: Unknown x4 Cards in play: Sliver Legion 11/11 Gemhide Sliver 5/5 (tap) Sidewinder Sliver 5/5 (tap) Virulent Sliver 5/5 (tap) Homing Sliver 6/6 (tap) Island (tap) Mountain (tap) Forest Island Graveyard: Synchronus Sliver Darkheart Sliver Gemhide Sliver <|end|> <|user|> I'm sorry to do this to you agentpaper but if I dont handle this bloddy thing I'm over, and I do have 8 creature kill spells in my deck. Death fliches in surprise as he sees the massive sliver legion arrive, the thing was huge, hen eeded to take it down he pulled out a crystal ball, and from it came the Winnowers the slayers of eyeblights, and thus they slew the mighty Legion of slivers, and the zombies began their attack once again. Spoiler Play a swamp.(Thats all I've drawn.😦) Play eyeblights ending, targeting the (yes i'm packing that.) Swing with scathe zombies, and a zombie cannible. end turn. Cards in play. Zombie cannible x1 Scathe zombies x2, and a lord of the undead Swamp X7 life totals are up to suggestion right now as I cant remember what poison does. <|end|> <|user|> As the mighty legion fell, another sliver came, and the remaining host began to move with lightning speed. The battle would end soon, one way or another. Spoiler Draw. Tap land for 3 mana. Cycle Telekinetic Sliver for Reflex Sliver. Tap 1 land and 3 slivers for 4 mana. Play Reflex Sliver. End turn. Life: 4 Hand: Unknown x4 Cards in play: Reflex Sliver (tap) Gemhide Sliver (tap) Sidewinder Sliver (tap) Virulent Sliver Homing Sliver (tap) Island x2 (tap) Mountain (tap) Forest Graveyard: Synchronus Sliver Darkheart Sliver Gemhide Sliver Sliver Legion <|end|> <|user|> Finnaly something of quality thats NOT a swamp or creature kill. From the black tides Emerged Deaths Champion Who goes by many names but there is one you cant deny. My name is Korlash! Hi everybody! My freinds all call me old scratch, and I'am a capricorn, my turn ons are Romantic walks, and killing the undborn. (song is Rofl.) Spoiler Play Korlash Heri to blackblade Swing with The cannible zombies, and scathe zombies. cards in play: Swamp X7, Lord of the undead, Scathe zombies X2, Korlash, and a Cannible Zombie. http://sales.starcitygames.com//card...?product=45627 Life: Me 20/ You ?? <|end|> <|user|> I fold, nothing I can do to win at this point. Would loose next turn. <|end|>
<|user|> Arena Tournament, Round 43: Strit Acora vs. Frank the Tank Map: Spoiler XP Award: 300 XP GP Award: 300 GP Strit Acora - Curtis Frank the Tank - Mushroom Ninja All Combatants, please roll initiative. <|end|> <|user|> Initiatve: (1d20+1)[ 17 ] <|end|> <|user|> High Ref chilepepper Curtis is the winner. <|end|>
<|user|> AgentPaper, make your move... <|end|> <|user|> The wastes stretched into the distance, a small rebel camp in their center. It was a new construction, one that would form the core of the new resistance. Spoiler Play 1 land. End turn. Cards in play: Plains Graveyard: <|end|> <|user|> A forest appears some distance from the camp, with a discernible village sitting high in the trees. Spoiler Draw a card, play Treetop Village (Comes into play tapped). End turn. <|end|> <|user|> As another rebel encampment rose up, a mysterious shrouded figure, riding on a horse, began to patrol the area between it and the forest. No attack would pass him. Spoiler Play 1 land. Play Knight of the Holy Nimbus. End turn. Cards in play: Knight of the Holy Nimbus (tap) Plains x2 Graveyard: <|end|> <|user|> A giant tree arises by the village, and a druid exits the village. Spoiler Draw, play Pendelhaven. Tap Treetop and Pendelhaven to play Leaf Gilder. And Treetop Village End turn. <|end|> <|user|> The rebel encampment expanded yet again, and as it did, yet another mysterious figure came out of the mists. He flickered in the sun, seeming a shadow of a true being. There were whispers that he could not be killed, as any weapon that touched him went straight through him without causing harm. His own weapons were not so limited, however. His spikes were real, and they were deadly. The knight rode out to the forest, and it was clear he meant to wage war. He led the rebels in the assault, and it was clear none could stand in his way. Spoiler Play 1 land. Play Zealot il-Vec . Attack with Knight of the Holy Nimbus. End turn. Cards in play: Zealot il-Vec (tap) Knight of the Holy Nimbus (tap) Plains x3 Graveyard: If you block with the elf, she dies and you take no damage. Otherwise, you take 2. <|end|> <|user|> The Knight strikes with his force. The forest expands, and suddenly is filled with life. Spoiler Take the damage. On my turn: Draw and play Forest. Tap Forest, Pendelhaven, Leaf Gilder, and Treetop Village to play Harmonize. Draw three cards, end turn. I have to discard a card, but that will have to wait until FF sends me some more draws. <|end|> <|user|> The rebel encampment grew even larger. The rebellion was going even better than planned. As it did, the amrou rebel force that the Knight of the Holy Nimbus had led began training under the shadow, and soon none not of the desert could block their raids, and they became known as the elite force, the Amrou Seekers. As they completed their training, the Knight of the Holy Nimbus led yet another raid against the forest. It seemed the forest had drawn in to contemplate it's actions, but this merely left them open to a surprise attack. The elf druid never saw the spike that killed him. Spoiler Play 1 land. Play Amrou Seekers. Attack with Knight of the Holy Nimbus and Zealot il-Vec, re-rout Zealot damage to deal 1 damage to Leaf Gilder. End turn. End turn. Cards in play: Amrou Seekers (tap) Zealot il-Vec (tap) Knight of the Holy Nimbus (tap) Plains x3 Plains Graveyard: Nobody to block, so you take 2 damage from KotHN, and Leaf Gilder dies from Zealot il-Vec. <|end|> <|user|> Spoiler Life: 16 Waiting for draws from FF. I'll make a second post when they come. <|end|> <|user|> The forest grew once more, and a pair of druids exit the forest. Spoiler Discard a Leaf Gilder at end of last turn. Draw, play Forest. Tap Forest and Pendelhaven for Devoted Druid. Tap Treetop Village and Forest to play Leaf Gilder. In play (Tapped): Forest x2, Pendelhaven, Treetop Village In play (Untapped): Devoted Druid, Leaf Gilder <|end|>
<|user|> Arena Tournament, Round 45: Awsomesauce vs. Little Knife Guy Map: Spoiler XP Award: 300 XP GP Award: 300 GP Awsomesauce - Bladester Little Knife Guy - dman11235 All Combatants, please roll initiative. <|end|> <|user|> (1d20+5)[ 17 ] This time I won't be so unlucky! (please have mercy on me Murphy!) I will buy a MW tool of tumble (grippy shoes that let me, you know, accelerate quickly and stuff). No more failing tumble checks! And selling one dagger so I'm not over weight... Spoiler start in B10, as well, two daggers in hand <|end|> <|user|> GM Kyeudo Little Knife Guy is the Winner! <|end|> <|user|> wow, didn't even know there was a match, I thought the refs where ignoring my charicter so I started on another one lol srry bout that dude <|end|>
<|user|> Arena Tournament, Round 39: Glunk vs. Yorick Map: Spoiler XP Award: 300 XP GP Award: 300 GP Yorick - edroux Glunk - SoD All gladiators please roll initiative <|end|> <|user|> I'm busy at work today and I'm going to have to consider my purchases very carefully if I want to have a chance at victory here, so I'll post again later for those, but you can have my initiative now. (1d20+2)[ 5 ] <|end|> <|user|> That's fine, no rush. Who knows, I might find something worthwhile to spend my 2 gp on. initiative - (1d20+2)[ 11 ] <|end|> <|user|> I've been home sick with the stomach plague the last couple days. I'll take some time when I get to work tomorrow to pick out some purchases. Odds are it'll be a psionic tattoo or two of some variety. <|end|> <|user|> Nah, that's fine. Take your time. And psionic tattoos? Well, why not? They seem to be the item of the round. <|end|> <|user|> Alright, I'm gonna pick up a potion of levitate and a psionic tattoo of compression. 400g total. <|end|> <|user|> Glunk, round I Start in B13, with great falchion in hand inside a locked gauntlet . ''Gruh, I will water orc orc you to death, bookhead!'' Double move to J12. Battle stats: Spoiler HP: 18/18 AC: 15 (touch 12, flat footed 13) Buffs: None. Position: J12. Your turn. Edit: sorry, both gauntlets were sold. <|end|> <|user|> Start in Y13, rapier and buckler ready, potion held in my buckler hand. Spoiler Potion of Levitate Single move to T12. Ready action: Spoiler If he moves more than 40 feet, I will move. End turn. Stats: Spoiler HP: 15/15 AC: 16 Position: T12 <|end|> <|user|> Glunk, round II Single move to O8. Ready Action: Spoiler If he comes within line of charge, I rage Battle Stats: Spoiler HP: 18/18 AC: 15 (touch 12, flat footed 13) Buffs: None. Position: O8. Your turn. <|end|> <|user|> Yorick Round 2 I'ma drink my potion and float up 20 feet. End turn. Stats: Spoiler HP: 15/15 AC: 16 Position: T12, 20ft up levitate (1/30) <|end|> <|user|> Glunk, round III ''Oh [bad word].'' Double move to T12. Spoiler HP: 18/18 AC: 15 (touch 12, flat footed 13) Buffs: None. Position: T12. <|end|> <|user|> Yorick Round 3 Standard action to throw my rapier at Glunk. Attack: (1d20-1)[ 11 ] Damage: (1d6+2)[ 4 ] Move action to float up 20 feet. Free action to give Glunk the 1 finger salute. End turn. Stats: Spoiler HP: 15/15 AC: 16 Position: T12, 40 feet up <|end|> <|user|> I noticed this match on the "needs to be disqualified post" and wanted to speak up about it. SoD mentioned a while back that he'd be traveling and wouldn't be posting regularly for some time, so if nobody (ie - Sam, who's waiting on this match to finish) minds, I don't mind delaying the DQ. <|end|> <|user|> Thanks for putting it off. I am now finished traveling, so here I am, in all my glory. Glunk, round IV ''Grah! I will cut your finger off!'' Ready Action: Spoiler If he pulls out a ranged weapon, single move to P12 Spoiler HP: 18/18 AC: 15 (touch 12, flat footed 13) Buffs: None. Position: T12. <|end|> <|user|> No worries. 🙂 Yorick Round 4 "I certainly think not!" Ready bow and attack. Attack: (1d20+3)[ 23 ] Damage: (1d8)[ 2 ] End turn. Stats: Spoiler HP: 15/15 AC: 16 Position: T12, 40 feet up <|end|> <|user|> And to confirm: Attack: (1d20+3)[ 9 ] Damage: (2d8)[ 8 ] Edit: Well, crud. <|end|> <|user|> Readying your bow triggers my readied action: Originally Posted by SoD If he pulls out a ranged weapon, single move to P12 So, I beleive that puts me out of harms way. Edit: bugger. A miss/type in my readied action...I meant P10...ah well, that's an arrow in me (damn it!). I'll have my turn soonish. <|end|> <|user|> Glunk, round V Move to P10. Done. <|end|> <|user|> Yorick Round 5 I will clamber along the face of the column that I'm adjacent to and then the giant glass wall at half my move speed, all the way to P12. End turn. Stats: Spoiler HP: 15/15 AC: 16 Position: P12, 40ft up levitate (4/30) <|end|> <|user|> Glunk, round VI Move to J 10. Stats: Spoiler HP: 8/18 AC: 15 (touch 12, flat footed 13) Buffs: None. Position: J10. Done. <|end|> <|user|> Can you be in J10? There's a big piece of glass in that square. <|end|> <|user|> Sorry, J11. My typings all over the place, sorry. Changing from a Finnish keyboard to an Australian is a larger change than you'd expect. <|end|> <|user|> J11 doesn't really work for me. Can you be in L11 instead? 😉 Yorick Round 6 I'll clamber along at half speed to Q7 End turn. Stats: Spoiler HP: 15/15 AC: 16 Position: Q7, 40ft up levitate (5/30) <|end|> <|user|> Glunk, round VII Move to A12. Ready Action: Spoiler Readied Action: If he shoots at me with his bow, five foot step move five feet behind Glass pillar (A11). Done. <|end|> <|user|> High Ref chilepepper First of all... SoD, refs Spoiler Just a minor technicality: You can't take a "five foot step" in a round you moved in. So technically, since you moved, you can't ready an action to take a 5' step. You can however ready an action to move, and then only move 5'. You just can't take an actual " 5' step ". I hope that makes sense. Secondly, when you Ready an Action , that is a visible action and must be stated outside of spoilers if LoS is established. It should look like so: Ready an Action {spoiler} I'll do X if Y happens {/spoiler} Glunk has a readied action right now. Play continues, Yorick's turn. <|end|> <|user|> Appologies, it is now fixed for wording. <|end|> <|user|> High Ref chilepepper Glunk is the victor. Insert clever remark here. <|end|>
<|user|> The goblin shaman waves his hand, and from the dusty earth sprouts a mountain of great peroportions, and from one of the many caves leaps, a goblin with an odd face, and strange fantacism. Spoiler Play a mountian Tap mountain play mog fantaic (if you dont know this one you deserve to die a stabbity death.) Cards in play/; MOuntian, Mogg Fanatic Hand: 5 hidden. <|end|> <|user|> A plain stretches into the distance. Spoiler Draw. Play a Plains. End turn. Life: 20 Hand: Unknown x7 In play: Plains Graveyard: <|end|> <|user|> This deck has like 12 first, and second turn plays believe me. Another mountian sctrecthes into the distance, and from the caves, emerges a war marshal from the caves, and with him comes his escort. Spoiler play a mountian, play mogg war marshal swing with mogg fanatic End turn. card in play: Mogg Fanatic, Mogg warmarshal, Token, Mountain X2 <|end|> <|user|> A plain mountain rises in the center of the plains, and a sliver slips out of a cave. Spoiler Draw. Play a Mountain. Tap land for 2 mana. Play Cautery Sliver. End turn. Life: 19 Hand: Unknown x6 In play: Cautery Sliver (tap) Mountain (tap) Plains Graveyard: <|end|> <|user|> The goblin shaman sniggers at the sliver hat came out of the the mountain. He then foucued his energies on making sure he marshal kept formation, and had the marshal, and the mogg fanatic charge, the man, but no before a swamp came into being. Spoiler Pay the echo cost on Mogg warmasrhal Swing with mog war marhsal, and mog fantaic. Play a swamp. Cards in play: Mogg Warmarshal, mogg fantic mountain X2, mogg fanatic, and a swamp. life totals: Me 20/ Him ??? <|end|> <|user|> Block the war marshal. <|end|> <|user|> KAy, the war marshal dies, and is replaced by another goblin, before damage goes the the stack, I sac my mogg fanatic tio deal one damage to cautery sliver killing it. life totals: 20/18 <|end|> <|user|> With the fall of the first sliver, more began to come out of the cave. A forest grew, and the slivers began to inhabit it. Spoiler Draw. Play a Forest. Tap land for 3 mana. Play Homing Sliver. End turn. Life: 18 Hand: Unknown x5 In play: Homing Sliver (tap) Forest (tap) Mountain (tap) Plains Graveyard: Cautery Sliver <|end|> <|user|> Untap, Upkeep draw, The old swhaman smiles, and a new mountain emerges, and from the caves comes a new being held in stasis by magical forces. (suspend greater gargadon for 4 mana has ten turns left until it comes out) And the two tokens just sit there. Spoiler Play a mountian suspend greater gargadon for 10 Go ahead. Cards in ppaly: same as before. <|end|> <|user|> The sliver let out a series of shrieks, calling out to it's brethren. Spoiler Draw. Tap land for 3 mana. Cycle Dormant Sliver for Gemhide Sliver. End turn. Life: 18 Hand: Unknown x5 Gemhide Sliver In play: Homing Sliver (tap) Forest (tap) Mountain (tap) Plains Graveyard: Dormant Sliver Cautery Sliver <|end|> <|user|> The goblin shaman shouted a loud an ornate chant, and from gthe swamps came a knucklebone witch, and a mountain arose, and from there came a bolt of fire that struck your sliver./ Then the tokens charged him. Spoiler Play knuckle bone witch http://sales.starcitygames.com//card...?product=47413 play a mountain Play incenerate Cards in play: Mountain x3 Swamp X2 Knuckle bone witch, tokens X2 life totals Me 20/ You 16 Gargadon 9 turns left. <|end|> <|user|> Spoiler Draw. Tap land for 2 mana. Play Gemhide Sliver. End turn. Life: 16 Hand: Unknown x6 In play: Gemhide Sliver (tap) Forest (tap) Mountain Plains Graveyard: Homing Sliver Dormant Sliver Cautery Sliver <|end|> <|user|> The goblin shaman shouts, and another mountain apperas, then in a flash it all disapers The greater gargadon emering from its stasis With a roar it charges you, trampling over your gemhid sliver (if you block.' Spoiler Sacrifice 8 permanents to greater gargadon. Bringing him in to play Swing for 9 Life totals": 20/ ?? Cards in play: Greater Gargadon <|end|> <|user|> Gemhid blocks, and dies. Draw. Tap land for 3 mana. Play Gemhide Sliver. Play Screeching Sliver. End turn. Life: 16 Hand: Unknown x6 In play: Screeching Sliver Gemhide Sliver (tap) Forest (tap) Mountain (tap) Plains Graveyard: Homing Sliver Dormant Sliver Cautery Sliver Edit: Where is he getting trample from? If he has trample, I don't block then. <|end|> <|user|> Kay, you take 0 damage. play a mountain sorry. <|end|> <|user|> Screeching Sliver blocks, and dies. Draw. Tap land and Gemhide Sliver for 4 mana. Play Dormant Sliver. Play Vesuva as a Plains. End turn. Life: 16 Hand: Unknown x5 In play: Screeching Sliver Gemhide Sliver (tap) Forest (tap) Mountain (tap) Plains (tap) Vesuva (W) Graveyard: Screeching Sliver Gemhide Sliver Homing Sliver Dormant Sliver Cautery Sliver <|end|> <|user|> I'm gonna play another mountain, then I'm going to attack with greater gargadon. Spoiler Life totals ME 20/ you ??? Cards in play: Mountain X2, Greater gargadon <|end|> <|user|> No block, take 9 damage. Draw. Tap Vesuva for 1 mana. Play Sidewinder Sliver. Draw. Tap Gemhide for 1 mana. Play Mindlash Sliver. Draw. Tap Dormant Sliver. Play Screeching Sliver. Draw. Play Terramorphic Expanse. Tap Terramorphic Expanse for a Island. End turn. Life: 5 Hand: Unknown x5 In play: Screeching Sliver Mindlash Sliver Sidewinder Sliver (tap) Dormant Sliver (tap) Gemhide Sliver (tap) Island Forest Mountain Plains (tap) Vesuva (W) Graveyard: Screeching Sliver Gemhide Sliver Homing Sliver Dormant Sliver Cautery Sliver <|end|> <|user|> Ap, ap ,ap Response to your playing sidewinder sliver I'ma gonna blast the only other USEFULL sliver gemhide with an incenerate. <|end|> <|user|> Did you just retroactively play a mountain? Sorry, you said you just attacked, so you have 1 mountain. <|end|> <|user|> I draw, and smile the greater gargadon charges this time with renewed ferocity as another mountain apperas. (I have to wait for you to declare you block.) <|end|> <|user|> Block with Screeching Sliver. <|end|> <|user|> Before damage goes on the stack I play Fury charm giving him +1/+0, and trample here's the card.😏 Thats what you get for gloating. http://sales.starcitygames.com//card...?product=44272 I was going to use it to save the knuckle bone witch, and a mountain but hey it comes, and goes I acutally made this deck to combo with a goblin ringleader, and goblin shaprshooter a long time ago i just updated it to time spiral back when i was bored, and wanted to paly with some freinds. Heck kncukle bone is the only lorwyn card in here. so screching slivers a 2/2 right, you take 8 damage. <|end|> <|user|> What happens if I pay 1 and sac the screeching? Screeching sliver is gone, so you can't deal damage. No damage, no trample roll-over. But big guy there is still blocked. <|end|> <|user|> What are you sacking him to? <|end|> <|user|> sac for mana, silly. Read the OOC post. It doesn't quite work. Trample still deals damage somehow. <|end|>
<|user|> Draw. Play a Forest. End turn. Life: 20 Hand: Unknown x6 In play: Forest Graveyard: <|end|> <|user|> Draw, play an Island, end turn. Life: 20 Hand: 7 In play: Island Graveyard: You still haven't answered, Extended or Legacy? <|end|> <|user|> Draw. Play a Forest. Tap land for 2 mana. Play Gemhide Sliver. End turn. Life: 20 Hand: Unknown x In play: Gemhide Sliver (tap) Forest x2 Graveyard: <|end|> <|user|> Since you haven't answered, I'll say it's the Legacy version. Draw, play an Island, end turn. Life: 20 Hand: 7 In play: Island x2 Graveyard: <|end|> <|user|> Draw. Play a Forest. Tap land and Gemhide for 3 mana. Play Homing Sliver. End turn. Life: 20 Hand: Unknown x4 In play: (tap) Gemhide Sliver (tap) Forest x2 Forest Graveyard: Erm, use whichever is more recent. <|end|> <|user|> That would be Extended. Ok, then. In that case: Counter Homing Sliver with Mana Leak Draw, play an Island, end turn. Life: 20 Hand: 6 In play: Island x3 Graveyard: Mana Leak <|end|> <|user|> Draw. Play a Swamp. Tap land and Gemhide for 4 mana. Play Basal. Play Screeching Sliver. End turn. Life: 20 Hand: Unknown x2 In play: Screeching Sliver Basal Sliver (tap) Gemhide Sliver (tap) Forest x2 Forest (tap) Swamp Graveyard: <|end|> <|user|> Counter Basal Sliver with Mana Leak Draw, play an Island, tap all 4 and play Fledgling Mawcor , end turn. Life: 20 Hand: 5 In play: Island x4 Fledgling Mawcor Graveyard: Mana Leak <|end|> <|user|> Draw. Tap Screeching Sliver for red and 2 forests. Play Homing Sliver. Tap Gemhide Sliver, Forest, and Swamp. Play Basal Sliver. End turn. Life: 20 Hand: Unknown x1 In play: Homing Sliver Basal Sliver (tap) Screeching Sliver (tap) Gemhide Sliver (tap) Forest x3 (tap) Swamp Graveyard: Basal Sliver Homing Sliver <|end|> <|user|> Draw, play an Island, tap all 5 and play Pirate Ship . Tap Fledgling Mawcor to deal 1 damage to Gemhide Sliver, killing it. Life: 20 Hand: 4 In play: Island x5 (tapped) Fledgling Mawcor (tapped), Pirate Ship Graveyard: Mana Leak <|end|> <|user|> Draw. Tap 2 Forests and a Swamp. Cycle Gemhide Sliver for Dormant Sliver. Play an Island. Tap Forest and Island. Sacrifice Screeching Sliver for 2 mana. Play Dormant Sliver. Draw a card. End turn. Life: 20 Hand: Unknown x1 In play: Dormant Sliver Homing Sliver Basal Sliver (tap) Forest x3 (tap) Swamp (tap) Island Graveyard: Screeching Sliver Gemhide Sliver x2 Basal Sliver Homing Sliver <|end|> <|user|> Draw, play an Island. Tap Fledgling Mawcor and Pirate Ship to deal 2 damage to Basal Sliver, killing it. Life: 20 Hand: 4 In play: Island x6 Fledgling Mawcor (tapped), Pirate Ship (tapped) Graveyard: Mana Leak <|end|> <|user|> Draw. Tap 2 Forests. Play Gemhide Sliver. Draw. Tap 2 slivers. Play Gemhide Sliver. End turn. Life: 20 Hand: Unknown x1 In play: Gemhide Sliver x2 (tap) Dormant Sliver (tap) Homing Sliver (tap) Forest x3 (tap) Swamp (tap) Island Graveyard: Screeching Sliver Gemhide Sliver x2 Basal Sliver Homing Sliver <|end|> <|user|> Tap 2 Islands to counter Gemhide Sliver with Mana Leak . How does this alter your turn? <|end|> <|user|> Tap all lands to pay the cost. Draw a card. Tap 2 slivers to play Gemhide Sliver. Edited my post to reflect. I'm gunna post each step one at a time from now on... <|end|> <|user|> Seeing that you paid to ignore Mana Leak, tap another 2 Islands to play Rites of Refusal , discarding an Island. Without the Gemhide Sliver in play yet, you have no remaining mana sources to prevent the counter. Draw, tap 3 Islands and play Prodigal Sorcerer . Tap Fledgling Mawcor and Pirate Ship to deal 2 damage to Dormant Sliver, killing it. Life: 20 Hand: 1 In play: Island x6 (3 tapped) Fledgling Mawcor (tapped), Pirate Ship (tapped), Prodigal Sorcerer Graveyard: Mana Leak, Mana Leak, Rites of Refusal, Island <|end|> <|user|> Draw. Tap 2 Forests. Play Gemhide Sliver. Life: 20 Hand: Unknown x2 In play: Homing Sliver (tap) Forest x2 Forest Swamp Island Graveyard: Screeching Sliver Gemhide Sliver x3 Basal Sliver Homing Sliver As stated, posting one part at a time. So act now if you're gunna react to this. <|end|> <|user|> Let's see, you started last turn with one card in hand. You drew, played a card, and had it countered so you never got to draw for it coming into play. You should, again, have only 1 card in hand at the start of this turn. So, you can play the Gemhide Sliver and should have only 1 other card, not 2. I'm not countering this one. <|end|> <|user|> Last turn I had 3. I tried to play 1, it got countered. The second I tried to play never got to try, so I ended with 2 that turn. This is why I'm posting one at a time now, heh. <|end|> <|user|> Originally Posted by AgentPaper Draw. Tap 2 Forests and a Swamp. Cycle Gemhide Sliver for Dormant Sliver. Play an Island. Tap Forest and Island. Sacrifice Screeching Sliver for 2 mana. Play Dormant Sliver. Draw a card. End turn. Life: 20 Hand: Unknown x1 In play: Dormant Sliver Homing Sliver Basal Sliver (tap) Forest x3 (tap) Swamp (tap) Island Graveyard: Screeching Sliver Gemhide Sliver x2 Basal Sliver Homing Sliver This is the end of turn I'm talking about, which I did not interfere with, and I just double checked the whole progression to that point and it is correct. This is followed by a draw, the countered Gemhide Sliver, a draw, and your latest Gemhide that I just said I wouldn't counter. That's two cards going into your hand and two going out, leaving just one. I suspect you may have forgotten to undo the draw when I countered. Edit: This is the draw I suspect you didn't undo when I played the second counter. Originally Posted by AgentPaper Tap all lands to pay the cost. Draw a card. Tap 2 slivers to play Gemhide Sliver. Edited my post to reflect. I'm gunna post each step one at a time from now on... <|end|> <|user|> I didn't forget anything. I have the correct amount of cards in my hand. I've been keeping track of my side of the table in a program. <|end|> <|user|> Well, if your program says you have 2 cards in hand besides the Gemhide Sliver you just played, you messed up somewhere. Card count for you for the game so far: Start 7, Play 1, End 6 Draw 1, Play 2, End 5 Draw 1, Play 2, End 4 Draw 1, Play 3, End 2 Draw 1, Play 2, End 1 Draw 1, Cycle 1, Play 2, Draw 1, End 1 --Draw 1, Play 1, End 1 Draw 1, Play 1, waiting The line marked with -- is the turn with so much drawing that was prevented by me countering the first sliver. You should have exactly 1 card still in your hand. <|end|> <|user|> Ok, if we want to backtrack to that, then we need to re-play all of those turns...Or we could just continue as is. I still think I've got everything in order. I found the issue. I wrote in that I had drawn a card my first turn, when I didn't. When I went back to upkeep, I counted that in drawing a card. So, I drew a card since I thought I had not drawn that turn. Got rid of the offending card, which I will be drawing next turn anyways. Go ahead. (I have one card other than the gemhide I am trying to play) <|end|> <|user|> "Re-play" as in starting the game over? That hardly seems necessary. Simply reading your own posts will confirm the list I posted, and discarding one card at random should be a reasonable fix, I think. <|end|> <|user|> Just post your reply already. And see edit above if you need to know why I had the extra card. (which is now gone) <|end|> <|user|> Ok, glad we figured that out. No counter, Gemhide Sliver is in play. Edit: typo. <|end|> <|user|> Tap land and homing sliver to play Dormant Sliver. <|end|> <|user|> No counter for that either. Draw your extra card for getting it into play, but I believe you are all tapped out now. <|end|> <|user|> Indeed. End turn. <|end|> <|user|> Draw, tap 5 Islands and play Mawcor . Tap Fledgling Mawcor, Pirate Ship, and Prodigal Sorcerer to deal 2 damage to Dormant Sliver and 1 to Gemhide Sliver, killing both. End turn. Life: 20 Hand: 1 In play: Island x6 (5 tapped) Fledgling Mawcor (tapped), Pirate Ship (tapped), Prodigal Sorcerer (tapped), Mawcor Graveyard: Mana Leak, Mana Leak, Rites of Refusal, Island <|end|> <|user|> Fold. Yet another deck that I have nothing that can deal with it. Bleh. <|end|>
<|user|> The arid sand all but scarred the feet of the gladiators in the 100 foot wide circle that was their arena. Crowds surrounded them jeering at whomever they thought to be dead soonest. One was a small runty boy, he'd never last, and the other had a laughable claw... or so they thought. Standing on opposite sides of the midpoint of the circular arena they stood, 50 feet away from one another - the wall being 25 feet behind them. The fight was about to commence... Cyanic Move 1) Preparation Will you... A) Head towards the rear wall. B) Charge your opponent pincers snipping. C) Attempt to gather water for your water attacks in the arid arena. (A percentile roll - roll a d100 if you choose this... a 22 or lower and you succeed.) Percent: 22 D) Stay still and wait. <|end|> <|user|> C (1d100)[ 5 ] . Pulling water out of my opponent, if possible. It doesn't have to be done aggressively. It could just be stripping the condensation from his skin as he sweats. <|end|> <|user|> bump bump bump bump dah dump bump bump bump bump bump BUMP BUMP! <|end|> <|user|> Yeah, I'm still here too. <|end|> <|user|> (sorry, broken computer!!) Water beads up through the arena into the claw of the crab-man, his ammunition now ready. Thanos Turn 1: Preparation You notice the sand, the light light sand below your feet. Time has come to fight, what will you do? A) Walk towards your opponent, using your glove to kick up sand on the way. B) Shoot sand straight up into the arena to block your crabbish opponent's view. C) Wait for the enemy to strike. <|end|> <|user|> Walks towards my opponet to kick sand up with the way. This gives me both active mobility, and cover. <|end|> <|user|> Sand shoots everywhere as "Bighead" walks down the arena. The sand billows up high into the coliseum and some people are very unhappy about it! An orc on the 4th row gets sand in his ale and up his britches. He decides to throw the now crusty drink bottle at Thanos in what a 6th row, and very drunk, dark elf begins calling "the bestuh play of this 'ere match." "Boo" is the most widely heard word throughout the arena. It isn't Halloween. Cyanic Move 2: Intimidation The sand makes it hard to see, will you... A) Stagger towards your opponent. B) Back towards the wall. C) Shoot your water supply in the form of rain to combat the sandstorm. D) Shoot a blast of water directly at your opponent with (12%) chance to hit. <|end|> <|user|> C . Definitely C. <|end|> <|user|> The sky looks crazy! It appears as if a storm is brewing!! Thanos Turn 2: Overcast You continue sludging along towards Cyanic. Do you... A) Pick up the bottle, now with a jagged edge, with your special glove powers and keep it floating nearby. B) Leave the bottle and keep walking. C) Hunker down for the storm, keeping the bottle within sight. <|end|> <|user|> C. Easily. <|end|> <|user|> Cyanic Turn 3: Storm Front Your opponent appears to be cowering in fear with a serrated glass bottle near him. The sky is adorned with your water, which you can control, that is made much heavier by the sand specs that many of the droplets contain. The two of you are 30 ft away. You... A) Collect the sandy water droplets into one hovering mass of water. B) Surge all the water at your opponent in one massive and stormy blast. C) Let the water drop peacefully now that the sand is no longer a problem, and shield your face with your prominent claw to protect from any potential bottle attacks. D) Walk towards him while he is hunkered down. (Get to a range of 10 feet) <|end|> <|user|> B. Absolutely. <|end|> <|user|> I"mah Chargin My Bumpzoar! :shoop To Whoop!: <|end|>
<|user|> Red crimson liquid flowed downward from the long gaping shoulder wound, staining the warriors winter wool garments. The liquid dripped slowly from the warriors hand as he slowly fell forward over the mare's mane, his hand dangling at the mounts side left a light trail of blood across the whiteness of the snowcapped mountain. A trail that would be gone in matter of minutes due to the strong upper wind carrying and depositing new amounts of snow over the area. This fact was hard pressed upon the warriors mind for he knew he had to reach the villa to let someone know about the robed figures and the creatures that stalked the night, he had to warn them for he was the only one that made it out. He gasped the reins tighter in his hand as he jilted the mount to move faster for he was growing short of time and the city of Red Barrel stood just below him, he could see the small pin points of light from the inhabitants homes. The thundering of the heavy mounts huffs could now be heard by the warrior as the snow became thinner. The warm air now carried the strong scent of the evergreen pines indicating to the warrior that he was at least half way down the mountainside, but with the coming of the warmth, the blood began to flow faster causing him to fear that he would not make it there in time. Reaching back, the best he could, he managed to pull free a piece of parchment from the mounts side pack. Spreading the parchment out he began to draw a map indicating the location of this atrocity. The pines turned to various other types of trees and the ground began to level out as the warrior entered into the forest that lived at the base of the mountain range. He knew now that he was only a short span away from the port city. The smell of the ocean was heavy here, another supporting sign that he was almost there. His blood written parchment clasped tightly in his fingers. His eyes, barely able to stay open, focused upon the horizon, hoping to see the city soon. The warrior grasped the reins tighter as the walls of the city stood before him. His eyes fell upon the guards as he approached the gate. His breath was rasp and the word danger slipped over his chapped lips. He continued to mutter this warning as the guards pulled him from his mount. The last words escaping from his lips were... They have been freed.... The atmosphere of the inn was everything you expected it to be. There were barmaids brisking about serving the thirst patrons, bringing them food and cheer. There were bards singing of tall tales and heroes of fame and legend. Finding a place to sit, you began to relax and let the days stress flow from your body. The food and cheer of your order placed before you. The laughter, the giggles, the singing of the bards came to a stop as the door to the inn flew open and two city militia escorted the Constable into the inn. His sharp features were toppled by an expression of Grimness. Taking center floor he began. “There be danger!” His voice took on a heavy tone, one of authority to get everyone's attention. “We are in the need of strong adventures.” his eyes moved about the patrons, sizing them up. “The City of Red Barrel offers pay for any adventurer whom wishes to sign up.” he looked over the room once more. “I can not go into detail here, for anyone who wishes to join may come talk to me at the Constables office in one hour. “ he turned away and began to head to the door but stopped and added, “This should only interest the strong ones, for it is very dangerous.” he moved on out of the inn and headed to his office hoping that there would be a good turn out.... occ. This Rp is freeform style but based on AD&amp;D game mechanics <|end|>
<|user|> The sails flutter as a sharp wind flashes across the deck of The Vagabond. You've come to like the way these sudden gusts would carry the salt into your lungs. It's refreshing to be on the sea, feeling like you're going somewhere. It had been ten days, a whole tenday, without stopping once in port. On a merchant ship like this, one would think that Old Man Jeffrey would want to stop in every port possible in order to try to sell his inventions. Jeffrey started as a tinkerer, and a damn good one at that. He was always against using magic to solve problems, and seemed to hold spite for those who leaned on it. He always said things like, "Magic won't be 'round forever boys, pick up a sword and shield and guard properly." Fat lot of good that does you in this world. Mostly, his inventions are useless. Little trinkets that move on their own or special boxes with hidden compartments to store stuff. Really, most of his sales were to unsuspecting nobles who needed some sort of entertainment to fill the gaps between the five meals of their day. The reason for being on this ship, well, cash. You've run right out of it. That cruel realization rears its ugly had once more, kicking down the high you'd just gained from the breeze. Jeffrey makes his way over to you. "I know I hired you as guards, but it'd be nice if you did something to clean the ship too. It's rather dirty and a couple of my crew are under the weather, what do you say to an extra five gold in your pocket just to clean the ship?" That's right, a couple of the crew had gotten sick because we hadn't gone to port. Stupid Jeffrey, what is he thinking. The weather's clear. Hell, you can even see that the waves have a nice chop from that gust, why are we still here? "Well? What do you say to some extra coin?" <|end|> <|user|> Mercutio leans against the railing, enjoying the salty spray upon his face. Now this was freedom. Sailing the open seas, he could make a living out of it. That is if he didn't have to do mundane jobs such as cleaning the ship as well. Merc does a quick check of his coin purse. Yup still just the two gold pieces. Still facing the sea, the Drow signals to Muriel in Hand Cant. How much prestidigitation did you prepare today? Without waiting for response from his partner, Merc spins on his heels, his trademark grin stretching from ear to ear. "My dear Jeffery, a good day to you! Now we are always appreciative of gold, but what would you say to a little wager?" <|end|> <|user|> Muriel Muriel leaned out over the railing of The Vagabond, enjoying the feel of the wind in her face. Her long black dress fluttered in the strong gusts, the wisps of cloth floating out behind her like blood over water. Closing her eyes, she simply took a moment to feel the sea air. That was really the only good part of being on this damned ship. Being away from the stenches and troubles of land. She certainly wasn't here for the captain's company. In fact, if Mercutio hadn't been so picky about the jobs they took, they wouldn't even have to be here. Not like Windbags pays us all that much anyways... Speak of the devil. She could hear the old geezer's footsteps approaching behind her. And smell his stench. She scowled, not turning around as he made his offer. What do I look like, a cabin boy? She signaled back to Mercutio, I have Grease prepared. I refuse to do this man's dirty work for such a low fee. Wager or not. The scowl stuck, her morning ruined. <|end|> <|user|> "Whatcha mean? A wager?" The old man leaned to the right slightly, placing a hand upon his leg. <|end|> <|user|> Merc's smile flattens for a split second when he see's his partner's response. As his eyes were toward Muriel, he spots a very colorful bird in the distance. Twas a very pretty bird, all the colors of the rainbow with a white belly. He had always wanted a pet bird, possibly a parrot that he could teach to say words like some sailors he had met. Maybe one day he get one. Mercutio realized he had drifted off into thought for a long time again and attempted to make a quick recovery. "What? Sorry spaced out there for a second, pretty bird and whatnot." his smile reappears, "Sure thing I clean up, need the cash anyway. But what do you say to paying 10 gold pieces, my captivating captain?" Behind his back, the drow signals to Muriel, Fine then, I shall have all the earnings to myself and share none with you. In a childish fashion. Well, as childish as you can express in a sign language. Spoiler Diplomacy - (1d20+12)[ 30 ] <|end|> <|user|> Muriel The woman simply gave him a flat stare and went back to staring out to sea. <|end|> <|user|> Jeffrey's eyes show confusion and just a bit of suspicion. Mercutio's words do not help. "Where I'm from, that's not called a wager, boy. That's called begging for payment." He looks back for a second, toward starboard, before continuing his words. "Whatever, just get her clean. We're going to be at sea for one more day before port." He tosses ten gold pieces on to the floor, walking away with a swift turn of his heel. <|end|> <|user|> "Ah ha!" Mercutio quietly exhults to himself, "My gambit worked! Not a wager in your eyes maybe, oh Captain of Cakes. But I still get the better end of this deal." With that, the actor picks up his gold, grabs a mob and bucket, and begins to scrub the decks. <|end|> <|user|> Muriel In Undercommon. "What in the nine hells do you mean by Captain of Cakes? Has the sea air gone to your head." <|end|> <|user|> Still scrubbing the floor, Mercutio replies back in Undercommon, "Was a character in one of the plays I did back in my theater days. Fat old captain of a ship who is easily fooled by the hero. And here in lies the lesson my dear. If you play an annoying enough fool, people will give you money to go away and shut up." <|end|> <|user|> Muriel Turning her head slightly to stare at the retreating emaciated back of Jeffrey, and back to Mercutio. " He's not fat though... " she muttered under her breath. <|end|> <|user|> Mercutio shrugs. Still scrubbing the deck. <|end|> <|user|> Mercutio makes short work of the deck, finding himself done in about an hour. Standing as he finishes and returning the supplies to their proper place, Mercutio returns to Muriel on the deck of The Vagabond. It was midsun now, and the heat was evident, the freshness of the previously welcome ocean spray had somewhat dissipated and been replaced by the quite unwelcome feeling of clothing sticking to ones back. The humidity created by a sea environment was starting to not pay off. <|end|> <|user|> Rolling one of his newly earned coins across his fingers, Mercutio leans his back against the railing and says to Muriel, "You know? I've been wondering, why haven't we stopped in the last tenday? I imagine thats why there's been so much sick that I just scraped off the deck. I figure a man such as him would want to stop at port and sell his goods at any chance he gets" <|end|> <|user|> Muriel Muriel gives a shrug, clearly not caring. "Ask Windbags." <|end|> <|user|> Flipping the coin into the air with his thumb, Mercutio says, "Grand idea!" Catching the coin he strolls to the Captain's cabin and knocks on the door. <|end|> <|user|> The door opens, the captain wearing a pair of spectacles. Behind him is well-decorated room. A large roundtable is the predominate feature. and it sports quite a map on its surface. Over to the side is a desk, filled with a seeming endless amount of parchment and ink. The room was well lit, a sky light letting in more than enough light. The whole room seems to be made of wood, and feels like it is older than it probably truly is. "You finish the deck, Mercutio? What do you want now? More payment?" <|end|> <|user|> Leaning against the door frame the drow asks, "Cap'm I been meaning to ask, Why haven't we stopped in any port town in the past tenday? I'd figured you for the kind of Captain that would love to stop at each and every opportunity to sell his wares. So what gives?" <|end|> <|user|> "Truth is, I've entangled myself quite heavily in a project that requires fresh sea water. The water near ports often has all manners of debris in it. So, it's completely unusable for this purpose. Sorry I can't say more lad, but I wouldn't want you stealing my ideas, would I?" The captain turns back to the room, sitting at the desk, motioning for Mercutio to close the door. <|end|> <|user|> Ignoring the captains motions, Mercutio continues, "Oh come now Jeff. I'm not the type to steal others' ideas. Sure I might borrow one or two and tweak them to my satisfaction, but never steal no. I'm just the curious type." Spoiler Diplomacy - (1d20+12)[ 15 ] <|end|> <|user|> "In my trade, the curious type are most commonly snoops and thieves. Now, close the door and do something productive, before I dock your pay!" The captain tears off his spectacles as he says this and points outward toward the deck. <|end|> <|user|> Defeated, Mercutio raises his hands in surrender. He closes the door and returns to his spot on the rail next to Muriel. "Says he needs copious amounts of sea water that 'isn't sullied by ports' or some such for his newest project. Then told me to get out and do something productive." Merc takes a deep satisfied breath and smiles. " I suppose there's nothing more productive for a ship guard to do than sit and guard the ship. Wouldn't you agree?" <|end|> <|user|> Muriel Muriel quickly conceals her trepidation when she learns Mercutio was questioning the captain on his motives. She hadn't thought of that. If he learned the man was less than the honest-if-annoying tinker he thought he was... Well, it would be annoying to deal with. Aloud, all she says is, "Productive indeed." <|end|> <|user|> "Aye, productive." The third voice is a somewhat familiar one, it was Two-Dagger Jim, the first mate and head enforcer on the boat. When a crewmate wasn't doing their proper job, Jim would discipline them appropriately. A tall man, roughly six feet high, and sporting quite the ragged jacket over his slim frame. He twirled daggers in both hands at almost all times. Seems that he was the usual guard as well. In the recent days that you've been aboard, Jim had given you quite a hard time. You suspect it has to do with captain seeking your help over his. Quite an inferiority complex. "But, do you know what would be more productive? Helping out in the kitchen, washing the deck, or maybe, you know, staying in your quarters when you have nothing better to do? One-eye is up in the crow's nest. Trust me, you'll know if there's something to guard against in this sea. For now, get off Jeff's deck and get yourself into the hold." The daggers stop at this last line, and promptly reverse direction, spinning faster than they were. <|end|> <|user|> Muriel Muriel turned around, smiling sweetly at Jim. "Indeed. We should all strive to be as productive as you. Although however well intentioned it is, I am afraid the wind you are creating with those knives isn't enough to make the ship go any faster. Even combined with that mouth of yours." She shook her head sadly. "Ah well, keep up the good work." Turning to Mercutio, she inclined her head towards the hold. "Let's leave Too Daft to his guarding. I'm sure he can handle any carp who try and attack the ship." Her tinkling laughter echos around the deck as she saunters off. <|end|> <|user|> Mercutio's smile grows impossibly wide at Muriel's comment. Leaning towards Jim he says, "You know Jimbo, there I times when I absolutely love that woman and praise the day I met her." With a chortle, the drow makes his exit back to his and Muriel's shared quarters. <|end|> <|user|> Somehow, the two seem to get away with their comedy, despite the infuriated expression on Jim's face, he seems far too shocked to say anything. The two are already on their way toward the rear door which leads into the hold. Calling the place "shared quarters" would've been overly generous, but the place did its job nicely. Mercutio and Muriel had their own set of hammocks conveniently located next to some rather large and old crates. Undoubtedly, these items had never sold. The cannons were centered at the portholes on the starboard side, and the place was primarily a common area for the crew, as well as their quarters. A couple boxes lined the place, the more popular items, but it didn't distract from its primary purpose. A stairwell near the center of port side led into the storage hold, where the majority of products were stored. Despite the dank and dark atmosphere of the hold, the place was a temporary home. Of course, it helped that Aera, the ship's navigator, knew how to play the lute. This day, the storage hold was being reorganized. Boxes were being moved in a flurry, and some were being thrown out. Luckily, Mercutio and Muriel's hammocks weren't anywhere near the action. Spoiler Same size as upper deck, stairs on center left going up and down. Right side has cannons lining it, boxes around the edges of the room, the center has a series of hammocks supported by support beams. Your hammocks are on the upper right side, supported by some old massive crates. <|end|> <|user|> Raising a silvery eyebrow at the ruckus, Mercutio turns to Muriel and shrugs. Turning back the busy workers, he shouts over the din, "Oi! Whats all this hubbub? Need a hand?" <|end|> <|user|> Muriel Muriel couldn't help but wince at the noise and activity taking place. She heaved a dramatic sigh. Raising her voice, she too addressed the workers. "I would simply leave you to your labor, and go and take a nap. Unfortunately, that option appears to be out of the question becuase of the Bane cursed racket you're raising. So, in the pursuit of a little quiet, I repet my companions question." Now putting on her sweetest, most vitriolic smile, she finishes. "How may I help you?" <|end|> <|user|> Raising the other eyebrow, Mercutio gives Muriel a look of feigned fright. Placing an ebon hand on her shoulder, his face changes to that of a mother gently chastising a child, the drow says, "I know that smile. That smile means bad things. Put it away before you frighten the others dear." Removing the hand, he grins from ear to ear again and says, "Seriously though, You? Agreeing with me? Who are you and what have you done with my morbid and murky Muriel?" <|end|> <|user|> Muriel Muriel turns her smile towards Mercutio, and says in the same chiming voice, "Don't push your luck, or you will become a Doomed to be Dead Drow." <|end|> <|user|> Mercutio's face becomes that of disappointment. He places a hand on her shoulder again and says, "You really need to work on you alliteration there dear. Yours was just not funny." <|end|> <|user|> Muriel Muriel simply ignores Mercutio, waiting for a reply from the crewmen. <|end|>
<|user|> http://aledeon.net/main <|end|>
<|user|> http://aledeon.net/main/ <|end|>
<|user|> http://aledeon.net/main <|end|>
<|user|> Arena Tournament, Round 47: Syran Silverskin vs. No Map Spoiler XP Award: 300 XP GP Award: 300 GP Syran - Fishy No - Bayar All Gladiators, please roll initiative <|end|> <|user|> Checking in, debating purchases. Most likely going to get my scaly rear kicked. Init: (1d20-3)[ 12 ] <|end|> <|user|> That remains to be seen. I learned never to underestimate my opponent. So I always give 110 % in the BG. Initiative: (1d20+2)[ 18 ] Want to craft stuff, so PLS dont start yet 😉 Edit: And I finally win initiative. <|end|> <|user|> K, I will scribe a scroll of scorching ray, a scroll of seeking ray, a scroll of swift expeditious retreat, a scroll of expeditious retreat, a scroll of Winged Watcher...this may take a while... K. All that **** costs about...112.5+28.12 =140.62 GP and 15 XP. <|end|> <|user|> K. Lets start. No - Round 1 Spoiler Will start in N25 with 2 scrolls in each hand. One contains my offensive spells the other one contains the other spells. I have both my scrolls in hands. And I am not wearing my armor. Will try to cast Swift Expeditious retreat and after that will try to cast invisibility . UMD 1: (1d20+17)[ 19 ] DC 21 UMD 2: (1d20+17)[ 23 ] DC23 Not done. Spoiler Damn. Oh well, I dont manage to cast expeditious retreat but I go invisible. Will move to S23. Done. Stats: Spoiler HP: 6/6 AC: 12 T:12 FF: 10 Location: S23 Speed: 30 Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher, Invisibility <|end|> <|user|> Eh, no reason not to. Syran - Round 1 Spoiler Syran begins in M2, holding her net and the scroll of sleep, with Fido the Wonder Dog in N2. Standard action: Attempt to cast Heroism, opting to share with Fido. DC 8 caster level check: (1d20+1)[ 7 ] Not done yet... EDIT: Spoiler Okay, looks like I suck. As a free action, order Fido to head south and Attack: which my Handle Animal skill is high enough for me to do without rolling. Fido will head to N18, where I lose control of him, and Syran will head to I6. And, finished. statblocks: Spoiler Syran: Spoiler Position: I6 HP: 10/10 AC: 16, Touch: 13 Saves: +5/+6/+4 Horrible Death By Suffocation: 1/9,600 Fido: Spoiler Position: N18 HP: 13/13 AC: 16, Touch: 12 Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier) Saves: +7/+7/+3 <|end|> <|user|> LOS check ? <|end|> <|user|> LOS fro dah Fanboy Ref No Spoiler You see Fido in N18 Silverskin Spoiler No LOS <|end|> <|user|> No - Round 2 Spoiler Oh ****, he sent his pet to kill me with scent ! Have to escape ! Double-move to U12 from S23. Done. Stats: Spoiler HP: 6/6 AC: 12 T:12 FF: 10 Location: U12 Speed: 30 Buffs: Invisibility 2/10 Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher, Invisibility <|end|> <|user|> Round 2 - Syran Spoiler Syran double-moves to I18. Fido is outside my direct control, but starts at N18 and moves southish looking for something to attack. Done. statblocks: Spoiler Syran: Spoiler Position: I18 HP: 10/10 AC: 16, Touch: 13 Saves: +5/+6/+4 Horrible Death By Suffocation: 2/9,600 Fido: Spoiler Position: ??? Base Speed: 40' HP: 13/13 AC: 16, Touch: 12 Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier) Saves: +7/+7/+3 <|end|> <|user|> LOS Bayar Spoiler You see Fido move south from N18 to N21. Then following the past command to its best extent he moves his last 3 squares to R23 to attack you. Fido's rolls (1d20+3)[ 11 ] Damage: (1d6+3)[ 7 ] Now trip attempt: (1d20+2)[ 11 ] No LOS aside from the Fido. Syran Spoiler You see Bayar getting attacked by Fido who is S23 Fido is in R23. <|end|> <|user|> @FFFanboy/refs: Spoiler 1. I am in U12. 2. I am invisible. he didnt roll for concealment. Still on religious holiday. It will end tomorrow. <|end|> <|user|> High Ref Maurkov Redoing LoS @Syrian Spoiler You see Fido arrive in N25. @No Spoiler You see nothing. @refs, FF fanboy Spoiler I'm not rolling move silently vs. passive listen because it's got an INT of 2. <|end|> <|user|> Hmm. Ref question? @refs: Spoiler Syran sees Fido "Arrive" in N25? In what direction did he arrive from? Is he moving under his own power, or being pushed? Is No still visible and in S23, and if not, which way did he go? Thanks a ton. <|end|> <|user|> GM Kyeudo Fishy Spoiler FF Fanboy's ref check contained a serious mistake about No's location. He was never in S23 for you to see him there. <|end|> <|user|> Okay, cool. So, that leaves us with No in the top of round 3, whenever bayar gets back? <|end|> <|user|> No - Round 3 Spoiler Double move from U12 to O8. I am still invisible Done. LOS check would be gr8. Stats: Spoiler HP: 6/6 AC: 12 T:12 FF: 10 Location: O8 Speed: 30 Buffs: Invisibility 3/10 Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher, Invisibility <|end|> <|user|> High Ref Maurkov LoS @Syrian Spoiler You still see Fido at N25. @No Spoiler You see Fido at N25. <|end|> <|user|> Round 3 - Syran Spoiler That's odd. Going to try to 'push' Fido to track No by scent. Handle Animal DC:25 (1d20+9)[ 16 ] Not done yet... <|end|> <|user|> Spoiler Using my second move action to try again: (1d20+9)[ 15 ] And, done. statblocks: Spoiler Syran: Spoiler Position: I18 HP: 10/10 AC: 16, Touch: 13 Saves: +5/+6/+4 Horrible Death By Suffocation: 3/9,600 Fido: Spoiler Position: N25+??? Base Speed: 40' HP: 13/13 AC: 16, Touch: 12 Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier) Saves: +7/+7/+3 <|end|> <|user|> Los ? 🤨 <|end|> <|user|> High Ref Maurkov LoS @Syrian Spoiler You still see Fido at N25. @No Spoiler You see Fido at N25. <|end|> <|user|> No - Round 4 Spoiler Wait, he cant turn invisible too, right ? He must be hiding somewhere... Move from O8 to P17. If at any point I get LOS to Syran, I will stop. walking on the edge of the cliff. PS: I am still invisible. Done. LOS check... Stats: Spoiler HP: 6/6 AC: 12 T:12 FF: 10 Location: O8 Speed: 30 Buffs: Invisibility 4/10 Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher, Invisibility <|end|> <|user|> High Ref Maurkov I hate this map. LoS: @Syran Spoiler You continue to see Fido. @No Spoiler You see Syran in I18. Without a scale model and a laser, my best guess is that LoS is established as you enter P11. <|end|> <|user|> Round 4 - Syran Spoiler One more time, trying to Push Fido to track No by scent, before the water takes it away: Handle Animal DC 25: (1d20+9)[ 11 ] Not done yet. <|end|> <|user|> Spoiler Okay, nevermind that. Free action, order Fido to go attack in the general direction of R16, move action to J11. Or something. And, done. statblocks: Spoiler Syran: Spoiler Position: J11 HP: 10/10 AC: 16, Touch: 13 Saves: +5/+6/+4 Horrible Death By Suffocation: 4/9,600 Fido: Spoiler Position: N25+??? Base Speed: 40' HP: 13/13 AC: 16, Touch: 12 Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier) Saves: +7/+7/+3 <|end|> <|user|> High Ref Maurkov LoS @Syran Spoiler You lose LoS to Fido as he heads off to the NE @No Spoiler You lose LoS to Fido as he heads off to the NE. Syran moves to J11. @Fido (just kidding. Refs only) Spoiler Without a target, Fido heads NE to T19 and awaits further orders <|end|> <|user|> No - round 5 [spoiler]I drop my attack scroll and attempt to cast Seeking ray from it. UMD check: (1d20+17)[ 33 ] Attack roll: (1d20+4)[ 11 ] VS AC 10 (2 from DEX 2 from being invisible) Damage roll: (4d6)[ 14 ] [./spoiler] Edit: take 11 electricity damage. Oh and you see me on the edge of the other hill...in a square...forgot exactly which one :/ <|end|> <|user|> Okay, cool. I die horribly. <|end|> <|user|> High Ref Maurkov I call this match in the favor of No. <|end|>
<|user|> Arena Tournament, Round 41: Ragefire vs. Wolaifex Map Spoiler XP Award: 300 XP GP Award: 300 GP Broken Stick Ragefire - KoG Wolaifex - FlyMolo All gladiators please roll initiative <|end|> <|user|> Wow, I completely missed this. 😦 Rage-frires new sheet is being held here Initiative - (1d20+2)[ 10 ] <|end|> <|user|> I'm here! Hello. Germany was fun. Let me find mah sheet. Nevermind, Mythweavers is borked. (1d20+2)[ 13 ] There we go. That was his initiative mod last match. I'll start in D10. You? <|end|> <|user|> Let's line it up, I'll start in W10. With my earnings from my last match, I'm going to pre-battle purchase a potion of Blur (300gp) and a Morning Star (8gp), using up the last bits of my money ☹️ If you're not buying anything, I'm starting with a Heavy Shield and Potion in my hands. <|end|> <|user|> Totally forgot about purchases! I buy a silk rope and grappling hook. (12) A lance (10) A pair of spiked gauntlets (5) Light warhorse (150) Riding saddle (10) 50 gp masterwork tool for Ride (50) Total 200+20+17=237. Remaining 63. Right, if I remember my horse rules correctly, the horse takes up two squares and I'm on the back square of it? Or is it a large sized square critter? Worth knowing. <|end|> <|user|> A horse? 😦 You're almost as fast as one anyway! A horse is a large creature, and has a space of 10, so it takes up the regular 10 foot square. As for placement, I can't find anything about that in the rules. 🤨 I'm now pondering a change of opening hands, but I might be pointless in the end... I'll wait to hear what a ref says about horse-rider placement first. <|end|> <|user|> GM Kyeudo All spaces in 3.5 are square (or cubes in three dimensions). A horse is a large creature and takes up a 10x10 square. Riders share the same space as their mount. If you can attack the mount in any way, you can attack the rider. <|end|> <|user|> I see. I was thinking as much. In that case, I think I'd in fact like to change the objects held at the start to my Halberd, and that is all. <|end|> <|user|> I should probably buy a shield to go with my lance, right? Heavy wooden shield coming up. with spikes on. Alright. I'm sitting on my horse, lance and shield in hand. I take up all my legal squares. Edit: I look awesome. 😁 <|end|> <|user|> Isn't a lance a two-handed weapon? Also, are you doing nothing for your turn? 🤨 <|end|> <|user|> Ref Talic I believe he's waiting on your placement. Further, when mounted, a lance may be held in 1 hand. <|end|> <|user|> I move to P10-O11 and ready an action Spoiler Triggered by his movement ending, to move. Vague, but I can't think of a better way to phrase it. All done. <|end|> <|user|> Alright then, fighter versus barbarian fun! To start, I'm moving from towards Z6 and disappearing northward. Spoiler Movement continues until reaching Z3, pull out my Potion of Blur with my remaining action. Stats Spoiler HP 9 AC 17 T 14 FF 13 Held - Halberd +6 1d10+7 x3 Held - Potion of Blur Your turn. <|end|> <|user|> Ah-ha! Readied action activated! You head north towards Z6, finishing your move up there somewheres. After this, my readied move action takes me to z7-y8. You in that column? I doubt you have move enough to get around the corner. *counts* not without double-moving, and my actions slots between yours. I spot you. <|end|> <|user|> Indeed, I am spotted in the Z column at Z3 as you have deduced by your fancy 'addition' and 'subtraction'. I will now change my action due to developments, and ready my action Spoiler Readying my Halberd against a charge It would be good to note that due to your size, I would currently have cover relative to you. That is if you don't come after me 😛 Stats Spoiler HP 9 AC 19 T 16 FF 17 (+4 Cover) Held - Halberd +6 1d10+7 x3 Potion of Blur One last note for refs Spoiler Being mounted, to move into they alley, he will need to take the penalties for squeezing into a smaller space. Your go. <|end|> <|user|> I draw my sling, move backwards, rage, and sling a rock at you. RAW, I can do that. (1d30+3)[ 25 ] AC 17 ( It is 17, right?) (1d4+8)[ 12 ] I'm done. Raged. 1/9 <|end|> <|user|> *facepalm*. I rolled a d30. (1d20+3)[ 9 ] AC 17! luck luck luck luck Edit: I move all the way to the bottom of the map. It's exactly 60 feet. <|end|> <|user|> d30... I was worried you killed me with a sling for a moment 😩 Before I take my turn, I'm going to ask a question to the refs. Spoiler How high are the buildings, what's the Climb DC to get onto the top, can I make a Hide Check on top of them? <|end|> <|user|> ref chilepepper KoG Spoiler Houses are 20' tall. There is no climb DC listed, therefore, they are unclimbable unless you have some way to get to the top other than climbing the wall. Yes you can hide on top of them if you meet all the requirements to hide. When considering 3 dimensional LoS, treat everything as taking up the appropriate sized cube instead of the 2-dimensional square (ie if your space is 5'x5', then you occupy a 5x5x5 cube). Play resumes. <|end|> <|user|> Well, doesn't look that that's going to work this round... Still, I think at this point, I'm going to bet I can hit you three times before you can hit me once outside your range increment with your sling. Range on a sling is 50'', if your on the other side of the map, or even 60'', that's -2 🙂 Because I don't have my shield, and I have cover in the alley since you take up a large creatures space today, my AC is 19. However, once I drop my weapon and move back and forward between Z3 and Z2 like an idiot, drawing my Longbow as part of a move action, it goes up to 21 until my next turn because of expeditious dodge (+2 for moving 40ft). I'm then going to use combat expertise to it's fullest and push my AC up to 26 and my ranged attack down to -2. Nevermind that, that's mellee only.... Longbow Attack! - (1d20-2)[ 14 ] and +5 due to error Damage - (1d8)[ 1 ] Stats Spoiler HP 9 AC 21 (+3 Armor, +2 Dex, +2 Dodge, +4 Cover) T 14 FF 17 Held - Longbow +3 1d8 x3 Z3 - Halberd +6 1d10+7 x3 Potion of Blur As long as I don't threaten a crit, it's your turn. <|end|> <|user|> Actually, you don't get cover from my ranged attack. It's if there's anything between a designated corner of my square and any corner of your square. I designate anything on the eastern side an d no cover for you. Yup, you hit me. I'm at 14/15 health. Lessee, you should have AC...17? No shield, no cover, but exped. Dodge. I move towards you and then to the west, vanishing from sight at about Y12. Spoiler I take a pair of moves to sheathe my sling, draw the lance, and end up occupying WX-78. Raged 2/9 <|end|> <|user|> Been a while, what with the boards down. Time to take my turn I presume. Spoiler Draw Potion of Blur, Drink Potion of Blur Stats Spoiler HP 9 AC 15 (+3 Armor, +2 Dex) T 12 FF 13 Held - Longbow +3 1d8 x3 Z3 - Halberd +6 1d10+7 x3 Blurred - 20% concealment for 30 rounds (up for 0) Your turn. <|end|> <|user|> GM Kyeudo No LoS. <|end|> <|user|> Spoiler I move to YZ-78. What do I see? <|end|> <|user|> GM Kyeudo A fuzzy looking Ragefire is at Z3, a very large Wolaifex is at Y7-Z8. <|end|> <|user|> I give up. I surrender. Broken stick ragefire wins the match and collects the spoils. I'm a ref. I'm fairly sure I can be allowed to call matches against myself. <|end|> <|user|> Well, I wasn't quite expecting that.... Any reason? <|end|> <|user|> High Ref chilepepper Technically, initiate refs can't call matches and refs aren't allowed to do any reffing in their own match, but participants can always forfeit. By way of forfeit, Ragefire wins the match and collects the spoils. <|end|>
<|user|> On Garde', Bitz make your move.😏 <|end|> <|user|> Play a Forest . End of Turn Summary: Cards on Field: Forest Life: 20 Cards in Hand: 6 Your go. <|end|> <|user|> Draw, play a forest go ahead. Card in play Land: forest Everything else: N/A Life; Me 20 Awesome sauce guy 20 <|end|> <|user|> Draw. Play another Forest . Tap both Forests , summon an Umborg Elf . End of Turn Summary: Cards on Field: Umborg Elf Tapped Forest ×2 Life: 20 Cards in Hand: 5 Your turn. <|end|> <|user|> Draw play a forest Play wrens run vanquisher revealing imperious perfect. Go ahead Hand: 7 Life; Me 20, bitz the awesome 20 Cards in play: Forest X2(tapped) and a wrens run vanquisher. <|end|> <|user|> Draw, play Gaea's Cradle . Tap both Forests to summon a Priest of Titania . Then tap the Gaea's Cradle to gain 3 , which I use to summon an Elvish Champion . End of Turn Summary: Cards on Field: Umborg Elf · Tapped Priest of Titania · Elvish Champion Tapped Forest ×2 · Tapped Gaea's Cradle Life: 20 Cards in Hand: 3 😁 <|end|> <|user|> 😩 You never play a elvish championb against another elf deck Bitz, your first lesson. Why? Becuase your champion gives All OTHER elves forest walk not just your own as well as the stat boost. The druid laughed as he saw the aid that had arrived at the other side of field, and decided to help himself out some more, the imperious perfect stepped out of the bosk. Spoiler Play a forest Play imperious perfect, Swing for 5 with Wrens run vanquisher, unblockable due to forestwalk. End turn Cards in hand: 4 Cards in play: Forest X2 Murmuring boskX1 Wrens run wavquisher (tapped.) Imperious perfect. Life: Me 20 Bitz the awesome:15 Bitz Your cool, and all but I show no mercy it is the only way you shall learn. <|end|> <|user|> Oh. Yeah. I forget. Draw. Play a Forest . Tap two Forests , summon another Priest of Titania . Tap first Priest of Titania and this turn's Forest. Play Saproling Symbiosis . Four 1/1 Saproling tokens come into play. Tap Gaea's Cradle to gain an needlessly large amount of mana. Use some of it to summon a Caller of the Hunt , which I designate to the Saproling creature type. End of Turn Summary: Cards on Field: Umborg Elf · Tapped Priest of Titania · Priest of Titania · Elvish Champion · Caller of the Hunt [Saproling] · 1/1 Saproling Token ×4 Tapped Forest ×3 · Tapped Gaea's Cradle Life: 15 Cards in Hand: None... My mistake is going to be a problem. *prays for good draws* <|end|> <|user|> well, luckily for you I drew a land, and not a creature. A wooded bastion apperas around the old druid who nmow sttod at its gates challening mystic energies through the bastion in order to summon garruk Wildspeaker a planewalker of legend he grunted to the druid who grunted in turn, The man waved his arms, and the bastion, and the bosk restored themselves. And now the Vanquisher slashed again at the foolish saproling covered man. Spoiler Man Am I going to be hurtin net turn but it is worth it. Take 5 damage from the vanquisher. Cards in play: Imperious perfect Garruk wildspeaker Wrens run vanquisher 4 land 2 of which are untapped. Life: Me 20 Bitz the awesome newbie: 10 <|end|> <|user|> Draw. ...rats. I lost. Play a Forest from my hand. Elvish charge! Umborg Elf and both Priests of Titania attack. You take 6 damage. End of Turn Summary: Cards on Field: Tapped Umborg Elf · Tapped Priest of Titania ×2 · Elvish Champion · Caller of the Hunt [Saproling] · 1/1 Saproling Token ×4 Forest ×4 · Tapped Gaea's Cradle Life: 15 Cards in Hand: None... Grr. <|end|> <|user|> End, of your turn, I tap a green mana, and produce a 1/1 green elf, which then becomes a 3/3 with bounuses. The regal elf woman sounds her horn, and from the forest apperas an elvish warrior with an elegant sworsd, the druid racks his mind fior inspiration but is only able to come up with another vanqusiher which he decids against Garruk sounds, a fell horn, and the regal elf woman, the elf warrior, and The vanqiusher charge pasy his defences, and striking a fell blow against the apperentice druid. "Learn from this you shall.YEs?" Spoiler Play a forest Activate Garruk using all of his loyalty counters, to actvate his overrrun ability giving my creatures +4/+4 and trample, swing with rens run vanquisher for 9, and with Imperious perfect for 7, and with the elvish warriior token for a grand total of 20. (sorry bitz but you must learn somehow.) Sigh, but i shall give you a small reward for learning in this duel. You shall receive a lollipop. <|end|>
<|user|> alright. high roll goes first. (d20)[ 11 ] <|end|> <|user|> Here's my roll (1d20)[ 15 ] <|end|> <|user|> The mage sounded out from behind him. "I challenge you to a test of wits. Activate battle circle!" A circle of pure energy appeared, surrounding the two combatants. "I have some honor, you go first" <|end|> <|user|> *neeeds his draws* <|end|> <|user|> I'd do your draws for you, but I'm your opponent <|end|> <|user|> Sigh, if someone else is even in the game I'll give them my random generator as well as the numbers for my cards. <|end|>
<|user|> Arena Tournament, Round 40: Thok vs. The Unstoppable Force Map Spoiler XP Award: 300 XP GP Award: 300 GP Thok - Talic The Unstoppable Force - SamTheCleric All Gladiators, please roll initiative <|end|> <|user|> No purchases, reserve right to purchase if you do. Init: (1d20)[ 18 ] <|end|> <|user|> High Ref chilepepper With persistence not seen since Robert Paulson stood on that porch... Thok is declared the winner, grab that gold and XP and come inside. <|end|>
<|user|> Roll to go first. Spoiler (1d20)[ 17 ] <|end|> <|user|> Spoiler I used a random number generator, got a 57. Divide by 5 that would be a 11 <|end|> <|user|> (1d20)[ 18 ] Heres my fixed roll. <|end|> <|user|> The druid walked up to the hellfire mage, he had never liked his kind defiling nature, and creating the undead absoulute poppy ****. He pulled seven cards from the duel disk attached to his arm, and suddenly had multi colored spiky haired, and screamed his every move as if however was watching this had no idea what he was doing "LETS DUEL!" Spoiler Play forest go. <|end|> <|user|> Spoiler Wah?We doing this yu-gi-oh style? Let's make it more...epic. The hellfire mage crinkled his nose at the druid. The man smelled of flowers...and trees. That is NOT the way a man should smell. With a confident smirk the hellfire mage called forth a desolated land with his magic, which he then turned into a swamp. Spoiler Draw a card. Play Terramorphic Expanse http://www.essentialmagic.com/em2/Ca....aspx?ID=42207 Search and play Swamp, sacrifice Terramorphic Expanse ...Do you care if I shuffle my deck? I didn't look at it <|end|> <|user|> Spoiler It was a horrible joke that is a black mark on my soul. The druid laughed as the land around him changed into a murmuring bosk, and the forest merely fell behind it. , and he drew the mystic energies out of the air, and from the bosk emerged, and elf a woman of regal standing accompanying her. Spoiler Cards in hand: 5 life: 20 Cards in play: wrens run vanquisher, murnmuring bosk, and a forest. (tapped.) Revealed card: Imperious perfect. Here;s the links I had hoped you knew the cards.😩 Wren run vanquisher: http://sales.starcitygames.com//card...?product=48491 and Imperious perfect. http://sales.starcitygames.com//card...?product=47934 <|end|> <|user|> Spoiler Links man, links With a barked command the hellfire mage summoned Mountains to do his bidding. Drawing the Mountain's power to him the mage sent a volley of mountain rocks to the regal elf woman. He cackled in glee as the woman fell to the ground. Although the resulting backlash destroyed the Swamp he summoned earlier, he was happy enough to draw first blood. Spoiler Draw Card Play mountain, play shard volley, sacrifice swamp http://www.essentialmagic.com/em2/Ca....aspx?ID=43510 Grave Yard: TE, Swamp Cards in Hand: 7 <|end|> <|user|> They are posted Shadowsan. And you shall regret greatly destroying your landd. TT__TT As I drew one of my own. The druid smiled as a brushland apperead now encroaching on the hell fires territory. And as if from no where a Man in brutes slothing. http://sales.starcitygames.com//card...?product=47309 Apperead, and the land restore it self. Then the women from before slashes you with poison daggers dealing far more damage then she should have. Spoiler Draw, play garruk Use his ability to gain a loyalty counter, and untap two lands. Go ahead. Swing with the wrens run vanquisher for 3 damage.. Life: Me 20 Hellfire mage: 17 [/spoiler] <|end|> <|user|> Spoiler ? The elf woman died from the Shard... wait...do you even have 4 lands to play garruk? x_x The hellfire mage summons another swamp to replace the one he lost earlier. Gathering the energy of the swamp and the mountain, he summons a gigantic slug. Spoiler Draw a card Play swamp, play thermopod http://www.essentialmagic.com/em2/Ca....aspx?ID=39586 Graveyard: TE, swamp Cards in Hand: 6 <|end|> <|user|> Soory, got mah games mixed up. heh. Anyway your still at twenty,I play wooded bastion, and I summoun the aforementioned imperious perfect. Go ahead. Life: 20/20 <|end|> <|user|> Spoiler ROFL. I TOLD YOU you couldn't handle 3 games...and I was right 😛 The hellfire mage summons another swamp, then creates a horrifying illusion. He then commands the giant slug to attack. Spoiler Draw. Play Swamp. Play Spiteful Visions. http://www.essentialmagic.com/em2/Ca....aspx?ID=44097 In Play: Swamp x2, Mountain, Spiteful Visions, Thermopod Graveyard: TE, Swamp, Shard Volley Hand: 4 Does spiteful vision let you draw an extra card during your draw phase, or is it just the one you usually draw? Cause I think you draw at the end of the draw phase or something <|end|> <|user|> You do draw two cards which means I lose two life, oh well. Anyway another land appears, and from it stems a Armored Elf Woman who seems to laugh at you as she comes out. Spoiler Draw my two cards, great now I have to get someone else to do draws great job stalling the game with accleration. Play a forest Play Safehold elite go ahead. 🫤 <|end|> <|user|> Spoiler Well to make it fair you need to see the card before you can go on...So I guess we'll have to wait till tommorrow. I'll PM Meynold and ask him to send the next bunch of cards <|end|> <|user|> Well, heres my turn redo. Play a forest. The druid waved his hands, and a man in brutes clothing was summouned, and he restored the lands. And from those lands came a armoured elf woman, who brandished her sword against you. Spoiler Play a forest Play Garruk untap two lands using his ability Tap those two lands, Play safehold elite I assume you know the planeswalkers But heres the safehold. http://sales.starcitygames.com//card...?product=49972 life: Me 16 You:20 Cards in play: Imperious Perfect, Garruk wildspeaker, and Safehol eilite. <|end|> <|user|> Spoiler Actually you'll be at 14 now after you draw 2 cards The mage summons a desolated land to do his bidding. Afterward the mage sent shards of mountain rock to kill the beautiful elf, but the resulting energy destroyed another swamp. He then send the giant worm to attack. Spoiler Draw 2, take 2 Play Molten Slagheap, Play Shard Volley to kill Imperious Perfect, Sacrifice Swamp. http://www.essentialmagic.com/em2/Ca....aspx?ID=40036 In play: Swamp, Mountain, Molten Slagheap, Spiteful Visions, Thermopod Graveyard:Swamp x2, TE, Shard Volley x2 Hand:4, My HP:18 <|end|> <|user|> In response the elf woman sounds her horn, a elf warrior apperaing just in time to see her die :p. My turn i draw (hell yes!) And out of the forest walks a mounted warrior of nobles standing, weilding a greatspear. Inspired seemingly by the sole apperance of thi man the eite warrior slashed you across the chest, blood pouring from the shallow wound. Spoiler In response to you killing the Imperious perfect I tap her, and a forest to put out a 1/1 elf warrior token. Play this Play a wooded bastion play this http://sales.starcitygames.com//card...?product=50111 Swing at you for 2. Life totals Me 16 you 18. <|end|> <|user|> Spoiler Dude, didn't you read my first spoiler? You were at 14 already after you drew...Then I attacked with the worm, so you're at 10...and you just drew again, which will put you at 8. Meanwhile I'm at 16, and after I draw this turn I'll be at 14. Spoiler In response to you ending your turn, I tap a swamp and tap Molten Slagheap to add a counter on molten. The mage summons a mountain to power his magic. He then casts a spell on the Druid. Spoiler Play mountain, play Browbeat http://www.essentialmagic.com/em2/Ca....aspx?ID=40304 You either take 5 damage, or you can draw 3 cards and take 6 damage. In play:Swamp, Mountainx2, Molten Slagheap, Spiteful Visions, Thermopod Graveyard:Swamp x2, TE, Shard Volley x2, Browbeat My HP:14 Your HP:2 or 3, depending on whether you choose to draw or not. <|end|> <|user|> Oh contrae it is you who are screwed. I activate Garruks Overrun ability buring all 4 of his loyalty counters, giving all my creatures +4/+4 and trample making my Wilt leaf liege a 8/8, my elf warrior token a 6/6, and my safehold elite a 8/8, they all swing for 22 killing you, because you swang with your thermopod. you lose shadowxknight. And yes I did have enough to summoun him I played a land every turn, and a played it AFTER I played the imperious perfect. Spoiler Activate Garruk, using his 4 loyalty counters, tro activate his overrun ability Swing with everything. Deal 22 damage match point. <|end|> <|user|> Originally Posted by FF fanboy Oh contrae it is you who are screwed. I activate Garruks Overrun ability buring all 4 of his loyalty counters, giving all my creatures +4/+4 and trample making my Wilt leaf liege a 8/8, my elf warrior token a 6/6, and my safehold elite a 8/8, they all swing for 22 killing you, because you swang with your thermopod. you lose shadowxknight. And yes I did have enough to summoun him I played a land every turn, and a played it AFTER I played the imperious perfect. Spoiler Activate Garruk, using his 4 loyalty counters, tro activate his overrun ability Swing with everything. Deal 22 damage match point. Actually if you read the actions on my last turn, I DIDN'T attack with my Thermopod. Why, did you think I was stupid? And your creatures only get +3/+3 and trample, so your liege is a 7/7, your elite a 7/7, your token 5/5. However, all that does not matter. In response to your attack, I sacrifice thermopod with its ability and tap molten slagheap for 1 colorless mana. Then I target you with Incinerate: http://www.essentialmagic.com/em2/Ca....aspx?ID=42022 3 damage, your dead before combat damage could be dealt. That was close, but I win. <|end|>
<|user|> The druid laughed as the Master he had defeated before's apperentice came to beat him apperently with a more aggresive spell list. "lIsten you lout, I've already beaten your master, no dont make me thrash you to." First turn lay a wooded bastion go ahead. Spoiler Life totals: 20/20 Cards in hand: 6 Cards in play: wooded Bastion <|end|> <|user|> Plains stretched out, and a rebel encampment began to form. At the head, the Children of Korlis had declared themselves protectors of this new insurgency. The corrupt forest dwellers would fall! Spoiler Draw. Play a land. Tap 1 land for 1 mana. Play Children of Korlis. End turn. Life: 20 Cards in play: Children of Korlis (tap) Plains Graveyard: <|end|> <|user|> He laughed this apperentice was exactly the same as his master, no matter for they would all fall to him eventually. a forest appeared, and Green, and white energy enveloped his hands, and he charged it into the main gate a armoured elf woman brandished her blade against the man in white. Spoiler Play a forest Pay 1 green mana to activate Wooded bastion gaing a G, and a W mana Play safehold elite. Go ahead. Cards in play Wooded bastion (tapped) Forest (tapped) and Safehold eilite Life totals: 20 me, and Rebel 20. <|end|> <|user|> The encampment grew, and some of those who followed the children of korlis became more fervent in their worship, preaching of doom that would come. They broke from the Children of Korlis, but still fought for the rebellion. Spoiler Draw. Play a land. Tap 2 land for 2 mana. Play Errant Doomsayers. End turn. Life: 20 Cards in play: Errant Doomsayers Children of Korlis (tap) Plains x2 Graveyard: <|end|> <|user|> The forest behind him grew, and from the gate of the bastion came a regal elf woman that seemed to inspire courage in her felllows granting them strength in battle. The Arored Elf now unafraid of the mans defenses lashes out at him charging at his defences. Spoiler Play another forest. Tap them all to producer, a imperious perfect Swing with the now 3/3 Safehold elite. Life totals: 20/ 17 or 20. <|end|> <|user|> The encampment grew even larger. A troop of knights from the en-Kor tribe arrived, protecting the lands from horse-back. Spoiler Draw. Play a land. Tap 3 land for 3 mana. Play Outrider en-Kor. End turn. Life: 17 Cards in play: Outrider en-Kor Errant Doomsayers Children of Korlis (tap) Plains x3 Graveyard: <|end|> <|user|> A familar cavern appereed upon the horizon pulsating yet still slumbering as it had before, he charged his energy again, and this time, a group of elvish knights tromped out of the Bastion on Fine deeerlike mounts standing ever vigliant over their home. Spoiler Yay! i finnal got my fave elf :3 I have four of him yet I never draw him. http://sales.starcitygames.com//card...?product=50108 Anyways i havee the mutavault, and every creature is untapped. Now Safehold elite swings at your defences again unafriad of the new troop of knights. <|end|> <|user|> The outriders and the doomsayers both moved to intercept this new elven attack. The doomsayers were killed, but the outriders came from the flank and killed the elves in one fell swoop. They would not be coming back to harass the rebels again. As the encampment grew, so too did the ranks of the outriders. Spoiler Draw. Play a land. Tap 3 land for 3 mana. Play Outrider en-Kor. End turn. Life: 17 Cards in play: Outrider en-Kor x2 Children of Korlis (tap) Plains x3 Plains Graveyard: Errant Doomsayers <|end|> <|user|> Yeah, the elves rematierlize once the blow has been struck, and they are now just slightly weaker than before, as you summoun more creatures the Regal elf woman sounds her horn, and another Elf warrior appears at the gates. Then the druid sits, and thinks for a second then a holy shield is given to each of the lancers out in the field their steeds gaining great wings, and diving at you tottaly avoiding your ground forces, before they returned back to their former out posts seemingly unfazed Spoiler End of your turn tap a forest, and imperious perfect to create a 1/1 elf warrior token which becomes 2/2 with Imperious perfects ability. My turn draw, smile wickedly Plasy shield of the Oversoul, and enchant Wilt leaf cavliers, making them a 5/6 with indestructable, vigilance, and flying. Swing at you with the Wilt leaf cavliers, you may respond with the children of Korlis if you want. life totals: Me: 20 Him: 20? <|end|> <|user|> As the elves fly towards the encampment, the entirety of the rebel forces sits and prays to Korlis to grant them from this horror. And woe and behold, a great beam of light strikes the foul elven force, seeming to remove their very being from existence. They would trouble nobody anymore. And with that, the few remaining doomsayers began to gain more recruits, preaching that the light would return again and bring doom on their foes. The outriders led another attack on the forest enclave. Spoiler Tap 1 plains for 1 mana. Tap all 3 creatures. Play Gaze of Justice on Wilt Leaf Cavaliers. Untap. Draw. Play a land. Tap 2 land for 2 mana. Play Errant Doomsayers. Attack with both Outrider en-Kor. End turn. Life: 17 Cards in play: Errant Doomsayers Outrider en-Kor x2 Children of Korlis (tap) Plains x2 Plains x3 Graveyard: Errant Doomsayers NOW my turn is done. You take 4 damage unless you wanna block. <|end|> <|user|> Sure I'll take the four you wont be able to do it again though :p Well, damn I thought I had you to, seeing as you'cve had an answer to everything so far, you must have made a pretty versatile deck TT__TT. Anyway at the end of your turn another horn is sounded, and another Elf warrior appears, and the forest now entirely surrounds the bastion, and the druid almost hiding them from view. Then from the forest emerges a elf on a great white horse that just the mere sight of him seems to bloster them to new heights. Spoiler Play a forest Tap out to Summoun A Wilt leaf Liege Attack with my 3 3/3 elves, as well as the now 4/4 scout. Cards in play: Land: Forest X3 Wooded Bastion X1 Creautres: Wilt leaf liege X1 untapped Safehold elite:X1 4/4 elf warrior tokensX 3 3/3's tapped, and attacking Imperious perfecX1 untapped hand: 3 cards Life totals: 16/??? <|end|> <|user|> Sac Children of Korlis to regain all damage at end of your turn. Untap. Draw. Play a land. Tap 3 land and play Zealot il-Vec. Attack with both outriders again. (too tired to RP it out, heh) <|end|> <|user|> The druid utrters a command as the outriders charge, and the Wilt leaf liege, and the safehold eilite stand fast against the arrogant upstart annhilating them enitrely despite the nay-saying of the doomsayers. And another elf joins the growing ranks of his army as the regal woman sounds her horn again (I had five mana why not use the last one?) (only works on power 2 or less.:p) on the druids turn he smiles for a second then frwons, then smiles again, and frowns, the he merely stomps his foot, and out from the ground emerge a small troop of ouphes in cooks outfits, you see some of the battle damage heal as the ouphes feeed him some Dawnglow. Then the enitre elf army charges on the sound of the elvish woamns horn inpsiring them to great deeds in battle! "CRY HAVOC, AND LET LOOSE THE DOGS OF WAR!" [spoiler] Block Your two Outriders, and unless you want to transfer damage they both die. End of turn make another elf Play kitchen finks. CHARGE!!!!! All of them attack except the finks, and the perfect. Cards in play: Cards in play: Land: Forest X3 Wooded Bastion X1 Creautres: Wilt leaf liege X1 5/5 tapped, and attacking Safehold elite:X1 4/4 tapped, and attacking elf warrior tokensX 4 3/3's tapped, and attacking Imperious perfecX1 untapped hand: 3 cards <|end|> <|user|> All damage on outriders transfers to Zealot. Doomsayers block the liege, and the rest of the damage gets through. I'm at 1 HP. Attack with outriders, one has spirit loop now. I'm at 3 HP, you're at 12-14. You swarm again next turn, I'm down. GG, I need better draws. (or maybe my deck needs some shifting around, but I need to play more games to see) <|end|> <|user|> Good game, nice moveshifting it to the zealot. But yeah you need black in that mix there are so many black rebels. <|end|>
<|user|> A hooded figure walks into view, nearly hidden amongst the swamp. "Perhaps it would be best to end this... quickly." Using the black power of the swamp, he summons a vile little boggart covered in spikes. Spoiler Play a swamp, tap it to play Prickly Boggart. In play: Swamp (tapped) Prickly Boggart <|end|> <|user|> Plains stretched out, and a rebel encampment began to form. Spoiler Draw. Play a land. End turn. Life: 20 Cards in play: Plains Graveyard: <|end|> <|user|> The swamp seems to swell in power and size. The boggart strikes out at the rebel encampment unopposed, stealing food and supplies. Spoiler Untap, play a Swamp, attack with Prickly Boggart for 1. After combat, tap both Swamps, play Morsel Theft using Prowl to deal you 3 damage. I gain 3 life and draw a card. Life: 23 In play: Swamp (tapped) x2 Prickly Boggart In graveyard: Morsel Theft <|end|> <|user|> The plains continued to grow, and an amrou force scouted the swamps, ready to call in more forces if needed. Spoiler Draw. Play a land. Tap 2 lands for 2 mana. Play Amrou Scout. End turn. Life: 16 Cards in play: Amrou Scout (tap) Plains x2 Graveyard: <|end|> <|user|> The boggart continued his raids as the hooded figure surveyed the camp from a vantage point at the edge of the swamp. "Hmm... it would be troublesome if those scouts were to call for more forces. I shall deal with them." Drawing power from the swamp, he casts a dark spell on the scout forces, causing them to wither up into shapeless husks. Spoiler Untap, attack with Prickly Boggart for 1, tap both Swamps to play Nameless Inversion on the Amrou Scout. Life: 23 In play: Swamp (tapped) x2 Prickly Boggart (tapped) In graveyard: Morsel Theft Nameless Inversion <|end|> <|user|> The encampment never heard from the scouts again. It had to be assumed they were dead. Still, the encampment grew, despite the pitiful raids by the goblins. The food had been hidden well this time. After hope was lost, however, one scout returned. He was...different now, however. He was as a shadow, and he was a zealot in his cause. The denizens of the swamp would grow to regret their actions. Spoiler Draw. Play a land. Tap 3 lands for 3 mana. Play Zealot il-Vec. End turn. Life: 15 Cards in play: Zealot il-Vec (tap) Plains x3 Graveyard: Amrou Scout <|end|> <|user|> "...It begins now." The swamp swells with power, and the hooded man casts an enchantment on the swamps, turning the sky over them to eternal night. The power of the moon strengthens the swamp's denizens. A clique of malicious faeries joins the hooded man as the strengthened boggart continues his attacks on the encampment. Spoiler Play a swamp, tap two swamps to play Bad Moon. Attack with Prickly Boggart for 2. Tap the last swamp to play Nightshade Stinger. Life: 23 In play: Swamp (tapped) x3 Prickly Boggart Nightshade Stinger Bad Moon In graveyard: Morsel Theft Nameless Inversion <|end|> <|user|> Still the encampment grew, against all odds. Hearing of their plight, a group of Kor knights rallied to their cause, calling themselves the Outriders. They would keep the city safe from attack. Spoiler Draw. Play a land. Tap 3 lands for 3 mana. Play Outrider en-Kor. End turn. Life: 13 Cards in play: Outrider en-Kor Zealot il-Vec (tap) Plains x3 Plains Graveyard: Amrou Scout <|end|> <|user|> The faeries join the boggart in their attack on the encampment. Meanwhile, a much more sinister group of boggarts form up outside the swamp, preparing to attack the camp. Spoiler Attack with the Stinger and the Prickly Boggart for 4. After that, tap three swamps to pay the prowl cost for Earwig Squad. Life: 23 In Play: Swamp (tapped) x3 Prickly Boggart Nightshade Stinger Earwig Squad Bad Moon In Graveyard: Morsel Theft Nameless Inversion <|end|> <|user|> The Vec shadow-being attacked the forest directly, none able to block his passage. And with him, another group began to follow him, learning his ways, trying to be as unstoppable as he was. Spoiler Draw. Play a land. Tap 3 lands for 3 mana. Play Amrou Seekers. Attack with Zealot il-Vec. End turn. Life: 9 Cards in play: Amrou Seekers Outrider en-Kor (tap) Zealot il-Vec (tap) Plains x3 Plains x2 Graveyard: Amrou Scout You take 1 damage from Zealot il-Vec. <|end|> <|user|> The swamp expands, but the new section is greener and grander. At its center lies the Tower of Pendelhaven, the hooded man's base of operations. His lieutenant, Sygg, emerges from the tower to assist. The faeries and boggart continue their assault, while the "elite" squad of boggarts (armed with torches and... fishing rods?), being less agile, attack the camp directly, making no effort to avoid doing battle with the guards. The commotion gives another boggart the chance he needs to sneak up on the camp. From there, he starts to command the hooded man's forces, improving their efficiency. Spoiler Untap, draw, play Pendelhaven, then tap two Swamps to play Sygg, River Cutthroat. Attack with the Stinger and the Prickly Boggart for 4. Also attack with the Earwig Squad for 6, but you could block them. After combat, tap Pendelhaven and the other swamp to play the prowl cost for Stinkdrinker Bandit. At end of turn, Sygg's effect activates and I draw a card. Life: 22 In play: Swamp (tapped) x3 Pendelhaven (tapped) Prickly Boggart (tapped) Nightshade Stinger (tapped) Earwig Squad (tapped) Sygg, River Cutthroat Stinkdrinker Bandit Bad Moon In graveyard: Morsel Theft Nameless Inversion <|end|> <|user|> Double block the earwigs with outriders and seekers. Transfer all damage onto the zealot. The Outriders lead another attack on the enemy, and the il-Vec shadow man himself led a sneak attack, bypassing all their defenses. Spoiler Draw. Play a land. Tap 2 lands for 2 mana. Play Amrou Scout. Attack with Outrider en-Kor and Amrou Seekers. End turn. Life: 5 Cards in play: Amrou Scout (tap) Outrider en-Kor (tap) Amrou Seekers (tap) Plains x2 Plains x4 Graveyard: Amrou Seekers Amrou Scout You take 2 damage from the seekers. 2 more if you don't block the outriders. <|end|> <|user|> The hooded man casts the same spell as before, destroying the scouts again. All of his forces swarm the encampment. Spoiler Untap, tap two swamps to play Nameless Inversion on the Amrou Scout, then attack with everything for 17. I figure that with no blockers and little mana, you can't stop the alpha strike for the win. Good game? Life: 18 In play: Swamp (tapped) x2 Swamp Pendelhaven Prickly Boggart (tapped) Nightshade Stinger (tapped) Sygg, River Cutthroat (tapped) Stinkdrinker Bandit (tapped) Bad Moon In graveyard: Morsel Theft Nameless Inversion x2 Earwig Squad <|end|> <|user|> Bleh, your win. That was a damned good draw you got. (eyes suspiciously) but I think it had more to do with my mana hose issue. I should have had a lot more guys out. And the killing off of my scouts was just harsh. I would have won simply if you hadn't done that. <|end|> <|user|> It was hardly a perfect draw, considering that I was stuck on two lands for a while, then three. But the two Nameless Inversions in the starting hand helped a lot - I knew I had to kill any Scouts I saw. EDIT: Wait a minute, how is it harsh that I killed the Scouts if you would have won if I didn't do it? <|end|> <|user|> exactly. Scout was probably my only chance of winning. You killing both was harsh. Good tactics, of course, not saying you shouldn't have, but harsh. 😉 <|end|>
<|user|> ((alright, I don't care, you go first)) <|end|> <|user|> Ok. Do you want to find someone else to draw cards for us, or do we go with the honor system? I can map random number generation from invisiblecastle to cards quite easily. <|end|> <|user|> well I'M doing honor system, but feel free to do what you feel is god for you (and If I find out you cheated, you will burn in hell for eternity) <|end|> <|user|> All right, I've generated my hand. "This will be interesting" , the old wizard mumbles. "First, let's gather a little power..." With a gesture, a vast spread of frozen tundra appears behind him. Spoiler Play Tundra . <|end|> <|user|> Hmph The mage grumbled, You think you can win with that? and, with a gesture, a steam appeared. Spoiler Life: 20 Cards in hand: 7 Lands: Island Tapped lands: none <|end|> <|user|> Oh, that's just the beginning. A maze of clouds appears beside the tundra in response to another gesture. Spoiler Play Nimbus Maze Life: 20 Cards in hand: 6 Lands: Tundra, Nimbus Maze <|end|> <|user|> Same Was the reply, another stream appeared. Spoiler Life: 20 Cards in hand: 7 Lands: Island x2 Tapped lands: none <|end|> <|user|> Ah, now we're starting to get... somewhere, anyway. The old mage draws on the power he has gathered and summons a neglected spell to mind. Spoiler Play Land Cap Tap all three lands and cast Idyllic Tutor , searching for Kismet . Life: 20 Cards in hand: 6 Lands: Tundra (tapped), Nimbus Maze (tapped), Land Cap (tapped, depletion counter) <|end|> <|user|> The mage was silent. He was now all business. With another gesture, another stream. Spoiler played: island Life: 20 Cards in hand: 7 Lands: Island x3 Tapped lands: none <|end|> <|user|> Muttering under his breath about where all his other power sources went, the old mage waits. Spoiler Life: 20 Cards in hand: 7 Lands: Tundra, Nimbus Maze, Land Cap (tapped) <|end|> <|user|> A different gesture this time, and a giant pillar of earth rose out of the island. Muttering a spell, a giant beast was summoned. A Bloodrock Cyclops. Spoiler played: Mountain, bloodrock Cyclops Life: 20 Cards in hand: 6 Lands: Island x3, Mountain Tapped lands: mountain, island x2 Creatures ------------ Bloodrock Cyclops - 3/3 - attacks each turn if able <|end|> <|user|> Much annoyed by the continuing lack of additional power sources, the old mage decides to try something a little unorthodox - countering his own spell. Spoiler Play Rescue and counter it with Arcane Denial . I get to draw 1 to 3 extra cards next turn. Life: 20 Cards in hand: 6 Lands: Tundra (tapped), Nimbus Maze (tapped), Land Cap (tapped, depletion counter) <|end|> <|user|> With a single word, the mage summoned a faerie to his side. It whispered something in his ear before disappearing. He saw a vision of the next minutes. He drew 2 cards ((more creatures than you)) He shouted something, but was drowned out by a roar from the cyclops, which attacked Spoiler played: Advice from the Fae Life: 20 Cards in hand: 6 Lands: Island x3, Mountain Tapped lands: Island x3 Creatures ------------ Bloodrock Cyclops - 3/3 - attacks each turn if able - TAPPED Damage dealt: 3 <|end|> <|user|> With a grunt of effort, the old mage disrupts the faerie before it can deliver its advice. A beautiful fountain joins the scenery behind him, but no more comes of it as of yet. Spoiler Play Force of Will , discarding Stasis and paying one life instead of the mana cost, countering Advice from the Fae. Put those two cards back in your library. On my turn, play Hallowed Fountain . Life: 16 Cards in hand: 7 Lands: Tundra, Nimbus Maze, Land Cap (tapped), Hallowed Fountain (tapped) <|end|> <|user|> The mage summoned yet ANOTHER stream around the mountain and took out an orb (manamorphose) He added 2 red mana and summoned another creature. A human warrior. He mentally commanded both the warrior and the cyclops to attack. Spoiler played: Island, manamorphose , Kamahl, Pit Fighter Life: 20 Cards in hand: 6 Lands: Island x4, Mountain Tapped lands: mountain, Island x4 Creatures ------------ Bloodrock Cyclops- 3/3 - attacks each turn if able - Tapped Kamahl, Pit fighter- 6/1 - haste- TAPPED Damage dealt: 9 <|end|> <|user|> With a curt cutting motion of his hand, the old mage snaps the magic calling the warrior to the field. He grimaces as the cyclops attacks again, but looks at the power he has amassed so far and is not discouraged. Sensing an opportunity, he calls another fountain to the field and seizes hold of time itself. Spoiler Tap Tundra and Nimbus Maze to cast Counterspell, countering Kamahl. On my turn, play another Hallowed Fountain, this time paying the cost to have it not tapped. Play Stasis , paid for with Land Cap and a Hallowed Fountain. Life: 11 Cards in hand: 5 Lands: Tundra, Nimbus Maze, Land Cap (tapped, depletion counter), Hallowed Fountain x2 (1 tapped) Cards in play: Stasis Neither of us gets an untap phase as long as Stasis is in play. Also, I think you should have only 4 cards in hand now. I countered Advice from the Fae. <|end|> <|user|> ((Ah, but you forgot the draw. anyways, it doesn't matter. I have my combo right here.)) The mage was shocked. No one had ever counered his ultimate creature. He said another spell, summoning a small man onto the field. He then made a gesture, and the sorcerer felt a little older. played: Barrenton Cragtreads, Memory sluice . Life: 20 Cards in hand: 5 Lands: Island x4, Mountain Tapped lands: ALL Creatures ------------ Bloodrock Cyclops- 3/3 - attacks each turn if able - Tapped Damage dealt: <|end|> <|user|> You ended last turn with all lands tapped. With Stasis in play, none of them get to untap, so where did the mana to cast those two spells come from? <|end|> <|user|> ((Oh, sorry, I thought it was just creatures. I'll redo my turn later today, but right now, I gotta' go to a wedding... ew!)) <|end|> <|user|> ((No, it's the entire untap phase. NOTHING gets to untap normally for either of us. This makes paying the upkeep for Stasis somewhat problematic for me in the long term, but there are ways to deal with that. I take it you don't like weddings? Or was that a comment about Stasis?)) <|end|>
<|user|> Arena Tournament, Round 43: Gnom vs. Arrows Fall Map: Spoiler XP Award: 300 XP GP Award: 300 GP Gnom - edroux [url= Broken Link] Arrows Fall - SamTheCleric[/ url] All Combatants, please roll initiative. <|end|> <|user|> GM Kyeudo Double DQ. Next match gets a bye. <|end|>
<|user|> Arena Tournament, Round 29: Xantaal vs. Bob the destroyer 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 stupnick - Xantaal King korath - Bob the destoyer All Combatants, please roll initiative. <|end|> <|user|> Xantaal Initiative - (1d20+2)[ 19 ] Edit: does my skeleton go on my initiative or would he have a seperate initiative of his own??? <|end|> <|user|> It goes on your initiative. <|end|> <|user|> initiative (1d20+3)[ 6 ] <|end|> <|user|> Xantaal Starting in X10, moving to Z6. Skeleton will be starting in X11, and moving to Z7 for ref's Spoiler casting my False Life, DC 8 Check (1d20+1)[ 18 ] Stats Spoiler Mine HP:6/6 Temp: 11/11 (if spell goes off) AC: 12 T: 12 F: 10 Buffs: False Life (1 hour duration) Skeleton's HP: 12 AC: 18 T: 11 F: 17 Spoiler if i need to start including anything else, let me know.. my first match here <|end|> <|user|> I need to know where you are because I have LoS. I am in D11 this is not my turn! <|end|> <|user|> I will move to Y7 and rage. (I just wanted where you started and what I could see.) stats Spoiler hp 15 ac 15 +4 str, +4 con, 13 rounds <|end|> <|user|> Xantaal Xantaal Disappears down the Z squares moving backwards. The Skeleton attacks Bob Attack - (1d20+1)[ 13 ] Damage - (1d8+1)[ 8 ] Then the skeleton takes a 5 foot step back to Z6 For Ref's Spoiler Moving to Z4, and casting Mage Armor Stats Spoiler Mine HP:6/6 Temp: 11/11 (if spell goes off) AC: 16 T: 12 F: 14 Buffs: False Life (1 hour), Mage Armor (1 hour) Skeleton's HP: 12 AC: 18 T: 11 F: 17 <|end|> <|user|> First I will attack the skeleton, I can do it without moving. attack (1d20+8)[ 27 ] damage (3d6+12)[ 19 ] turn not done want to see attack results. Edit: is the skellie dead wheather or not he is will change my actions. stats Spoiler hp15 ac15 rage 12rounds <|end|> <|user|> yes, he is dead, he only had 12 hp so he is at -7 atm <|end|> <|user|> my move, after killing the skellie. Spoiler move to Q7 your turn. stats Spoiler hp15 ac15 rage 12rounds <|end|> <|user|> Xantaal For Refs Spoiler 5ft step forward to Z5 and casting inflict light wounds on the skeleton (1d8+1)[ 3 ] using my spell clutch to retain the spell if it's enough for my skeleton to get up he will get up this round and ready an attack if bob get's close. Spoiler Mine HP:6/6 Temp: 11/11 (if spell goes off) AC: 16 T: 12 F: 14 Buffs: False Life (1 hour), Mage Armor (1 hour) Skeleton's HP: 12 AC: 18 T: 11 F: 17 Edit: Your turn <|end|> <|user|> can I get a LoS check right now. <|end|> <|user|> High Ref Mav: @Xantaal Spoiler When an undead creatures is knocked below 0 hit points it is automatically destroyed, which means your healing does nothing. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Link Also, there is no LoS @Bob Spoiler No LoS <|end|> <|user|> ah.. ok well ty.. know i know for next time. <|end|> <|user|> Spoiler move to Q1 not done need LoS check. stats will be on the post when I finis my turn. <|end|> <|user|> Ref Mav: @Korath Spoiler No LoS <|end|> <|user|> Spoiler move to W1 end turn stats Spoiler ac 15 hp15 rage 11 rounds <|end|> <|user|> Xantaal Spoiler Move 5ft to Z7 Not Done Need LOS check <|end|> <|user|> @Xantaal Spoiler No LoS <|end|> <|user|> TY Spoiler going to finish doing a double move and end my turn in X18 hiding behind the wall.. all set, your turn <|end|> <|user|> Spoiler move to Q1 not done need LoS. <|end|> <|user|> Ref Mav: No LoS <|end|> <|user|> Spoiler move to Q7 you hear from the street, "Stop hiding this is the battle arena not the hiding contest." stats Spoiler hp15 ac15 10 rounds of rage left. <|end|> <|user|> Xantaal For Refs Spoiler 5 ft step down to X19, Ready Action if LOS occurs from the Y or Z, i will ray of enfeeble him, and move to S20 if LOS occurs from the 20, i will ray of enfeeble him and move to Y14 Spoiler HP:6/6 Temp: 11/11 AC: 16 T: 12 F: 14 Buffs: False Life (1 hour), Mage Armor (1 hour) Your turn <|end|> <|user|> High Ref Mav: @Xantaal Spoiler No LoS @Bob Spoiler No LoS <|end|> <|user|> Spoiler double move to Q20 end turn stats Spoiler ac15 hp15 9 rounds of rage left <|end|> <|user|> Xantaal For Refs Spoiler Ready Action if LOS occurs from the Y or Z, i will ray of enfeeble him, and move to S20 if LOS occurs from the 20, i will ray of enfeeble him and move to Y14 Spoiler HP:6/6 Temp: 11/11 AC: 16 T: 12 F: 14 Buffs: False Life (1 hour), Mage Armor (1 hour) Your turn <|end|> <|user|> Can I get LoS check. This is getting annoying. <|end|> <|user|> No LoS for either. <|end|> <|user|> Spoiler double move to A20, tell me If I see him, any time during this action as my actions might change end turn, maybe. stats Spoiler ac15 hp15 rage 8 rounds of rage to go. <|end|> <|user|> @Bob Spoiler Still no LOS. <|end|> <|user|> Where are you.... I'm over here... come and get me!!! Spoiler maintain same readied action your turn <|end|> <|user|> Spoiler move to A10 Let us meet in the street and settle this. stats Spoiler 7 rounds of rage left ac15 hp15 <|end|> <|user|> GM Kyeudo No LoS. Stupnick, could you please include a stat block in your posts? Letting the refs know your position realy helps with LoS checks. <|end|> <|user|> I am right here, i have moved onto the main street Spoiler Moving into Y14 ready action to ray of enfeeble if he get's into range Spoiler Location Y14 HP:6/6 Temp: 11/11 AC: 16 T: 12 F: 14 Buffs: False Life (1 hour), Mage Armor (1 hour) your turn <|end|> <|user|> As soon as you move around the corner at Y14, you see Bob standing in A10 <|end|> <|user|> double move To U10. Your turn. stats Spoiler 6 rounds of rage left ac15 hp15 <|end|> <|user|> High Ref Mav: Last one who posted wins. I believe this means King Korath gets the prizes listed above. <|end|>
<|user|> Cyric's Lust Entering the temple, you discover an altar of pure gold, covered with an alabaster vase. A huge coffin hangs in the air, with a strange, yet magnificent looking sword. Spoiler Okay Carpetkiller, what would you like to do? <|end|> <|user|> Bentwist Bentwist approaches the coffin and slowly draws his sword from its sheath, then jumps, trying to reach the coffin. <|end|> <|user|> Dungeon Master As Bentwist jumps, he slips and falls. The tile beneath him slides open and he falls into the darkness. He lands hard and takes (1d6)[ 3 ] damage. It's pitch black. <|end|> <|user|> Bentwist Bentwist pulls a torch from his bag and lights it. He then examines the area which he landed in. He takes a couple steps forward before he sighs and sits down. <|end|> <|user|> You see a long dark corridor. It leads off into the darkness. <|end|> <|user|> Bentwist Bentwist picks himself up and proceeds down the corridor, with his sword held high. <|end|> <|user|> You are suddenly attacked from the side! A strange black object slashes at you, dealing (1d6+2)[ 8 ] damage. <|end|> <|user|> Bentwist Bentwist raised his sword above his head and swings it. (1d20+3)[ 10 ] (2d6+2)[ 9 ] <|end|> <|user|> Dungeon Master You miss. You hear a screech and the thing runs off into the distance. <|end|> <|user|> Bentwist Bentwist runs after it. <|end|> <|user|> [B]Dungeon Master[B] Turning the corner, you see a passage to your left and to your right. Which way do you go? <|end|> <|user|> Bentwist Bentwist decides to turn right and goes charging down the corridor. <|end|> <|user|> Entering a brightly lit room, there stands a man. He indicates the bed, as if you were supposed to lie down. <|end|> <|user|> Bentwist Bentwist enters the room and sits down on the bed, but keeps his hand on his sword. <|end|> <|user|> A strange magical enchantment settles over you. You feel refreshed and regain all your lost hitpoints. <|end|> <|user|> Bentwist Bentwist gets up off the bed and leaves the room and goes back to the fork in the corridor and takes a left. <|end|> <|user|> You return to the place at which you fell down. <|end|> <|user|> Bentwist Bentwist tries to climb up to the trapdoor in which he entered this area originally. <|end|> <|user|> You jump and fail miserably. <|end|> <|user|> Bentwist Bentwist lies down and sleeps. <|end|> <|user|> A night passes, and you wake up in the morning feeling refreshed. <|end|> <|user|> Bentwist Bentwist walks back to the fork in the road, takes a right, and continues down the corridor. <|end|> <|user|> You return to the brightly lit room. The man is now gone. Probably through the large door at the other end of the room. <|end|> <|user|> Bentwist Bentwist goes through the large door. <|end|> <|user|> It's locked. <|end|> <|user|> Bentwist Bentwist throws himself against the door. <|end|> <|user|> He hits the wood with a solid thunk. Nothing happens. <|end|> <|user|> Bentwist Bentwist slashes at the door with his sword and tries to burn the door with his lit torch. <|end|> <|user|> Your sword thunks in it, but it doesn't come out when you pull it. You reach for your torch, to find that you don't actually possess a torch, since it burned away in the night while you were sleeping. <|end|> <|user|> Bentwist Bentwist tugs at his sword and tries to remove it from the door. <|end|> <|user|> It comes free from the door. There is a long gash in the door, but it suddenly starts regenerating itself. <|end|> <|user|> Bentwist Bentwist knocks loudly on the door. <|end|> <|user|> Nothing happens. <|end|> <|user|> Bentwist Bentwist tries to kick the door down. <|end|> <|user|> It crumbles away at your kick. You see black void beyond. <|end|> <|user|> Bentwist Bentwist pauses for a moment then walks into the void. <|end|> <|user|> He walks into an invisible brick wall. <|end|> <|user|> Bentwist Bentwist sits down on the bed behind him. Spoiler Can my brother join the campaign? <|end|> <|user|> You instantly fall asleep. Time passes, the lights in the hallway flicker a bit, then go out. And yes, your brother may join the campaign. Keep in mind that this is ultra simplified D&amp;D. <|end|> <|user|> Bentwist Bentwist gets up, and lets at a small sigh because he is stuck inside some sort of unending underground maze, then starts searching the room for a secret door. Spoiler 😩 😡 <|end|> <|user|> Zombirk Zombirk enters the temple. <|end|> <|user|> Zombirk immediately falls down into the pit, landing in the corridor below. <|end|> <|user|> Zombirk Zombirk walks down the corridor and takes a right turn at the fork in the road. <|end|> <|user|> He sees the open door and the void far ahead. He also sees Bentwist standing there looking very strange. <|end|> <|user|> Bentwist Bentwist catches sight of Zombirk and, with his hand on his sword, slowly approaches him. <|end|> <|user|> Zombirk Zombirk sees Bentwist and holds his ground with a damaging spell on his lips. <|end|> <|user|> Well? Are you guys going to attack eachother or not? <|end|> <|user|> Bentwist Bentwist pulls an olive branch from his pocket and drops it on the ground in front of his feet. <|end|> <|user|> You don't have an olive branch. <|end|> <|user|> Bentwist Bentwist bows his head in respect to Zombirk... Spoiler ...and Neftren. <|end|>