
Boom! |

Perfect. You said there was one up in the tower with Drogo so I was just curious whether the temple-side "door" was still visible, or if he just disappeared without a trace.
Boom!, feeling the itching, burning, wholly uncomfortable sensation eating into his skin, quicky pulls himself out of the other side of the little pool of water and makes his way, possibly stupidly, away from the water and towards the oncoming fire. Boom! is, however, smart enough to stay out of the obviously flammable grass on the other side of the palisade, though he walks maybe too closely - an unlucky gust of wind could spread the fire more quickly than he is ready to deal with.
As he passes in front of the temple and gains a clear line of sight into it, Boom! knocks and readies an arrow. He cannot see the dwarf within or around the temple, so merely keeps his arrow knocked and ready in case the dwarf decides to show his ugly, hairy, dis-proportioned face.
Movement: 30' down three and left five.
Ready action in case there is any line of sight on the dwarf coming out of, or around the temple.
Attack: 1d20 ⇒ 1
God I hope that's not used, lol
Potion rounds remaining: 4
HP: 7/8
Current defensive stats: AC: 19, Touch: 19, FF: 14
Current offensive stats: Ranged: +8 (1d4-1) 20x3 | Flurry: +7/+7 (1d4-1) 20x3
Turn end. Map accurate.

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Drogo stands up and realized where he is. That's quite unfortunate. Why could he be somewhere closer?
He reaches the edge and falls to his knees. Yeah, he might be at a disadvantage up here, unless the goblin managed to pop up.
Move NW 5', N 5'
Free action: fall prone
stealth: 1d20 - 2 ⇒ (17) - 2 = 15
I assume that being prone behind one of the merlons provides total cover`

Boom! |

So... if it is worth putting into a PM because it would influence my turn, I feel like I should wait for the PM before taking my turn.

Boom! |

Re-reading this, I am no longer certain whether the PM was going to come to me or to Drogo. Therefore, I am going to just take my turn. If I die, oh well.
Boom!, seeing the fire spread around him finally gets fed up with waiting and, hoping for the element of surprise so see him through, charges straight into the temple, hoping to force the dwarf into an untenable position instead of just waiting for opportunities that the dwarf has done well to not provide. Boom! is therefore justly surprised as he enters the temple to see no trace of the dwarf lurking about, and, his curiosity getting the better of him, and an inkling of an idea forming in his head of where the dwarf might have gone, Boom! reaches down to touch the glyph on the floor.
Movement: 6 down. Stopping in the temple itself.
Potion rounds remaining: 3
HP: 7/8
Current defensive stats: AC: 19, Touch: 19, FF: 14
Current offensive stats: Ranged: +8 (1d4-1) 20x3 | Flurry: +7/+7 (1d4-1) 20x3
Turn end. Map accurate.

Nairb the Grey |

Drogo got a pm that answered his question about cover because it mentioned a way you could potentially hit him from the ground, I did not want to influence your action when you didn’t know where he was. Being behind a Merlin and prone provides cover from every angle but the top. From the top it provides improved cover and total concealment, so +8 ac, and 50% miss chance. My logic was you could arc an arrow up and over the wall, but you would be shooting blind.
Drogo, from where you are you hear a clap of thunder reminiscent of your recent stomach jerking trip. The goblin does not appear at the top of your tower, so you assume he is now prone at the top of the northern tower.
Ashes to ashes, dust to dust: 1d20 ⇒ 19 - The fire grows 3 squares in all directions. Will update map in a few hours when I am at a pc.

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For reference, we are 25 squares apart at the moment, (not counting the diagonal). Even if you move next to the melons/embrasures, you'll still be at least 115' apart.
Since your AC is literally too high to hit for a while, (and dwarves aren't great climbers), I'm going to let Drogo relax and have a snack, until I see that you're not tiny anymore.
Nairb the Grey, are you sure there's not an arcane sigil, or secret stairs that my dwarven sense can discover?
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Actions
(Move) Drogo moves to a sitting position against a merlon. and (Move) pulls out some bread and cheese, keeping both an eye out and sling ready, but starting to relax nonetheless.

Boom! |

Boom!, seeing as how the dwarf did not seem to be at ground level just a moment ago, quickly surmises that the dwarf used a similar method of transport into the other tower. That being the case, and recognizing that he would not be able to see over the battlements, Boom! does the only thing that makes sense: He stands up and touches the glyph again, hoping it takes him back to the temple before the dwarf gets the idea to hold the door, as it were.
Reflex save to keep footing on return: 1d20 + 7 ⇒ (11) + 7 = 18
Movement: Stand only. Remain standing on the sigil.
Potion rounds remaining: 2
HP: 7/8
Current defensive stats: AC: 19, Touch: 19, FF: 14
Current offensive stats: Ranged: +8 (1d4-1) 20x3 | Flurry: +7/+7 (1d4-1) 20x3
Turn end. Map accurate.

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Drogo sees the goblin disappear and realizes that he's not stuck up here for the next ten minutes. He stands and dashes for the now noticed sigil, and lands on his butt
Reflex vs falling: 1d20 + 2 ⇒ (8) + 2 = 10

Boom! |

Boom!, barely having enough time to reorient himself, much less prepare an attack before the dwarf follows through the gate, is oh so slightly startled when the dwarf appears in a crumpled heap on the ground nearly on top of him. Taking the opportunity to put some distance, between himself and the dwarf. Knowing that the fires have ruined his best hiding spot, Doom! makes a beeline almost straight down the road. At the end, he turns and knocks an arrow, waiting for the dwarf to stand up. Boom! takes a quick estimate and knows that, with line of sight, he can reach any spot he can see in the small battlefield from his current location.
Movement: Withdraw. Double move action. First five foot movement does not provoke attack of opportunity.
Potion rounds remaining: 1
HP: 7/8
Current defensive stats: AC: 19, Touch: 19, FF: 14
Current offensive stats: Ranged: +8 (1d4-1) 20x3 | Flurry: +7/+7 (1d4-1) 20x3
Turn end. Map accurate.

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Drogo sees the goblin scurry off to the side. He leaps to his feet (move) and Slings a bullet towards the goblin (standard), but it falls short again. Staying in position, he feels the familair sensation take him back up.
attack: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
UMD: 1d20 - 3 ⇒ (13) - 3 = 10

Boom! |

Boom! immediately understands what the dwarf's plan is, and moves only a few feet further down the road, estimating 3/4 of his bows good firing distance away from both towers and the temple door itself. When he gets into a decent spot, he turns and, knowing that the dwarf has only one spot to appear, unless it wants to attempt to climb the tower walls, knocks an arrow and waits for the dwarf to reappear in the temple, trusting the distance from the tops of the towers and the height of its defenses to prevent the dwarf from getting a good shot from either side..
Movement: 2 down, 3 right.
Potion rounds remaining: 0
HP: 7/8
All stats returned to normal:
Current defensive stats: AC: 17, Touch: 17, FF: 11
Current offensive stats: Ranged: +6 (1d6) 20x3 | Flurry: +5/+5 (1d6) 20x3
Turn end. Current location would be 2 squares to the right of current marked location on map.

Boom! |

And now we play the waiting game.
Boom!, knowing that the enemy only has one point to re-enter the fray, trains his weapon into the single door of the temple, just waiting for a shot.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 1
HP: 7/8
Turn end. Current location would be 2 squares to the right of current marked location on map.

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Drogo pauses, still trying to understand figure out what the goblin has been doing. He hadn't come up yet. He moved towards the corner and scanned the area by the temple. ... Nothing. The goblin was by near him, last he checked, so he moved (move) over to the next opening. There he was!
The dwarf swung his sling, firing down at his opponent (standard), and immediately dropped down (free), to avoid retaliation.
Attack: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
I think that would give me good line of sight, but I've got more movement if it didn't.
Turn end. Round 16 finished. Prone

Nairb the Grey |

As the sling bullet flies true and the goblin crumples to the ground at the trail head, everything fades to white and you both find yourselves once again in the lobby.
Drogo is declared the winner and awarded 1 victory point. You both level up to level 2 and receive 825gp of new equipment and wealth.
It will be interesting to see what you do with it. The next round of matches will be announced on Monday, provided you are done with levelling. Level up and equipment must be selected before you know who you are going up against next, but day of preparation (spells memorized, prebuffs, etc.) can be done knowing what is observable on the surface about your opponent.

Acrythe Saselva |

Sorry for the late response, baby got his first ear infection yesterday
Dot
Intiative: 1d20 + 4 ⇒ (18) + 4 = 22
Can I see Drogo from across the way? Still need someone to move me but I think I’l take a double move to get to the chest.
”I’ll get the treasure first!” Acrythe yells at his dwarf combatant.

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Since the thing in the middle is 2' + chest height, I think we'd have full cover. We might be able to see movement, but you can also make an educated guess that your enemy must be in the only blindspot left in this circular arena.
I don't have much time left tonight, but I'm happy to help you move, or you can ask on discord.
Do me a favor and put your movements format similar to mine, ie something like 15' E, 15' SE', and I'll understand 3 squares right, and 2 squares diagonally.

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Acrythe, on the flip side, if I take a ready action, would you mind arranging it? I doubt we'll use it much, but it should speed up the gameplay.
For example, if you were a ranged character, I might take a ready action to move, after you move (before you attack to keep cover). I'll just have to trust you to rearrange your turn & decide my movements so you can finish your turn. Just note it in your post and I'll update the map if that happens.

Acrythe Saselva |

”Looks like I’ll have to take you out before I can open the chest.”
Swift Action: Arcane Pool Point on Golem Hand
Free Action: Five foot step up next to Drogo
Full Round Action: Spell Combat/Spell Strike
Golem Arm Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Golem Arm Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Golem Arm Critical Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Golem Arm Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Shocking Grasp Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Shocking Grasp Damage: 3d6 + 5 ⇒ (5, 6, 2) + 5 = 18
If Drogo is wearing metal armor or wielding a metal weapon than the Shocking Grasp Attack gets +3 to hit but looks like still not enough to deal that 20 points of damage, bummer. It’s nice fighting against a melee character lol

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Yeah, since you're using spellstrike, yeah you'd miss against my normal AC. Wow, your burst damage is awesome.
5' step N
Standard action: Fight defensively, =4 to attack rolls, +2 dodge AC
Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Obvious miss.
Modified AC is 21
"You should have taken the deal, mate. Good luck opening it on your own."

Acrythe Saselva |

Seeing an opportunity to open the chest when Drogo steps away and takes a defensive stance, Acrythe takes a five foot step west and lobs a ball of acid at Drogo.
Acid Splash Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Acid Splash Damage: 1d3 ⇒ 1
Five foot step W
Standard Action Acid Splash
Rounds left on Arcane Pool: 9 Rounds

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Drogo scoots a step. The dwarf puts two fingers against again his buckler wristguard and a small potion springs free into his hand.
He immediately tilts his head back with it and tosses it aside. Immediately the air around him takes a darker hue, and his eyes seem backlit.
Swift action: Withdraw Potion of Infernal Healing, stored in a special slot.
Standard action: Drink the potion
Fast Healing 1 10 rounds

Acrythe Saselva |

@Drogo, I looked at my character sheet in hertolab and noticed that I didn’t update my character sheet here to reflect that I have two 1st level spells now not just one. Wanted to see if you were ok with me updating that mid battle. If not makes sense, its my own fault for not updating it properly.

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Yeah, totally fine! I figured you already had your prepared list somewhere else with the correct terms. TBH, I'm not sure anyone keeps it up to date in a pure text format.

Acrythe Saselva |

Acrythe steps up next to Drogo and attempts to bash him with golem arm, then lights his arm up in lightning and attempts to bash him again.
Actions
Free Action: Five foot step NE
Swift Action: Arcane Strike
Full Round Action: Spell Combat/Spellstrike
Golem Arm Attack+Arcane Pool-TWF: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18
Golem Arm Damage +Arcane Pool + Arcane Strike: 1d6 + 6 ⇒ (3) + 6 = 9
Shocking Grasp Golem Arm Attack +Arcane Pool -TWF: 1d20 + 6 + 1 - 2 ⇒ (19) + 6 + 1 - 2 = 24
Shocking Grasp Golem Arm Damage+Arcane Pool+Arcane Strike: 3d6 + 6 ⇒ (3, 5, 5) + 6 = 19
Rounds left on Arcane Pool: 8 Rounds

Nairb the Grey |

Yeah, Acrythe you were not within a 5' step of Drogo, so your full round action is not possible because you are not in melee range. We are going to spin the time turner and have you take another stab at the round. Drogo is currently 5' north and 15' east of you. Also, keep in mind, if you attempt to cast in melee that will provoke an attack of opportunity from him. One should have been provoked on your first casting of shocking grasp 2 rounds ago. When that was pointed out in the discord I said I didn't feel comfortable winding the clock back so far...but Drogo knows to be watching for those opportunities now.

Acrythe Saselva |

You know, when I looked at the map when I posted it only looked like we were 10 feet apart, so I thought a 5 foot step would do it. Haha. So no I do not have reach and I just realized during that last post that my spells provoke AOO, thanks for keeping me honest!
Acrythe moves toward one of the glyphs on the floor, hoping it may give him some kind of advantage over his opponent.
Actions:
Move: 5 feet NE 15 feet N
Standard Action: Acid Splash
Acid Splash Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Acid Splash Damage: 1d3 ⇒ 1

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The lock on the chest hummed quietly as it faded from existence, as a thing immaterial.
Drogo got a sly grin. The dwarf stepped right up to the box, flipped it open and grabbed its contents. He then tossed it in the air and into a waiting open pouch, before looking back towards his adversary and winking.
Standard: Retrieve item
Move: Stow item
Fast Healing 1 for 9 rounds

Nairb the Grey |

Inside the chest you find a brown leather bandolier with 6 potion vials. Each potion is of identical size, shape, and color; a deep viscous red.
You also find a slip of parchment with a script that seems to flicker through various languages. As you concentrate on it the flickering slows and regulates to be just Common and Dwarven.
Behold the band of weal and woe, what legacy does it hold for you?
The effects herein you cannot know; lest you reach and take the brew.
Behold the band of weal and woe, will it heal or will it harm?
The effects herein you cannot know; be warned, those effects may alarm. “
Lore: This couplet is written in Everyspeech, a magical script from ancient days that is understood by all intelligent races. The method to write or speak in Everyspeech has been lost to the annals of time, but the study of the script has brought about magic spells like comprehend languages and tongues.

Acrythe Saselva |

”Well! You got the chest far and square. Guess I’ll just have to bash your face in!” Acrythe says as he rushes towards Drogo and swings his arm down on him.
Golem Arm Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Golem Arm Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Swift action: Arcane strike
Move action: 5 Feet Southeast, 10 Feet south
Standard Action: Attack

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Drogo's breath drew ragged, but he had an idea, based on the knowledge impressed on his minds by the gods. He looked behind the tiefling and decided to take a gamble
He held his axe with both his hand and swung hard, leaning into and continuing the movement, hunkering and hoping to dodge whatever came at him.
Standard:Attack/Power Attack
Attack: 1d20 + 5 - 1 - 1 ⇒ (18) + 5 - 1 - 1 = 21
Damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Free: Release War Axe from second hand
Move: 5' NE, 5' N
Fast Healing 1 for 8 rounds
The dwarf keeps moving away from his opponent, gathering distance.
Actions: TP to lightning rune at the bottom. Full HP recovered //not updated to stats yet
Continuing movement 15' SW. 5' W
Ahh dang, I forgot that I could rage for a moment. Too late I guess

Acrythe Saselva |

Acrythe swings his golem arm at Drogo as he moves away.
AOO Golem Arm: 1d20 + 7 ⇒ (17) + 7 = 24
AOO Golem Arm Damage: 1d6 + 5 ⇒ (5) + 5 = 10