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term1nally s1ck
2010-05-31, 01:41 PM
You awake from a daze to find yourself in a small alcove from a very large area. (105' by 105'. Your alcove is approximately central to the wall on this side. We'll call it the south.) There seems to be a crowd hidden behind a series of walls of force, chanting for blood. Looking at yourself, all your equipment has been replaced by equivalent versions, painted a yellow colour.

Suddenly, a booming voice rings out:

"GOOD CITIZENS, WELCOME TO THE ARENA. YOU HAVE COME TO WATCH A FIGHT, AND A FIGHT YOU SHALL GET. WHO SHALL WIN, THE ROOKIE FROM THE BLUE TEAM (at this point, part of the wall opposite you lights up in blue, and you can see an Azurin standing motionless in the alcove opposite yours, with a grin on his face), OR THE ROOKIE FROM THE YELLOW TEAM. (Your alcove is lit up in bight yellow.)

REMEMBER, WARRIORS, ONLY ONE FIGHTER CAN LEAVE THE ARENA ALIVE. iF YOU LIVE, YOU WILL BE PROMOTED TO BRAWLERS, AND BE ABLE TO FIGHT THOSE OF EQUIVALENT RANK.

MAKE THIS A GOOD SHOW.

The gates lift, and the Azurin looks at you murderously. His shoulders appear protected by a mantle of flame, and he appears to have vambraces of some sort, too.

He's wearing a chain shirt, and has no apparent weapons.

term1nally s1ck
2010-05-31, 01:42 PM
Ok. You're doing a blind run, atm, because I don't have the characters written up. This one is an Azurin Incarnate.

[roll0]

Adumbration
2010-05-31, 01:48 PM
Initiative:
[roll0]

Nighteyes is currently in his draconic orc form.

EDIT: You win initiative.

term1nally s1ck
2010-05-31, 01:50 PM
He wanders forward 40' into the Arena, and readies an action.

"If you think you can take me hand-to-hand, then come get some."

Adumbration
2010-05-31, 01:56 PM
The orc mumbles a few words, incanting a spell. Greenish glow spreads over him, before disappearing. He starts chuckling throatily, but the echoing laughter soon turns into a murderous howl as he changes his shape into a black, winged wolf. The wolf lopes forward.

Standard action to cast Lesser vigor, swift action to shapeshift, free action to rage and move action to move 40 feet to the west, leaving the alcove.

End of turn.

term1nally s1ck
2010-05-31, 01:58 PM
40' west...Hmhm...

So, you're 60' south, and 40' west of him.

He'll move to 25' north and 25' east of you, and ready an action again.

Adumbration
2010-05-31, 02:01 PM
All right, let's get this party started.

The wolf beats his wings, before launching himself with amazing speed at the azurin. Great jaws snap at him.

Going to charge the azurin.

Attack:
[roll0]
Damage:
[roll1]

Adumbration
2010-05-31, 02:03 PM
Natural 20 :smallbiggrin:.

Confirmation:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-05-31, 02:18 PM
Woah.

Well, on one hand, he takes a LOT of damage. Not as much as you hoped though.

On the other hand, he spat at you on the way in:

[roll0] touch attack vs AC 6 (charge).

[roll1] acid damage from the spit.

[roll2] fire damage from hitting him.

And, most worrying of all, is that he's still standing, because it didn't confirm.

He steps back and spits at you again:



[roll3] touch attack vs AC 6 (charge) for [roll4] acid damage.

So, 28 damage....dead?

Adumbration
2010-05-31, 02:21 PM
Not quite yet. Nighteyes uses Mad Foam Rager to delay the effect of that last spit, steps forward and takes another bite at the bugger.

Attack:
[roll0]
Damage:
[roll1]

He also heals 1 hitpoint, due to lesser vigor.

Adumbration
2010-05-31, 02:22 PM
Well, at least the rolls are good for both sides. Those damage rolls on you were nasty.

Attack roll:
[roll0]
Damage:
[roll1]

That last roll should be at +12, due to not charging, but I doubt it matters.

term1nally s1ck
2010-05-31, 02:26 PM
Well, it dies...but I think you do too.

Oh, and [roll0] fire damage, from being hit.

So, while you *did* earn 130gp, aand 200XP, you also reset to base items/gold, 0XP, and now have a death on the record, unless you can come up with a way to survive the damage at the end of your turn...

So, one more time?

[roll1]

Adumbration
2010-05-31, 02:29 PM
Yeah. If those damage rolls hadn't been that high, I could've vigored myself up from the negatives.

Initiative:
[roll0]

EDIT: Was a close deal even now. The damage got me precisely to -10.

term1nally s1ck
2010-05-31, 02:37 PM
He does the same thing to start with, 40' move out, readied action, taunt.

You are aware that the 'alcove' opens out directly onto the arena? You have a straight line path to him right now.

Adumbration
2010-05-31, 02:39 PM
Well, I'd like to keep a distance, until I'm ready. That lesser vigor is a lifesaver if I go to negatives.

Essentially same action as before - cast, shapeshift, rage, move.

term1nally s1ck
2010-05-31, 02:40 PM
He moves closer, and readies an action again.

Adumbration
2010-05-31, 02:43 PM
Not going to charge this time. Just plain move up and bite.

Attack:
[roll0]
Damage:
[roll1]

EDIT: That should be +12. >.<

Sorry, I used copy/paste.

term1nally s1ck
2010-05-31, 02:46 PM
...

Wow.

He's very very hurt.

You take [roll0] fire damage, obviously, and he spat on the way in, then he 5' steps back, and spits again:

[roll1] vs AC 8 for [roll2] acid damage.
[roll3] vs AC 8 for [roll4] acid damage.

Adumbration
2010-05-31, 02:50 PM
Going to delay that last one with Mad Foam Rager. Healing 1 hp. Currently on 13 hitpoints.

5-foot step in and bite again.

Attack:
[roll0]
Damage:
[roll1]

Adumbration
2010-05-31, 02:51 PM
Do I even have to say it? +12. Fixing my copypasta now.

term1nally s1ck
2010-05-31, 03:01 PM
Kill.

You take [roll0] fire damage, though.

200XP, if you live.

LOL, is that -9HP?

You've had 2 rounds of healing, so you come back to 0HP...And then you wake up eventually.

The strange man in the basement congratulates you, and then hands over 130gp.

You can use the fountain of healing to heal 6hp after each fight, and you can buy potions.

You can save progress for 50gp.

Adumbration
2010-05-31, 03:04 PM
This leaves me at -9 hitpoints, under the effects of vigor, which takes me up to -1. Do I get revived, or does someone show up to coup de grace me?

EDIT: Ninja'd. Doing purchases atm.

Adumbration
2010-05-31, 03:13 PM
Currently at 6 hp, then, after drinking from the fountain.

Gold:
32.9 + 130
= 163.9

Purchases:
163.9
- 50 (potion of faith healing(bahamut))
- 50 (purchase savepoint)
- 50 (potion of lesser vigor)
= 13.9 gps.

All right, after drinking the potion of faith healing, I'm ready for another match. (15/16 hitpoints).

term1nally s1ck
2010-05-31, 03:16 PM
The next enemy is a Warforged of some description. He hits the bars of his enclosure just before they rise (There's about 2 rounds before they rise, feel free to take 2 rounds worth of actions before combat begins.)

[roll0]

Adumbration
2010-05-31, 03:19 PM
Initiative:
[roll0]

No actions prior to the gates opening.

term1nally s1ck
2010-05-31, 03:33 PM
He moves forward, and smacks the ground.

[roll0]
[roll1]

Next round:
[roll2]

Adumbration
2010-05-31, 03:38 PM
Swift action to shift into wolf shape, rage and then charge.

Attack:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-05-31, 03:41 PM
Miss.

He smacks you with a heavy blow:

STONE POWAH

[roll0] for [roll1] damage.

I find that that hit very amusing. Your AC is very very low, especially on a charge.

Adumbration
2010-05-31, 03:45 PM
Jeah, well, once I decided to dump AC, I dumped it good. In hindsight, perhaps I should've figured out a way for Nighteyes to don a barding while shapeshifted. Or leave out a few of the flaws/traits/feats that lower my AC to hell.

Still up and going.

Attack:
[roll0]
Damage:
[roll1]

EDIT: Will be back tomorrow, after a good night's sleep.

term1nally s1ck
2010-05-31, 04:03 PM
You miss again.

[roll0] Turn coming after I find out what was rolled.

term1nally s1ck
2010-05-31, 04:04 PM
[roll0]
[roll1]
for
[roll2]
[roll3] cold damage.

Possible threat, to be used every time (19-20)

[roll4] for [roll5]

I just realised this guy has a greatsword not a longsword.

EDIT: Woah. 22 damage.

Foam rager?

Adumbration
2010-06-01, 02:27 AM
Yup, though I'll lose anyway.

Let's see if I can get an idea of his AC/hitpoints.

Attack:
[roll0]
Damage:
[roll1]

EDIT: I really hope I'm spending all my low rolls here. Again?

term1nally s1ck
2010-06-01, 06:54 AM
Yeah.

[roll0]

[roll1]
[roll2]

He smacks the gate with the greatsword as it rises.

Adumbration
2010-06-01, 12:50 PM
Initiative:
[roll0]

You know, if I was rebuilding this character, there are a few things I would change. I would: 1) take the whirling frenzy variant 2) take the spirit lion pounce ACF 3) get rid of Aggressive and 4) retrain Reckless rage into something else.

This would give me two attacks a round with slightly inferior attack bonus, an AC of 16 and give a new feat to play around with. Possibly Rageclaws.

Would you be amenable to such changes? I'm willing to restart the arena, if you wish, although I'm confident that with the changes, Nighteyes will breeze through the azurin incarnate.

EDIT: Oh, and get rid of all the junk I got for the dungeon crawl. Saves up some cash for a potion or two.

term1nally s1ck
2010-06-01, 12:54 PM
....

Huh.

You and I think scarily alike.

Ah well.

You'll have to restart if you want to make that big a change, I'm afraid.

Adumbration
2010-06-01, 12:58 PM
I think I'll do it. I'll have my rebuilt character ready by tomorrow evening. (Around this time, at your time zone).

I have to confess that I'm going to cheat slightly and either prepare magic fang or get a potion of it, against the azurin.

term1nally s1ck
2010-06-01, 01:04 PM
I should warn you, we've edited one thing. Encounters are now random, not pre-ordered.

Adumbration
2010-06-02, 12:49 PM
Here we go:
http://www.thetangledweb.net/forums/profiler/view_char.php?cid=38148

I also shifted 2 points of constitution into dexterity. Ready when you are. (No hurry, though, if you've got exams or anything. I can relate.)

term1nally s1ck
2010-06-02, 01:37 PM
Whirling Frenzy still gives +Str, so the AB on the ragebite is higher.

[roll0] Hal, the warforged.

[roll1] +2

I'll edit in the encounter, and the init bonus after.

Before the gates open, he smacks them once with his greatsword.

Adumbration
2010-06-02, 01:40 PM
True, but whirling frenzy gives -2 to both attack rolls. (Total: 1d20 + 10 (strength) + 1 (BaB) - 2 (whirling frenzy) = +9 )

Initiative:
[roll0]

Adumbration
2010-06-02, 01:44 PM
Let's see. IIRC, the arena is 105 feet by 105 feet, so I can't charge straight in (move speed only 50 ft after exchanging fast movement to pounce). Move 30 feet forwards, shapeshift, and use standard action to attempt to intimidate.

Intimidate:
[roll0]

Rage afterwards. That will be it, until next turn.

term1nally s1ck
2010-06-02, 01:53 PM
Agh.

Wisdom check?

[roll0]

EDIT: Waah. shaken for a round.

He moves forward 20' and hits the ground once.

Adumbration
2010-06-02, 02:00 PM
Time to pounce the sucker. Charge&whirling frenzy for two attacks. +2 to attack, -2 to AC. (Current AC 15, after the reduction.)

Attack #1:
[roll0]
Damage #1:
[roll1]

Attack #2:
[roll2]
Damage #2:
[roll3]

term1nally s1ck
2010-06-02, 02:13 PM
200XP, and 125 gp.

[roll0] for next enemy: Azurin

Init:

[roll1]+4

Adumbration
2010-06-02, 02:21 PM
Initiative:
[roll0]

This ought to be easier than last time...

EDIT: You go first. :smalltongue:

term1nally s1ck
2010-06-02, 02:40 PM
He moves forward 40', and readies an action.

Adumbration
2010-06-02, 02:57 PM
Do or die, I guess. Shapeshift, rage, charge.

Attack #1:
[roll0]
Damage #1:
[roll1]

Attack #2:
[roll2]
Damage #2:
[roll3]

term1nally s1ck
2010-06-02, 04:28 PM
On the way in, [roll0] touch attack for [roll1] damage.

[roll2] and [roll3] fire damage from the attacks.

He then dies.

If you live, 200XP, 140gp.

Adumbration
2010-06-03, 01:54 AM
Cast Lesser Vigor to heal up to 11, then use the fountain to heal fully. Would it be possible for me to yet retrain Mad Foam Rager? I just realized that now that I have Rageclaws, there's absolutely nothing I can do with it. Even if I manage to block a fatal blow and kill my opponent, I've spent the swift action for that round and can't shift back into humanoid form for healing, so I'll still die.

term1nally s1ck
2010-06-03, 02:56 AM
Afraid not mid-run.

[roll0] if you continue.

Adumbration
2010-06-03, 04:02 AM
Roger.

Initiative:
[roll0]

term1nally s1ck
2010-06-03, 04:42 AM
It's the elvish caster:

[roll0]

Adumbration
2010-06-03, 05:01 AM
Shapeshift, then ready an action to move next to him if he comes within 50 feet.

term1nally s1ck
2010-06-03, 05:09 AM
he moves 30' forward, and readies an action.

Adumbration
2010-06-03, 05:45 AM
Stay still, ready an action to move as close as Nighteyes can get, if he casts a spell.

I made a mistake there, I should've just double-moved and cornered him in the alcove during the first round. I would've had him nicely pinned.

term1nally s1ck
2010-06-03, 06:25 AM
He moves 30' forward, and readies an action.

40' apart now.

Adumbration
2010-06-03, 06:40 AM
I'll start moving towards him, until I'm adjacent to him. Presumably this triggers the readied action, but does it trigger his abrupt jaunt?

Turn not over yet.

term1nally s1ck
2010-06-03, 06:45 AM
His readied action goes off:

12 fire damage, reflex halves.

Adumbration
2010-06-03, 06:48 AM
Reflex save:
[roll0]

EDIT: Wow. :smalleek:

EDIT: Abrupt jaunt/not?

term1nally s1ck
2010-06-03, 06:52 AM
Not yet. He's within melee distance now, though..

Adumbration
2010-06-03, 06:55 AM
All right. I'll try to bite him.

Attack:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-06-03, 06:57 AM
Now he ports backwards 10', out of reach of your attack.

Adumbration
2010-06-03, 07:01 AM
I'd like to argue that merely gives a 50% miss chance, not automatical miss. There's a precedent to this: the shadowcaster mystery Flicker, which also teleports as an immediate action, but which also states that using it in response to an attack gives only the aforementioned miss chance.

Tome of Magic, page 146.

(Gotta go now, bus leaving in 10)

term1nally s1ck
2010-06-03, 07:33 AM
Hm. I'm not sure.

On one hand, they are very similar.

On the other hand, Flicker is newer than A-J, and has to specify that it gives a miss chance, whereas A-J does not mention that.

I'll have a look around.

Adumbration
2010-06-03, 12:31 PM
All right, let me know when you've decided and we can continue.

... I may be able to take down this one even so, but it's going to be a lot closer to skin than I'm really comfortable with.

EDIT: Looking ahead, question: do I lose my standard action on the attempt at biting?

term1nally s1ck
2010-06-04, 06:20 AM
I'm gonna have to go with no on the miss chance, and while your standard action isn't lost (the port is before you attack), you can't continue your move action.

Adumbration
2010-06-04, 06:49 AM
Okay. Swift action to shift into draconian form, standard action to cast Lesser Vigor. Heal 1 hitpoint - currently on 4. End of turn.

term1nally s1ck
2010-06-04, 06:50 AM
He moves back 20', and casts another fireball:

[roll0] reflex halves.

Adumbration
2010-06-04, 06:52 AM
Reflex save:
[roll0]

Move action to retrieve potion of Faith healing from the belt, standard action to quaff it. Heal 10 hitpoints (potion 9 + 1 lesser vigor). End of turn.

EDIT: Does damage round up or down? Depending on that, either 12 or 11 hitpoints now.

term1nally s1ck
2010-06-04, 06:56 AM
up, in this case.

[roll0], reflex halves.

So, you're just going to sit there and eat his attacks aren't you...

Adumbration
2010-06-04, 06:58 AM
That's it. He's a wizard, he can't have that many spells left. Certainly not enough to kill.

Reflex:
[roll0]

Cast cure minor wounds, (healing total of 2 hitpoints with vigor), swift action to shift, move action to move adjacent to him.

EDIT: HP: 9/15.

term1nally s1ck
2010-06-04, 07:08 AM
He 5' steps back, and fires another firebolt.

[roll0] fire damage, reflex halves.

Adumbration
2010-06-04, 07:13 AM
Reflex:
[roll0]

5-foot step forward, lunge at him. Presumably he jaunts, so I can't be bothered to roll for it.

Swift action to shift to humanoid form, standard action to cast Cure Minor wounds.

EDIT: 4/15.

EDIT 2: Will return later tonight.

term1nally s1ck
2010-06-04, 07:39 AM
Failed save, obviously.

He does indeed port, steps back, and fires a ray of cold:

[roll0] for [roll1] cold damage.

Adumbration
2010-06-04, 10:16 AM
That's a hit. Standard action to cast cure minor wounds (my last), swift action to shift form and 5-foot step next to him. End of turn.

HP: 4/15

term1nally s1ck
2010-06-04, 10:58 AM
5' step away, casts another ray of frost..

[roll0] for [roll1]

Adumbration
2010-06-04, 11:27 AM
That's a hit. Move action to move 5 feet (feel free to take your AoO), lunge, move action to move adjacent to the wizard. Rinse and repeat until I run out of hitpoints or the wizard runs out of abrupt jaunts.

term1nally s1ck
2010-06-04, 02:56 PM
He has jaunted 3 times. 2 left.

He casts 3 spells.

[roll0] for [roll1] acid.
[roll2] for [roll3] acid.
[roll4] for [roll5] acid.

Your turn, no more teleports.

(I just found out that the firebolt has range 100'. D'oh.)

Adumbration
2010-06-04, 03:16 PM
Currently on 4 hitpoints, after taking lesser vigor into account.

Going ahead and attacking:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-06-05, 08:12 AM
he's very hurt.

5' step back, one last spell:

for [roll]d3 acid.

term1nally s1ck
2010-06-05, 08:15 AM
[roll0] acid damage.

Adumbration
2010-06-05, 08:17 AM
5-foot step and attack:
[roll0]
Damage:
[roll1]

Heal 1 hp due to vigor. (Last round of that, I think.)

term1nally s1ck
2010-06-05, 08:52 AM
you actually miss both..but he's out of spells, and has no backup weapon. 200XP, 150gp.

Adumbration
2010-06-05, 08:57 AM
All right, heal up to 10 hp with the fountain, buy a potion of Faith healing and heal up to full. Going to set a save point here, too. And buy another potion of faith healing.

Adumbration
2010-06-05, 08:59 AM
Initiative for the next match:
[roll0]

term1nally s1ck
2010-06-05, 11:46 AM
[roll0] = Goblin

[roll1] +6

modifier to follow, when opponent chosen.

Adumbration
2010-06-05, 12:35 PM
Swift action to morph, double-move to move 100 ft forwards, to stand 5 feet away from the goblin. (That is, if I understand the map correctly). End turn.

term1nally s1ck
2010-06-05, 12:41 PM
Hm. Damn.

Oh well.

He summons an elemental, which attacks:

[roll0] for [roll1]

Then he tumbles away, ending up 30' east of you:

[roll2] vs DC 15.

Adumbration
2010-06-05, 12:46 PM
Going to try and get rid of that pestering water elemental.

Attack:
[roll0]
Damage:
[roll1]

EDIT: After that, use the move action to move adjacent to the goblin.

term1nally s1ck
2010-06-05, 10:27 PM
hit, kill.

The goblin backs off, then shoots.

[roll0] for [roll1]

Adumbration
2010-06-06, 01:41 AM
Move forward and bite. Currently on 11/15 hp.

Attack:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-06-06, 02:01 AM
miss.

5' step, reload, fire.

[roll0] for [roll1]

Adumbration
2010-06-06, 02:07 AM
5-foot step.

Attack:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-06-06, 02:27 AM
Miss.

as before.

[roll0] for [roll1]

Adumbration
2010-06-06, 03:42 AM
Swift action to shift, move action to draw potion of faith healing, standard action to drink it, free action to rage, 5-foot step next to him.

term1nally s1ck
2010-06-06, 11:10 AM
He's nearly at a wall, so will tumble away to 25' west of you: [roll0] vs DC 15, or AoO.

He then reloads.

Adumbration
2010-06-06, 11:33 AM
Swift action to shift back into wolf form, then move next to him and attack.

Attack #1:
[roll0]
Damage #1:
[roll1]

Attack #2:
[roll2]
Damage #2:
[roll3]

term1nally s1ck
2010-06-06, 11:48 AM
hit and kill.

200XP, 175gp.

Last of all, the Monk:

[roll0]

He drinks a potion and oils his quarterstaff as he enters the arena.

Adumbration
2010-06-06, 11:54 AM
Gold:
+ 125
+ 140
+ 150
- 150 (purchases inbetween matches)
+ 175
= 440 gps

Actually, I'm not going to set up a save point here. I might need the rage with the monk, and I may be able to defeat the goblin even without it, with a few lucky rolls.

Purchase a scroll of Longstrider, though, which he casts during the buff rounds.

Initiative:
[roll0]

Adumbration
2010-06-06, 11:57 AM
*fingers crossed*

Chaaaaaaaarge!!!!!

Attack:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-06-06, 12:23 PM
Hit, not a kill.

He attacks back:

[roll0] for [roll1]
[roll2] for [roll3]

Adumbration
2010-06-06, 12:26 PM
The last damage should be 13, not 16, since - once again - I used copy-pasta from my last rolls.

Attack:
[roll0]
Damage:
[roll1]

Adumbration
2010-06-06, 12:29 PM
Confirmation:
[roll0]
Damage:
[roll1]

I almost feel bad for my good rolls. Almost. Then I remember the horror that is negative level with 1 HD. :smallbiggrin:

term1nally s1ck
2010-06-06, 12:49 PM
200XP, 360gp.

You level, you get a day's rest, and you can save and buy potions as normally.

Your next fight will be:

[roll0]: Father Aichtuo.

Adumbration
2010-06-06, 12:51 PM
I'll probably spend a few days figuring out my second level. Probably continuing barbarian, for Improved trip (wolf totem). Possibly taking incarnate or totemist on the side. Retrain Mad Foam Rager to something useful.

Oh, and figure out if I can purchase something useful.

term1nally s1ck
2010-06-06, 02:56 PM
Still only Potions are available, sorry.

Adumbration
2010-06-07, 04:30 AM
Starting with 7 hitpoints, immediately after the match, healing up 6 hp with the fountain to 13. Leveling up, gaining 9 hitpoints in progress, to 22/24. Heal 2 hitpoints from the rest overnight. Purchase a savepoint here, leaving me 735 gps by my calculation.

I'm leveled up and ready. Reposting the sheet:
http://www.thetangledweb.net/forums/profiler/view_char.php?cid=38148

Initiative:
[roll0]

I have Rageclaws, Astral Vambraces and Mantle of flame shaped as soulmelds. Investing the latter two with an essentia each, for DR 4/magic and 2d6 damage to attackers.

term1nally s1ck
2010-06-07, 04:33 AM
[roll0]: Johnny

[roll1] +6

He sets himself on fire just as the gates open.

This arena is merely 75' square.

Adumbration
2010-06-07, 04:39 AM
This is going to get ugly. :smallbiggrin:

EDIT: You win initiative.

term1nally s1ck
2010-06-07, 05:00 AM
He charges vs flatfooted.

[roll0] for [roll1] +[roll2] fire damage and reflex save or you catch on fire.
[roll3] for [roll4] +[roll5] fire damage and reflex save or you catch on fire.
[roll6] for [roll7] +[roll8] fire damage and reflex save or you catch on fire.
[roll9] for [roll10] +[roll11] fire damage and reflex save or you catch on fire.


Retributive damage:

[roll12]
[roll13]
[roll14]
[roll15]

Use as needed...

Adumbration
2010-06-07, 05:09 AM
Currently on -4, but still up and fighting. All attacks hit.

Reflex saves:
[roll0]
[roll1]
[roll2]
[roll3]

If I fail these saves, am I on fire 4 times, or just once?

Swift action to shift, free action to rage, move action to quench fire, going to try and trip him. If the first trip attack succeeds, refer straight to the second normal attack.

Trip attack (touch):
[roll4]
Strength check:
[roll5]

If this succeeds, the follow-up normal attack:
Attack:
[roll6]
Damage:
[roll7]


Trip attack (touch) #2, use only of the first one fails:
[roll8]
Strength check:
[roll9]

If this succeeds, the follow-up normal attack (or if the first one succeeds, skip straight to this):
Attack:
[roll10]
Damage:
[roll11]

term1nally s1ck
2010-06-07, 05:18 AM
Well, you're taking [roll0] fire damage on your turn.

Then you quench the fire, if you're alive, and kill him with the second trip.

Adumbration
2010-06-07, 05:33 AM
Yup, dead, nice work :smalltongue:. Again? (If I happen against the same opponent, I'm going to change my soulmelds)

term1nally s1ck
2010-06-07, 06:01 AM
Your melds are decided at the start of the day, before you know your opp.

You can switch essentia around, though..

Adumbration
2010-06-07, 06:22 AM
In that case, I'll have to take the chance. Changing Mantle of Flames to Dragon mantle, and investing 1 essentia to it.

Ready for another match when you are.

EDIT: Scratch that, Dragon mantle is Totemist only. I'll have to think of some other soul meld. Just a second.

EDIT 2: Taking Flame Cincture, investing that with essentia. Fire resistance 15.

Ready for a match.

term1nally s1ck
2010-06-07, 08:11 AM
[roll0]

[roll1]+4

Father Aichtuo.

You're up against a Human, who starts with a crossbow on his back, a lot of waterskins, and a chain shirt.

This arena is 125' by 125', larger than the last.

In the buff rounds, he summons a pair of water elementals by emptying out two waterskins.

Adumbration
2010-06-07, 08:20 AM
Initiative:
[roll0]

What size are those water elementals? Where are they summoned?

Invest 1 point of essentia into Cobalt rage for +1 to damage and will saves while raging.

Adumbration
2010-06-07, 08:22 AM
Shift, rage, move 50 feet forward. Ready an action to move as close to the human as possible after the water elementals have acted.

term1nally s1ck
2010-06-07, 08:23 AM
Small, and 5' on either side of him, within the alcove before it opens.

He summons another small water elemental 5' in front of him, and then the other two step forward 5'.

Adumbration
2010-06-07, 08:36 AM
You know, I'm going to try and jump over the water elementals, to the free square on the right side of the cleric. I'm not sure about the exact DC, but to avoid entering the elemental's square, I'll have to jump over their height and reach, moving over a single 5-foot square. (Listed vertical reach is 4 feet, according to jump section, and height 2-4 feet.). I think.

Jump check (1d20 + 10 (strength) + 10 (racial) + 2 (synergy with tumble) + 8 (movement speed 20 feet over 30 feet) = 1d20+30 :
[roll0]

I'll await your response and result before continuing actions.

term1nally s1ck
2010-06-07, 08:43 AM
You manage to get 10' up, and evade the elemental's reach.

You do, however, take one AoO as you drop through his threatened area on the way down.

[roll0] for [roll1]

Adumbration
2010-06-07, 08:50 AM
That's a miss against AC of 17. Going to try and trip the cleric, two attempts if first one fails, just one and a normal bite attack if it succeeds.

Trip touch attack:
[roll0]
Strength check:
[roll1]

If this succeeds, the follow-up normal attack:
Attack:
[roll2]
Damage:
[roll3]


Trip touch attack #2:
[roll4]
Strength check:
[roll5]

If this or the first one succeeds, the follow-up normal attack:
Attack:
[roll6]
Damage:
[roll7]

term1nally s1ck
2010-06-07, 09:08 AM
you trip and kill.

200XP, 275 gp.

Next fight:

Kobold with shortsword, sets himself on fire as the gates start to rise.

[roll0]

You're the very first to kill a member of the Big 3. Congrats.

Adumbration
2010-06-07, 09:13 AM
Thank you.

Initiative:
[roll0]

I currently have Flame cincture, Rageclaws and Astral Vambraces shaped, with 1 essentia in AV and another permanently (for today) in Cobalt Rage.

EDIT: Go ahead.

term1nally s1ck
2010-06-07, 09:31 AM
He charges you:

[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]

I'll ignore the fire damage, as it does nothing.

term1nally s1ck
2010-06-07, 09:33 AM
Cconf:

[roll0] for [roll1]

Adumbration
2010-06-07, 09:35 AM
That's a total of 3 damage, unless his claws are magical. Going with the same old trip routine.


Trip touch attack:
[roll0]
Strength check:
[roll1]

Follow-up.

Attack:
[roll2]
Damage:
[roll3]

Trip touch attack #2:
[roll4]
Strength check:
[roll5]

Follow-up.

Attack:
[roll6]
Damage:
[roll7]

Adumbration
2010-06-07, 09:37 AM
Confirmation for the follow-up attack #1, if applicable:

Attack:
[roll0]
Damage:
[roll1]

term1nally s1ck
2010-06-07, 09:38 AM
Crushed. 200XP, 250gp.

FINAL FIGHT.

You have 1 hour to prepare, while they go wake up Grandma. Any plans?

Adumbration
2010-06-07, 09:45 AM
Well, I think a save point is in order here.

I have a feeling I'll die a horrible death the first time. After that I'll see if there's anything I can do to prepare for that. :smalltongue:

term1nally s1ck
2010-06-07, 09:55 AM
Well, the final fight begins.This arena is the standard 100' by 100'

Grandma is brought out, wearing her dressing gown.

Turns out, she's a remarkably lizardlike Orc, wearing a bad white wig.

The crowd are really into it, yelling:
"WHY GRANDMA, WHAT BIG HANDS YOU HAVE"

Grandma yells "All the better to GRAB him with!",
and quaffs a potion.

"WHY GRANDMA, WHAT BIG FEET YOU HAVE"

Grandma yells "All the better to CHASE him with!",
and quaffs a second potion.

"WHY GRANDMA, WHAT BIG TEETH YOU HAVE"

Grandma yells "All the better to EAT him with!",
casts a spell on herself, then turns into the BIG BAD WOLF.

Init:[roll0]

Adumbration
2010-06-07, 10:04 AM
:smalleek:

I'm laughing out loud on this side of the screen. I think I understand now what you meant by that earlier remark about thinking scarily alike. :smallbiggrin:

Initiative:
[roll0]

EDIT: This is going to be painful. :smallamused:

term1nally s1ck
2010-06-07, 10:07 AM
This is the L1 version of you, with one or two slight differences.

Grandma charges you. Hard.

[roll0] for [roll1]

[roll2] for [roll3]

Adumbration
2010-06-07, 10:11 AM
Currently on -8. It's payback time. :smallamused:

Shift, rage, and return the flurry.

Attack:
[roll0]
Damage:
[roll1]

Attack #2:
[roll2]
Damage:
[roll3]

term1nally s1ck
2010-06-07, 10:17 AM
Well, She *would* be dead. However, I messed up.

Those damage rolls should be at +16, not +15. I forgot one of the buffs.

I'm not sure if that changes anything...

Adumbration
2010-06-07, 10:19 AM
Well, they kinda do. It's the difference between life and death. :smalltongue:

Again? I'll probably buy a potion of something first, though.

EDIT: Buying a potion of Mage armor and Shield of Faith +2, both quaffed during the buff rounds. I'll also shift during the buff rounds. Total flat-footed AC of 18.

term1nally s1ck
2010-06-07, 10:22 AM
Ah, I wasn't sure if one or both of her attacks hit.

Yeah, you can go again. Buy potion if you wish.

Same routine.

I think I'm gonna let you make a spot check, though...just to see if you'd pick up on it.

[roll0]

Adumbration
2010-06-07, 10:24 AM
Spot check:
[roll0]

Initiative:
[roll1]

See my purchases above.

term1nally s1ck
2010-06-07, 10:30 AM
How is your FF AC 18?

10+4+2+4 = 20.

You get 4 natural from your shapeshift.

Your char sees nothing.

Grandma charges..

[roll0] for [roll1]
[roll2] for [roll3]

EDIT: IS THAT -9 HP? OMG.

Adumbration
2010-06-07, 10:33 AM
That it is. :smallbiggrin:

Attack:
[roll0]
Damage:
[roll1]

Attack #2:
[roll2]
Damage:
[roll3]

EDIT: IIRC, deflection applies to touch AC, not flat-footed.

term1nally s1ck
2010-06-07, 10:39 AM
You miss twice.

Grandma kills you.

[roll0] for [roll1]
[roll2] for [roll3]

EDIT: Deflection applies to all AC. Even Flatfooted Touch AC.

Adumbration
2010-06-07, 10:44 AM
Do I lose gold for the resurrections? If so, how much was it again?

Thinking about investing in a potion of invisibility.

Adumbration
2010-06-07, 10:59 AM
In either case, I should have enough gold for following.

Potion of Invisibility (300 gps)
Potion of Mage armor (50 gps)

Again?

term1nally s1ck
2010-06-07, 12:09 PM
You can indeed.

Resurrections do not actually lose you gold, but they change your final 'score' for the leaderboard. I doubt anyone else will even get on there for a while, though..

[roll0]

Remember your spot check...

Adumbration
2010-06-07, 12:24 PM
Quaff the potions on buff round.

Spot:
[roll0]

Initiative:
[roll1]

I hate it when you get high initiative rolls. :smalltongue:

term1nally s1ck
2010-06-07, 12:36 PM
Nothing to see.

She charges.

Knowing you're probably somewhere in the alcove, she attacks two squares randomly.

[roll0] on a 1 she misses completely.

[roll1] for [roll2], [roll3] 1 misses.

Bad time to roll a nat 20....your turn.

Adumbration
2010-06-07, 12:41 PM
Rage.

Attack:
[roll0]
Damage:
[roll1]

Attack #2:
[roll2]
Damage:
[roll3]

term1nally s1ck
2010-06-07, 12:47 PM
One hit, one miss.

Now knowing your position, she attacks hard and fast.

[roll0] for [roll1], [roll2] 1 misses.
[roll3] for [roll4], [roll5] 1 misses.

Adumbration
2010-06-07, 12:50 PM
Actually, since it's not greater invisibility, Nighteyes became visible after the first attack. Both attacks hit, by the way, but leave me at -6. Fully functional, for now.

Attack:
[roll0]
Damage:
[roll1]

Attack #2:
[roll2]
Damage:
[roll3]

EDIT: Wow. Unless you roll as poorly as I did, that's another loss for me.

term1nally s1ck
2010-06-07, 12:51 PM
Pair of misses.

She punishes you with death.

[roll0] for [roll1]
[roll2] for [roll3]

Adumbration
2010-06-07, 12:57 PM
Jeah. I'm going to give it a few more times, if permitted.

Purchase for this time:

Potion of Swift invisibility (much cheaper than it's big brother)
Potion of Bull's strength

Spot:
[roll0]

Initiative:
[roll1]

This is turning out to be much harder than expected - you've managed to ramp both AC and attack bonus to a higher level than I have.

Quaff the bull's strength first, then swift invisibility, just before the gates open.

term1nally s1ck
2010-06-07, 01:03 PM
[roll0]

You still don't notice anything.

term1nally s1ck
2010-06-07, 01:06 PM
Oh. Crap...I've been forgetting the charge bonus to attacks.

[roll0] 1 is a complete miss.

[roll1] for [roll2] and [roll3] 1 misses due to invis.

Adumbration
2010-06-07, 01:08 PM
Ouch, a hit.

My turn.

Attack (dex denied):
[roll0]
Damage:
[roll1]

Attack:
[roll2]
Damage:
[roll3]

term1nally s1ck
2010-06-07, 01:12 PM
Grandma....dies.

200XP, and 455gp.

"LADIES....LADIES AND GENTLEMEN....GRANDMA HAS BEEN DEFEATED. GIVE A BIG HAND TO YOUR NEW ELITE GLADIATOR....ERR....what will your gladiator's name be? Pick a good one."

Well done, you're the first to beat the Neverending Battlegrounds. I'll tot up your score now, and we'll see how well you did.

Hold up, your str bonus from shapeshift druid is enhancement, so bull's strength will not stack.

Adumbration
2010-06-07, 01:17 PM
Aww, damn, so she's still up? :smallfrown:

EDIT: Probably buying Aid or something next time. Or maybe I'll scour some sourcebooks for some extraordinary spell for a potion.

term1nally s1ck
2010-06-07, 01:19 PM
the second one missed, so yeah.

[roll0] for [roll1]

[roll2] for [roll3]

Adumbration
2010-06-07, 01:21 PM
Jeah, dead. Am I spending money with my purchases when I reset to savepoint?

term1nally s1ck
2010-06-07, 01:22 PM
In that life, yes. Overall, if you die, you get your money back.
Death is just a penalty to your score.

Adumbration
2010-06-07, 01:32 PM
This is... clearly leading nowhere, so I'll have to change my tactics.

Purchases:
Potion of Enlarge Person
Potion of Swift Invisibility

Consumed in that order.

Spot:
[roll0]

Initiative:
[roll1]

term1nally s1ck
2010-06-07, 01:59 PM
Init: [roll0]

Adumbration
2010-06-07, 02:03 PM
Hokay, let's see.

Rage, charge, pounce and trip.

Trip attack (touch attack against FF):
[roll0]
Strength check:
[roll1]

Follow-up attack

Attack:
[roll2]
Damage:
[roll3]

Trip attack (touch attack against FF):
[roll4]
Strength check:
[roll5]

Follow-up attack

Attack:
[roll6]
Damage:
[roll7]

term1nally s1ck
2010-06-07, 02:08 PM
Grandma....dies.

200XP, and 450gp.

"LADIES....LADIES AND GENTLEMEN....GRANDMA HAS BEEN DEFEATED. GIVE A BIG HAND TO YOUR NEW ELITE GLADIATOR....ERR....what will your gladiator's name be? Pick a good one."

Well done, you're the first to beat the Neverending Battlegrounds. I'll tot up your score now, and we'll see how well you did.

Adumbration
2010-06-07, 02:14 PM
"Call me Woodsman, for was it not the man of the woods, the lumberjack, the one to split open the Wolf's stomach and free the poor little child?" Yay for Neutral Good!

I have to say that Grandma was definitely the toughest one, at least for a character of my build. The insane offensive capabilities of both builds turned it into an initiative rocket tag, and while I could technically defeat her in a single round if both attacks hit, she had a higher AC and attack bonus which lent her the edge that was enough to take me out several times.

Good build, well played. Thanks for running this for me. I had a blast. :smallbiggrin:

term1nally s1ck
2010-06-07, 02:23 PM
Your final Score:

Earnings: +1465
Spent on Potions: -500
Spent on Saves: -150
Deaths: 5

Total Score: 565.