View Full Version : Gladiator Tournament II - Round 1: Spikey vs. Yarden
Black Plauge
9th of February, 2007, 05:03
Oh man! Talk about bad positioning.
From who's point of view? I'm sure Spikey and Yarden are more than happy that all the active obstacles are well away from them.
Yeah, but it's always more interesting when the gladiators have to deal with opposing creatures in addition to each other.
This from the man who was complaining about Elgin taking so much time dealing with that Bulette earlier.
I wasn't complaining, merely pointing out that beating the bulette didn't do anything for his chances in the match.
Yarden:
Crowd Attitude: 2.5
HP: 221
Spikey:
Crowd Attitude: 3
HP: 135
PP: 34
Yarden and Spikey have 24 hours to post their round 1 actions.
Lord Twig
9th of February, 2007, 19:20
Yarden grunts as he sees the Spiker standing so close to him. He then turns away and salutes the audience. Thrusting his empty hand into the air his massive adamantine axe appears in his hand. With surprising dexterity the dwarf swings the heavy axe around as if it were a baton. He finishes by turning back to Spikey and banging his axe on his shield in challenge.
Move to D37, perform weapon drill +20.
Dodge opponent is Spikey
Intent: move away from Spikey and perform weapon drill. If moving would put Yarden closer or next to Spikey he would move somewhere else.
Tashalar
9th of February, 2007, 23:26
Spikey nods once at Yarden before closing his eyes for a second and bowing his head. His skin color darkens slightly and he looks up at him once more like a predator looking at its prey. Circling around him he slowly draws nearer. Suddenly, with one last look at Yarden, he moves towards the center of the arena with speed and makes a backwards flip upwards onto a crate. Spreading his arms out wide while slowly turning in all directions, he greets the crowd with something that might be a smile.
[Manifest augmented Animal affinity (+4 Str and +4 Dex for 8 PPs) as standard action then move to F30, G31, E34 then move to E30 and jump onto the crate E27 (jump mod is +52 (wrong on character sheet - subtract as it is only +20 from speed and add +2 for increased strength) to impress the crowd)]
Black Plauge
10th of February, 2007, 11:20
Iniative Order:
Dragonne: 14
Chimera: 11
Yarden: 11
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Dragonne is restrained.
Chimera is restrained.
Yarden moves and makes a Perform (weapon drill) check. 36 vs. DC 35. Success. Crowd attitude towards Yarden improves 2 steps.
Spikey manifests animal affinity.
Spikey moves, jumping onto a platform and to impress the crowd. Jump 59 vs. DC 40 (for both tasks). Success (for both tasks). Crowd attitude towards Spikey improves 1 step.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Round 2:
Dragonne steps.
Chimera steps.
Yarden:
Crowd Attitude: 4.5
HP: 221
Spikey:
Crowd Attitude: 4
HP: 135
PP: 34
Whoo! This match is starting with something to smile about.
That is more than we can say about some of the other matches. Let's see how that translates into actual fighting.
Yarden has 24 hours to post his round 2 action.
Lord Twig
11th of February, 2007, 14:13
"Well now," Yarden bellows to be heard over the crowd, "your a fast one. Didn't you ever learn your not supposed to run with sharp objects? Suppose there is no point me trying to chase you down. I'll just step over here and you can come on over when you are ready for me to beat your head in."
Move to F39, prepare an action to attack Spikey if he comes close enough. Attack will be for non-lethal damage. +23, 1d10+11.
Dodge opponent is Spikey.
Tashalar
12th of February, 2007, 19:59
After greeting the crowd, Spikey turns and listens to his opponents words. Seeing him hide behind a wall, Spikey frowns. Hmm... he's tough... and a clever tactician... I'll need to be prepared when I go in there...
Spikey concentrates a moment breathing deeply and then slowly begins to make his way in Yarden's direction.
[Manifest augmented precognition, offensive as a standard action (+3 insight to attack, 7 PPs), move to L37]
Black Plauge
13th of February, 2007, 14:17
Yarden moves and prepares an action.
Spikey manifets offensive precognition and moves.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
HP: 221
Spikey:
Crowd Attitude: 4
Precognative Offence - +3 attack
HP: 135
PP: 27
BORING! Stop circling and start fighting alread!
Unless there's blood involved you find everything boring. Give the fighters a chance to size each other up and we'll have a better fight in the long run.
Yarden has 24 hours to post his round 3 action.
Lord Twig
13th of February, 2007, 17:50
Yarden tracks Spikey's movements with his eyes, but is otherwise completely immoble. Let him use his magic, Yarden thinks to himself, it will do him no good.
Prepare action, if Spikey closes within melee range (for him or Yarden) Yarden will enter a Defensive Stance and attack Spikey. He will take a 5' step if he needs to get closer. Attack will be for non-leathal damage. Attack +24, 1d10+12 damage.
Black Plauge
14th of February, 2007, 13:08
Yarden readies an action.
Yarden:
Crowd Attitude: 4.5
HP: 221
Spikey:
Crowd Attitude: 4
Precognative Offence - +3 attack
HP: 135
PP: 19
Spikey has 24 hours to post his round 3 action.
Map is unchanged.
Tashalar
17th of February, 2007, 02:55
Continued hiding will not help you, dwarf. Spikey moves to a open space once more, and suddenly increases in size tremendously, his lungs emitting a low sound similar to a growl.
[Move to H34, manifest augmented Expansion (huge size, 7 PPs) - now in squares 33-35 G-I
Sorry, not much time to post sadly.]
Lord Twig
20th of February, 2007, 03:23
Yarden scowls at the huge Spiker visible over the hedge. "Are you done yet? Or do you need even more magic before you try and engage me?" He continues with a few impolite Dwarven words that are drowned out by the sound of the crowd.
Prepare an action.
PM sent to BP.
Black Plauge
20th of February, 2007, 12:00
Spikey moves and manifests expansion.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden readies an action.
Yarden:
Crowd Attitude: 4.5
HP: 221
Spikey:
Crowd Attitude: 4
Precognative Offence - +3 attack
Expansion - Huge size, +4 Str, -4 Dex, -2 to hit & AC
HP: 135
PP: 12
Still no fighting.
Stop pouting. With the increase in his size, I'm sure that Spikey isn't planning on waiting much longer. Size increases are restricted, after all.
Spikey has 24 hours to post his 4 action.
Tashalar
20th of February, 2007, 18:35
Spikey smiles down at Yarden from a good 20' height. His eyes close for almost a second and then he takes a step towards the dwarf, draws his kama and swings it him. A combination of fist and feet attacks follow up on the attack with the kama. I need to destroy his defence... Spikey thinks as his kama strikes to trip and his fists and feet aim for pressure points on Yarden's body. It won't be easy through all those layers of metal though. And once he stands his ground...
[Free action to activate boots of speed. Manifest hustle as a swift action (3 PPs), then move one step to the right (34-36; G-I) and draw kama+2 as free action with the move. Full attack Yarden in the following manner (intent, then stats):
1st: Attack to trip with the kama (drop kama if counter-trip) and continue to try to trip until successful (if counter-tripped and kama is dropped, then continue to try to trip with unarmed attacks).
2nd: When Yarden is tripped, follow up attack with unarmed strike (if that is allowed or kama if it isn't) and using stunning fist.
3rd: The remaining attacks to deal damage (unarmed) and using all stunning fist attempts on the first valid attacks (3 total).
Note: Spikey manifesting hustle grants him a move action to begin with. Should Yarden move away, Spikey will follow so as to be within 15' and able to strike at him. If he moves towards him, he will tumble away to keep at 15' (2 empty squares between them that is - inside Spikey's reach). If anything is unclear, please PM me.
Stats:
Touch attack to trip with kama+2: +12 BAB +7 Str +2 enhancement +1 haste -2 size +3 insight = +23 (+21 with unarmed strike at this moment).
Trip check: +7 Str +4 feat +8 size = +19.
Follow-up attack with unarmed strike: +21 (as above) +1 morale = +22, damage is 6d8+7 +1 morale + Fortitude save vs. DC 25 (stun).
Follow-up attack with kama: +23 (as above) +1 morale = +24, damage is 2d6+7 Str +2 enhancement +1 morale = 2d6 + 10.
Attacks without morale bonus:
Attacks unarmed: +21/+21/+21/+21/+16/+11 (damage 6d8+7)
+2 with kama (+23...; damage 2d6+9)
+1 to hit and damage if crowd attitude goes up after successful trip.
DC 25 Fortitude save if any of the first three unarmed attacks hit.
I hope I got it all.]
Black Plauge
22nd of February, 2007, 05:13
Spikey activates his Boots of Speed.
Spikey manifests hustle and uses the granted move action to move and draw his kama.
Spikey’s movement triggers Yarden’s readied action.
Yarden moves into the moat, allowing himself to sink to the bottom (his gear has sufficent weight for this) and them walks along the bottom of the moat.
Spikey continues his move to follow Yarden.
Note: Unless Spikey follows Yarden into the water he is incapable of attacking Yarden, who has total cover from any individual on land.
Spikey has 24 hours to amend his action to account for the new situation.
Tashalar
22nd of February, 2007, 08:56
Spikey steps after Yarden, a grin slowly growing on his face as Yarden is with his back to the water... that grin is replaced by a frown as the dwarf seemingly jumps into the water. Stepping up and over the small walls, Spikey peers into the murky water but fails to spot the dwarf. Shaking his head, he turns to the crowd and raises both his hands upwards as his sign of victory.
Shortly after that he turns to the healer on the ballustrade and motions to him. He makes a lifting sign with both of his hands and then points down into the moat.
Suddenly shrinking in size once more, Spikey then jumps across half the arena in his irresistable style. Stepping onto the small platform next to where he landed, he then raises his arms in victory once more and turns in all directions doing so.
[Move after Yarden to the edge of the moat. Standard action to end Expansion (now in G39 or G40 (please adjust as makes sense). Move action to move four squares to the left and then jump to G32 - to impress the crowd if a valid action (jump mod +52 I think).]
Black Plauge
22nd of February, 2007, 11:26
Spikey ends expansion.
Spieky moves, jumping to impress. Jump 54 vs. DC 40. Success. Crowd attitude towards Spikey improves 1 step.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 21 rounds remaining
HP: 221
Spikey:
Crowd Attitude: 4
Precognative Offence - +3 attack
HP: 135
PP: 12
Has it gotten hot in here suddenly?
No, why do you ask?
Because Yarden has just gone for a cooling dip in the moat.
Well, the move seems to have distracted Spikey enough that he's backing off and ending his size change. He seems to think that he's won, but the judges are indicating that Yarden is still alive so the match continues.
Yarden has 24 hours to post his round 5 action.
Lord Twig
22nd of February, 2007, 12:24
Seeing that no extremely large spiked person has jumped in with him, Yarden continues with his plan. He activates his shield and begins moving along the moat.
Activate shield as a Standard Action and move along the bottom of the moat to A36 then as far as he can to the West. A32 if he can take the full movement or only A36 if he is limited to half speed. Call Axe into his Glove of Storing as a Free Action.
Tashalar
22nd of February, 2007, 18:59
Staring at the judges for a while, Spikey then slowly shakes his head. Pointing out a finger in the general direction of where Yarden jumped into the water, he slowly spins about the arena shaking his head slowly and deliberately, urging the crowd to boo the cowardly dwarf.
At least I can give the crowd a good show until the judges call the match to be ended.
Suddenly he stops and holds up his arms. Immediately after that he goes through a serious of kicks and punches and strikes with the kama to gain the crowd's full attention once more. Jumps off the little crate he was on he then does several flips towards the northern side of the arena. Then turning to the west, Spikey seems to fly towards the large crate until he abruptly uses his forward motion to propell him upwards and onto said crate. Standing on the large crate he then once more raises both his arms and turns in all directions of the arena.
[Intent: Keep the crowd from getting bored... ;)
Standard action to do a Perform Weapon Drill to impress the crowd. Then jump to G32 off the crate (automatic success, I'd wager), then tumble to impress crowd at half speed to E32 (25' movement so far), then get running start to E28 and jump as high as he can get while ending the jump on the crate - to impress the crowd... obviously.
If it is a valid action, he'll use jump to assist his tumble check and tumble to assist his jump check - I did not find a ruling on it but my guess is that it's not possible if I want to do both checks, right? In that case, making both checks takes precedence. If the assist works, please add 2 to the rolls.
Perform Weapon Drill (at +22 as per character sheet): [roll0] (DC 35)
Tumble (+2 due to increased Dex for a +22 mod): [roll1] (DC 40)
Jump (+2 due to increased Str for a +52 mod (character sheet is wrong)): [roll2]
Any edit I will post in the discussion thread so as not to corrupt my rolls. I hope they will work.]]
Black Plauge
23rd of February, 2007, 10:53
Yarden activates the fly ability of his shield. This has the effect of giving him firm footing underwater, even when not on the bottom of the moat (in addition to the normal effects of fly). It also reduces the amount of time that he can hold his breath by 1 additional round.
Yarden moves. Note: A36 would technically require 45' of movement to reach. Yarden’s move has been adjusted to keep him within his 40' limit.
Yarden stows his axe.
Note: Each separate attempt to impress the crowd must have it’s own action. Also, a particular action cannot impress the crowd on its own, or be used to assist until two other crowd modifications have taken place.
Spikey makes a Perform (weapon drill) check to impress the crowd. 29 vs. DC 35. Fails. Crowd is unimpressed.
Spikey moves, tumbling to impress the crowd and jumping up onto at a platform at the end. Tumble 30 vs. DC 40. Fails. Crowd is not impressed. Jump DC 20 is automatic.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 19 rounds remaining
Fly - 60 ft fly speed, duration of match
HP: 221
Spikey:
Crowd Attitude: 4
Precognative Offence - +3 attack
HP: 135
PP: 12
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 6:
Dragonne: 14
Chimera: 11
Spikey still can't believe that the match hasn't been called yet.
It seems to be affecting his performance too. The crowd isn't all that impressed by his katas or tumbling.
Lord Twig
23rd of February, 2007, 11:29
Not making quite as much progress as he had hoped, Yarden continues on his underwater journey. Looks like my time in the Dwarven diving team is paying off!
Move to A33 as a Move action, pulling a javelin as a free action.
Tashalar
23rd of February, 2007, 17:52
What?! No cheering? Well, I guess it is time for a prolonged exercise then... let's see if there is something that can get them excited.
Spikey once more starts to flip back and forth on the larger platfrom, doing flips, a handstand and accompanying them with moves from his kata. His handstand last several seconds during which he does kicks in all directions.
When he has finished he looks around if there is any sign of his contestant.
[Deactivate Boots of Haste, standard action for a perform weapon drill and move action for a tumble check both to impress the crowd.
Note: For the sake of getting this match moving - Spikey will continue with both of them until either of them works out. If the perform check works out first, he makes two attempts to tumble to impress per round. If both are passed at once point, he then does a jump to impress the crowd and starts over (not that this is at all likely to happen. He will look about for Yarden every round - break off this chain of actions as soon as he can see Yarden come up anywhere or the cheering of the crowd indicates Yarden has been spotted by it.
LT - you could now just post to where Yarden does the 'dwarven diver' and we can continue from there.
I'll try my luck on posting the above two rolls again.
Perform weapon drill (+22): [roll0]
Tumble (+22): [roll1]
Note: Spikey's crowd attitude should be one higher.]
Black Plauge
24th of February, 2007, 11:09
Yarden moves, drawing a javelin as he goes.
Spikey deactivates his boots of speed.
Spikey makes a Perform (weapon drill) check to impress the crowd. 42 vs. DC 35. Success. Crowd attitude towards Spikey improves 2 steps.
Spikey makes a Tumble check to impress the crowd. 36 vs. DC 40. Fails. Crowd is not impressed.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 18 rounds remaining
Fly - 60 ft fly speed, duration of match
HP: 221
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Precognative Offence - +3 attack
Haste - inactive, 8 rounds remaining
HP: 135
PP: 12
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 7:
Dragonne: 14
Chimera: 11
Come out, come out where ever you are...
Yarden's still holding his breath, and with his dwarven constitution likely can do so for quite some time. In the mean time, Spikey seems to be having better luck giving the crowd at least something to cheer about.
Yarden has 24 hours to post his round 6 action.
Lord Twig
24th of February, 2007, 13:26
It is time,Yarden thinks to himself. He concentrates and sends himself hurtling upward. Bursting from the water Yarden soars into the air.
Fly strait up as high as possible as a Full Move.
Black Plauge
25th of February, 2007, 01:06
Yarden moves.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 18 rounds remaining
Fly - 40 ft fly speed (encumbered), duration of match
HP: 221
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Precognative Offence - +3 attack
Haste - inactive, 8 rounds remaining
HP: 135
PP: 12
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 7:
Dragonne: 14
Chimera: 11
Yarden: 5
Map is unchanged, except for the fact that Yarden is now 20' above the surface of the moat rather than 10' below it.
Spikey has 24 hours to post his round 6 action.
Tashalar
25th of February, 2007, 23:05
*splash*
Scanning the surroundings as usual before continuing his entertainment of the crowd, Spikey suddenly spots Yarden soaring out of the moat holding onto his favored winged shield. There he is... sGauging the distance Yarden is floating above ground, a broad smile slowly appears on Spikey's face. Keeping his distance to Yarden at first, Spikey makes his way past walls and crates and then once more turns towards the dwarf. Crouching for a second, Spikey then once more grows in size and sprints towards the moat, leaping upwards at the last second and making a grab for Yarden. Here I come... Spikey thinks as he grins at Yarden.
[Drop kama+2 as free action. Activate boots of haste as free action. Jump off the crate (automatic) and move to G34 (40'), then manifest swift expansion (7PPs - now in squares G34/H35) and continue move getting a running start to C34/D35 and jump one square forward and 7' upwards so as to be within reach of Yarden (jump +53, should be automatic, too - please make check if not). Standard action to make touch attack to initiate grapple.
Intent: Be in a square 5' away from Yarden but too far below him to be threatened. Use reach to go for a grab without triggering the AoO.
Touch attack: +12 BAB +6 Str +1 haste +3 insight +1 morale -1 size = +22
[roll0]
Grapple check: +12 BAB +6 Str +4 feat +8 item +4 size = +34
[roll1]
Damage: 4d8 (large size) + 6 Str +1 morale +1d8 (large natural spikes) - 6 DR/- from Yarden = 5d8+1
[roll2]]
Tashalar
26th of February, 2007, 23:39
[Just in case - I hope this method of movement would work, too:
Manifest swift expansion, then jump to E29/F30 (DC 30) then jump once more to F34/G35 (DC 50), step back to G34/H35 and then do the running jump. If my quickl calculation is false in some way (bear in mind Spikey is large and the 2,5' high obstructions don't really bother him or my adjucation of the DCs is in a major - please inform so I can revise. I'd rather do it this way than move and jump up first and then quickly manifest while up in the air...]
Black Plauge
28th of February, 2007, 04:25
Spikey drops his kama.
Spikey activates his Boots of Haste.
Spikey moves, jumping towards Yarden (jumps are automatic).
Spikey manifests expansion as a swift action.
Spikey attacks Yarden, attempting to grapple. Since Yarden doesn’t threaten Spikey, he cannot take the AoO he is entitled to. 37 vs. Touch AC 17. Hits. Grapple 52 vs. 32. Success. Deals 29 damage. DR reduces to 23. Spikey moves into Yarden’s space. This overburdens the fly effect of Yarden’s shield, temporarily suppressing it. Yarden and Spikey float down to the water, where they then begin sinking.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 22 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed
Grappling Spikey
HP: 198
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 7 rounds remaining
Expansion - Large size, +2 Str, -2 Dex, -1 to hit & AC
Holding Breath: 16 rounds remaining
Grappling Yarden
HP: 135
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 8:
Dragonne: 14
Chimera: 11
Well, this is interesting. Yarden's used his winged shield to maneuver himself in and out the water.
Maybe, but that hasn't stopped Spikey from going at him in the best way he can think of. With a bit of a jump and a reach, he's grabbed onto Yarden and now they are both going to take a swim.
Yarden has 24 hours to post his round 7 action.
Lord Twig
28th of February, 2007, 08:54
Yarden only has time for a quick curse as Spikey pulls him down into the water. Letting the javelin fall into the water Yarden draws in on himself, closing any gaps in his defenses and focusing his mind on enduring the ordeal to come.
Let's see if we can make this cost him. In a series of subtle maneuvers Yarden moves to grind his own spikes into his opponent.
Drop javelin, enter Defensive Stance, full attack Spikey with armor spikes. +26 attack, 1d6+8 damage.
Dodge opponent is still, and will remain, Spikey.
Tashalar
1st of March, 2007, 02:08
Spikey winces slightly as Yarden presses close and the metal spikes of his armor pierce Spikey's flesh. He's got too much room to maneuver... I'll have to remedy this. Grabbing Yarden from below and over the shoulder, Spikey then tries to get a good grasp of him and pushes him against the wall of the moat.
[Full grapple attack:
First grapple to pin, the other three to deal damage.
Grapple checks: +32/+32/+27/+22 (2 lower due to being under water)
To pin: [roll0]
To damage: [roll1]
To damage: [roll2]
To damage: [roll3]
Damage: [roll4]; [roll5]; [roll6]
YAY for underwater wrestle!!]
Black Plauge
2nd of March, 2007, 11:24
Yarden drops his javelin, enters his Defensive Stance, and attacks Spikey with his armor spikes. 39, 36, 19, & 25 vs. AC 27. Two hit, one misses, one is wrestled away by Spikey. Deals 9 & 13 damage. DR reduces to 7 & 11. Attacking uses up an additional round of air for Yarden.
Spikey attempts to pin Yarden. 47 vs. 45. Success. Yarden is pinned.
Spikey grapples for damage. 50 vs. 45, 37 vs. 40, & 23 vs. 36. Only one attempt to deal damage is successful. Deals 33 damage. DR reduces to 27. Attacking uses up an additional round of air for Spikey.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 22 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey
HP: 228
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 7 rounds remaining
Expansion - Large size, +2 Str, -2 Dex, -1 to hit & AC
Holding Breath: 14 rounds remaining
Grappling Yarden
HP: 117
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 9:
Dragonne: 14
Chimera: 11
Lot's of thrashing below the surface it seems. I can just make out Spikey from time to time, but Yarden's lost in the murk and tangle.
Well, I think this'll come down to who can last the longest. Spikey, especially in his large size can probably control the grapple, but can he finish Yarden of before he runs out of air?
Don't forget that Spikey's already been large once this match. He might be forced to end his size change fairly quickly.
Actually, I think that's open to interpretation. I've noticed that the judges have called an emergency conference and I imagine they're discussing that right now considering they need to make a decision within the next few seconds.
Yarden has 24 hours to post his round 8 action.
Map is unchanged.
Lord Twig
3rd of March, 2007, 06:52
Yarden suppresses a gasp as Spikey hold tightens. He knows he can outlast the Spiker in holding his breath, the question is if he can withstand Spikey's wrestling long enough for his growth to expire.
Full attack to break pin, then to deal damage with armor spikes. Attacking with them as a light weapon.
Black Plauge
3rd of March, 2007, 08:47
Yarden tries to escape the pin. 39 vs. 44. Fails.
Yarden tries to escape the pin. 23 vs. 35. Fails.
Yarden tries to escape the pin. 31 vs. 48. Fails.
Yarden’s fourth attack has no chance of escaping the pin (the difference between Yarden’s 4th iterative attempt and Spikey’s full grapple check is greater than 20). The full attack uses up an additional round of air for Yarden.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 20 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey
HP: 228
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 6 rounds remaining
Expansion - Large size, +2 Str, -2 Dex, -1 to hit & AC
Holding Breath: 14 rounds remaining
Grappling Yarden
HP: 117
PP: 2
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 9:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 8 action.
Map is unchanged.
Tashalar
3rd of March, 2007, 23:58
Spikey keeps a firm grip on the dwarf as he thrashes about trying to escape. Calmness settles over Spikey as he holds him tight in his embrace. But a thought suddenly comes knocking on the door of his mind. Hm... how long have I been large? What... how... this is the first time I've been large twice in one match. How will the judges see this? As he quickly goes through the different enhancements he manifested and what would happen should the judges decide on his 'time' being over, Spikey makes a decision. I have him under control. He won't escape me even when I'm smaller...
[free action - turn haste off (or would I have had to turn it off at the end of last round?); standard action to end Expansion (I hope there is no roll for this); free action to look cool while continuing to keep a grip on Yarden (hopefully).
Note: As you seemingly have moved the decision concerning the size increase IC, BP, I decided to go along with it and deal with it IC, too. ;)
Note: Grapple check is now reduced by 5 => back to +29. AC is up by two => 28 (one less because haste is not active)]
Black Plauge
5th of March, 2007, 02:43
Spikey deactivates his boots of speed.
Spikey ends his expansion power. This is a standard action and so uses up an additional round of air for Spikey.
Note: Because Spikey did not spend a grapple attempt to maintain the pin, the pin on Yarden is automatically ended.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 20 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey
HP: 228
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - deactivated, 6 rounds remaining
Holding Breath: 12 rounds remaining
Grappling Yarden
HP: 117
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 10:
Dragonne: 14
Chimera: 11
Hmm... That's odd. I can't make Spikey's form out through the water anymore, not even in glimpses.
That's because he's changed size again. Apparently he wasn't willing to risk the judges ruling against him and has ended his expansion power on his own. Certianly that makes the judges' lives easier, but it won't make this match any easier for him.
Lord Twig
5th of March, 2007, 09:28
Taking advantage of the distraction as Spikey reduces his size Yarden attempts a quick maneuver to escape his hold completely.
Full attack, for the first attack Yarden will attempt to escape grapple (Grapple +25). If successful, Yarden would like to end up in B33. The rest of his attacks will be to deal damage with his Armor Spikes, using them as a light weapon, whether he escapes or not.
Black Plauge
5th of March, 2007, 11:37
Yarden attempts to escape the grapple. 32 vs. 44. Fails.
Yarden attacks Spikey with his armor spikes. 18, 31, & 16 vs. AC 28. One hits, other two miss. Deals 9 damage. DR reduces to 7. The full attack action uses up an additional round of breath for Yarden.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 18 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey
HP: 228
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - deactivated, 6 rounds remaining
Holding Breath: 12 rounds remaining
Grappling Yarden
HP: 110
PP: 2
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 10:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 9 action.
Map is unchanged.
Tashalar
5th of March, 2007, 19:32
Spikey grunts in a satisfied manner as Yarden fails to escape his grasp. Although the air is in short supply he decides to press his advantage while he still has it.
[Activate boots of haste as a free action. Full grapple attack first to pin (until successful, then to deal damage.
Grapple 1 (+29): [roll0]
Grapple 2 (+29): [roll1]
Grapple 3 (+24): [roll2]
Grapple 4 (+19): [roll3]
Damage 1, 2, and 3 (2d10+6 +1d6):
[roll4] [roll5] [roll6]
[roll7] [roll8] [roll9]
Note: I separated the damage rolls to make sure they work. ;) ]
Black Plauge
6th of March, 2007, 02:41
Spikey activates his boots of speed.
Spikey attempts to pin Yarden. 44 vs. 33. Success. Yarden is pinned.
Spikey grapples with Yarden, attempting to deal damage. 41 vs. 35, 28 vs. 40, & 25 vs. 42. Only one deals damage. Deals 14 damage. DR reduces to 8. The full attack action uses up an additional round of air for Spikey.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 18 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey, pinned
HP: 220
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 5 rounds remaining
Holding Breath: 10 rounds remaining
Pinning Yarden
HP: 110
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 11:
Dragonne: 14
Chimera: 11
Well, the turbulence in the water indicates that there is still plenty of action going on below the surface, but I sure wish that we could see what was going on.
Well, they can't stay down their forever. Neither character is amphibious and so far as I know, neither has access to water breathing magic. With the struggle their putting up, one or the other is bound to run out of air soon enough and then the match will either end, or will be forced back to the surface.
Yarden has 24 hours to post his round 10 action.
Map is unchanged.
Lord Twig
6th of March, 2007, 05:13
Yarden knows that time is on his side. He is a little annoyed that he allowed himself to become pinned again, but at least he avoided major damage. Once again he attempts a breakout, hoping he can do some damage or at least delay Spikey's attempts to damage him.
Full attack to break pin, then to deal damage with armor spikes. Attacking with them as a light weapon.
Black Plauge
7th of March, 2007, 03:01
Yarden attempts to break the pin. 26 vs. 44. Fails.
Yarden attempts to break the pin. 33 vs. 34. Fails.
Yarden attempts to break the pin. 22 vs. 43. Fails.
Yarden attempts to break the pin. 16 vs. 45. Fails.
The full attack action uses up an additional round of air for Yarden.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 16 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey, pinned
HP: 220
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 5 rounds remaining
Holding Breath: 10 rounds remaining
Pinning Yarden
HP: 110
PP: 2
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 11:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 10 action.
Map is unchanged.
Tashalar
8th of March, 2007, 00:42
Once more Spikey adjusts his grip and squeezes the dwarven can.
[Full grapple attack first to pin, then to deal damage with haste active (+29/+29/+24/+19; damage 2d10+6 +1d6]
Black Plauge
8th of March, 2007, 13:58
Spikey attempts to maintain his pin on Yarden. 37 vs. 39. Fails.
Spikey attempts to maintain his pin on Yarden. 39 vs. 32. Success.
Spikey attempts to damage Yarden with a grapple check. 42 vs. 38 and 33 vs. 32. Both succeed. Deals 29 & 15 damage. DR reduces to 23 & 9.
The full attack action uses up an additional round of air for Spikey.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 16 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey, pinned
HP: 188
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 5 rounds remaining
Holding Breath: 8 rounds remaining
Pinning Yarden
HP: 110
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 12:
Dragonne: 14
Chimera: 11
I still can't make out what is going on other than the fact that their's a teriffic struggle going on below the surface. Damn this cloudy water!
Do you have any idea what kind of expense it would be to keep the water clear?
Yarden has 24 hours to post his round 11 action.
Map is unchanged.
Lord Twig
9th of March, 2007, 05:38
By Moradin his grip is like iron!Yarden thinks to himself. But how much longer can he remain underwater? Yarden struggles to free himself and get an advantage over Spikey.
Full attack to break pin, then to deal damage with armor spikes. Attacking with them as a light weapon.
Tashalar
9th of March, 2007, 09:09
Slowly running out of air, Spikey decides to give the dwarf at least one more good squeeze.
[Same as last round - continue or re-establish pin, then deal damage via grapple.
(Trying to get to the above-the-water-sequence again more quickly here ;) )
Black Plauge
9th of March, 2007, 13:58
Yarden attempts to break the pin. 42 vs. 41. Success.
Yarden attacks Spikey with his armor spikes. 36, 14, & 15 vs. AC 29. One threatens, the others miss. 33 vs. AC 29. Confirms cirtical hit. Deals 9+10=19 damage. DR reduces to 17.
The full attack action uses up an additional round of air for Yarden.
Spikey attempts to pin Yarden. 30 vs. 34. Fails.
Spikey attempts to pin Yarden. 44 vs. 43. Success.
Spikey attempts to damage Yarden. 39 vs. 31 & 28 vs. 30. One deals damage. Deals 12 damage. DR reduces to 6.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 14 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey, pinned
HP: 182
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 4 rounds remaining
Holding Breath: 6 rounds remaining
Pinning Yarden
HP: 93
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 13:
Dragonne: 14
Chimera: 11
Our monumental struggle is still confined to beneath the waves and out of sight.
Yarden has 24 hours to post his round 12 action.
Lord Twig
9th of March, 2007, 17:53
Yarden is very pleased with his last few maneuvers. He is confident that he dealt worse than he received. But Spikey is a clever wrestler, Yarden thinks. He won't fall for the same trick twice. Pulling on all his experience from his time on the Dwarven wrestling team, Yarden attempts a new maneuver.
Full attack to break pin, then to deal damage with armor spikes. Attacking with them as a light weapon.
Tashalar
9th of March, 2007, 18:13
Bah! What is this?! How could I not see that spike coming... Spikey thinks to himself as he concentrates harder once more and crushes the dwarven can to his chest.
[Full grapple attack first to pin, then to deal damage with haste active (+29/+29/+24/+19; damage 2d10+6 +1d6]
Black Plauge
10th of March, 2007, 03:57
Yarden tries to break the pin. 33 vs. 48. Fails.
Yarden tries to break the pin. 33 vs. 34. Fails.
Yarden tries to break the pin. 28 vs. 37. Fails.
Yarden tries to break the pin. 15 vs. 30. Fails.
The full attack action uses up an additional round of air for Yarden.
Spikey tries to maintain the pin. 45 vs. 40. Success.
Spikey grapples Yarden, attempting to damage him. 37 vs. 33, 41 vs. 40, & 20 vs. 44. Two deal damage, one does not. Deals 15 and 14 damage. DR reduces to 9 and 8.
The full attack action uses up an additional round of air for Spikey.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 12 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey, pinned
HP: 165
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 3 rounds remaining
Holding Breath: 4 rounds remaining
Pinning Yarden
HP: 93
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 14:
Dragonne: 14
Chimera: 11
The water continues to roil.
Yarden has 24 hours to post his round 13 action.
Lord Twig
10th of March, 2007, 09:55
Well that didn't work. Let's try this.
Full attack to break pin, then to deal damage with armor spikes. Attacking with them as a light weapon.
Black Plauge
10th of March, 2007, 10:26
Yarden attempts to break the pin. 44 vs. 47. Fails.
Yarden attempts to break the pin. 35 vs. 39. Fails.
Yarden attempts to break the pin. 33 vs. 44. Fails.
Yarden attempts to break the pin. 21 vs. 36. Fails.
The full attack action uses up an additional round of air for Yarden.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 10 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
Grappling Spikey, pinned
HP: 165
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 to hit & AC, +30ft speed, 3 rounds remaining
Holding Breath: 4 rounds remaining
Pinning Yarden
HP: 93
PP: 2
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 14:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 13 action.
Tashalar
11th of March, 2007, 02:31
Time... to... get some... air, Spikey thinks as he twirls the dwarf around and shoves them away from himself. Quickly he makes for the surface, his head spikes appearing first and then the rest of his upper boady. Sucking in air in great quantities, Spikey swims to the edge of the moat and swings himself back into the arena and does a quick flip to show the crowd he's back and 'swingin''.
[No idea how exactly this will work - so here's my intention:
Free action to end haste. Standard action to deal grappling damage once. Free action to end pin/grapple. Move up, breathing air as free action, swimming to the edge of the arena (diagnoal move first!), moving (or climbing (mod +5)?) out of the water and then proceeding in the direction of the crate with his kama on top. If movement on land is possible, then tumble as part of the move to impress the crowd.
Swim check: [roll0]
Grapple check: [roll1]
Damage: [roll2] [roll3]
I hope he passes this swim check... ;)
If climbing out of the moat is a move action by itself, ignore the grapple check in favor of getting out of the moat please]
Black Plauge
13th of March, 2007, 05:02
Spikey deactivates his boots of speed.
Spikey attempts to damage Yarden via grapple. 41 vs. 27. Success. Deals 15 damage. DR reduces to 9.
Spikey ends the grapple by releasing Yarden.
Spikey swims away from Yarden, provoking an AoO if the swim check succeeds. Swim 16 vs. DC 10. Success. Yarden attacks. 44 vs. AC 28. Hits. Deals 9 damage. DR reduces to 7.
Spikey swims away from Yarden and climbs out of the water. Climb 17 vs. DC 15. Success.
Spikey moves, tumbling to impress the crowd. 26 vs. DC 40. Fails. Crowd is not impressed.
Flesh Golem 2 moves.
Flesh Golem 1 steps.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 10 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 7 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
HP: 86
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 15:
Dragonne: 14
Chimera: 11
Well, Spikey's back above the water's surface.
It remains to be seen if Yarden will follow, but I expect he'll make his appearence shortly.
Lord Twig
13th of March, 2007, 08:06
Yarden is quick to take advantage of the opening granted when Spikey finally releases him to seek air. Patient as a stone Yarden readjusts his stance then starts to slowly rise after him. He pulls another javelin from his quiver almost as an afterthought.
Ascend 5' as a Move action, pulling javelin as he goes.
Tashalar
14th of March, 2007, 00:38
Spikey moves onto firm ground again and breathes in deeply several times before quickly looking around for the judge's box. Eyes narrowing, Spikey quickly vaults onto his hands and walks a few meters on them towards the crate with his kama. Jumping leisurely on top of the crate with a backwards flip, Spikey then holds his right hand hp and horizontally to indicate his increased size and then shrugs at the judges questioningly.
Awaiting their response, Spikey then broaches his inner reserves and some of his wounds start to close.
[Move action to tumble at half speed and then jump onto the crate and move to F26. Tumble to impress crowd, assisted by balance if possible (balance +6 (+4 Dex +2 synergy). Standard action to heal 22 hp with Wholeness of Body.
tumble (without assist) [roll0]
balance (to assist with tumble if possible) [roll1]
jump (if necessary) [roll2] ]
Black Plauge
15th of March, 2007, 03:59
Yarden steps and draws a javelin.
Spikey moves, tumbling to impress the crowd and jumping up onto a platform. Tumble 41 vs. DC 40. Success. Crowd attitude towards Spikey improves 1 step. Jump 71 vs. DC 40. Success.
Spikey uses wholeness of body to heal himself.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Holding Breath: 9 rounds remaining
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 18
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 8 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
HP: 108
PP: 2
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 16:
Dragonne: 14
Chimera: 11
Well, Spikey's back to trying to impress the crowd while waiting for Yarden to come back above the water.
He also seems to be requesting a ruling from the judges on changing sizes again... And they seem to be shaking their heads. Looks like he'll have to defeat Yarden just the way he is.
Yarden has 24 hours to post his round 15 action.
Lord Twig
15th of March, 2007, 09:10
I think I have been in this blasted moat long enough.
Abandoning his stance Yarden shoots up out of the water and over to the floor of the arena. The moment he lands he resumes his defensive posture. Water pours from the overlapping plates of Yarden's armor and the dwarf tosses his head to shake water from his beard. Spotting his opponent Yarden hurls his javelin before quickly summoning his axe back from his glove.
"Over here ya great spiked toad!"
Move to C34, initiate Defensive Stance, throw javelin at Spikey, retrieve axe from glove of storing.
Attack with javelin 1d20+18 = [roll0] damage 1d6+7 = [roll1]
Yarden gets -2 Str for abandoning the stance (winded), which would effectively cancel the +2 Str he normally gets from his stance when he enters it again. At least I believe that is how it works.
Also I believe the movement is 20' used to ascend 5', then 10' for the next 5', then 10' to move over to C34.
Hope I got that all right.
Tashalar
15th of March, 2007, 21:52
Spikey frowns deeply as he is faced with the judge's obvious decision. His concentration wavering for an instant, he can barely move out of the way of the incoming javelin which luckily bounces off of his hardened skin. Immediately he refocuses his attention on Yarden. The dwarf is standing stolidly again. Well, he can come to me this time.
Spikey quickly grabs his kama, jumps off the crate and bounds off across the arena. Pickung up speed, he suddenly leaps straight up before a low wall, turns towards Yarden, extends his left arm towards him and when he reaches the highest point of his jump motions for him to come to him with his hand.
Landing safely behind the wall, Spikey peers over it to see how his opponent will react.
[Move action to pick up kama. Move action to jump to G27 (automatic), then move to N29 and jump over the low wall to land in P27 with a running start to impress the crowd.
Jump: [roll0] ]
Black Plauge
18th of March, 2007, 10:33
Yarden moves, ending his defensive stance.
Yarden enters his defensive stance.
Yarden attacks Spikey with his javelin. 27 vs. AC 28. Deflected by natural armor.
Spikey picks up his kama.
Spikey moves, jumping over obstacles and to impress the crowd. Jump 60 vs. DC 40. Critical Success. Crowd attitude towards Spikey improves 2 steps. Spikey is now Liked (+2 attacks & damage).
Flesh Golem 2 berserk 44.
Flesh Golem 2 moves.
Flesh Golem 1 berserk 83.
Flesh Golem 1 moves.
Dragonne moves and roars. Will saves: Spikey 33, Yarden 1, & Chimera 1 vs. DC 15. Spikey passes, both Yarden and Chimera automatically fail and are fatigued.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Fly - 60 ft fly speed, duration of match, suppressed due to weight
Winded - -2 Str
Fatigues - -2 Str & Dex, cannot run or charge
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 10 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
HP: 108
PP: 2
Chimera:
Fatigues - -2 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 17:
Dragonne: 14
Chimera: 11
Some action at last that we can see!
Not for long it seems. Spikey's running away.
Yarden has 24 hours to post his round 16 action.
Lord Twig
19th of March, 2007, 08:47
Yarden watches as Spikey hops away, seemingly oblivious that he is making Yarden's toad argument for him. All of a sudden the Dragonne roars catching Yarden completely by surprise. All this time and NOW it decides to roar. Yarden thinks as he curses silently at himself. Damned rookie mistake! Shaking it off as best he can Yarden refocuses on his opponent.
"What's this? Now that you're small again you're afraid to face me?" Yarden steps forward and offers some helpful advice. "You know, you should learn to be satisfied with what you have. Using artificial enhancements to improve your size is just a sign of low self-esteem."
5' step to D34. Ready an action to attack Spikey if he comes in range.
Tashalar
19th of March, 2007, 19:39
Spikey can barely see the his dwarven opponent, but he does hear him shouting. Hm... does he want to give up I wonder? Spikey chuckles grimly to himself and decides to go a little nearer to Yarden.
Seeing Yarden floating in the air, Spikey decides against his tactic and returns to where he was after giving Yarden a quick wave. He'll hit me from above... I'll need to be careful. Spikey then goes through one of his katas while waiting for Yarden to give up his defensive posture.
[Move to N33 and back to P28. Standard action for Perform Weapon Drill to impress crowd.
Perform(+22): [roll0] ]
Black Plauge
20th of March, 2007, 10:58
Note: I mislabeled Yarden’s height last round. He’s 5' above the ground.
Yarden steps and readies an action.
Note: Because of terrain, Spikey can’t quite move as far as he’d like.
Spikey moves.
Spikey makes a Perform (weapon drill) check to impress the crowd. 32 vs. DC 35. Fails. Crowd is not impressed.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne roars. Will Yarden 16, Spikey 26, Chimera 8. Spikey and Yarden pass. Chimera fails and is exhausted.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Fly - 60 ft fly speed, duration of match
Winded - -2 Str
Fatigued - -2 Str & Dex, cannot run or charge
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 10 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
HP: 108
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 18:
Dragonne: 14
Chimera: 11
Chicken! Spikey's chicken!
Yarden has 24 hours to post his round 17 action.
Lord Twig
20th of March, 2007, 12:01
Yarden watches Spikey's move with amazement.
"What in the nine hells was that!? You are going to have to move a little closer if you want to try and hit me!" Yarden shakes his head. "You are clinging to that wall like it is your mother's skirt. If you are that afraid to face an opponent you are in the wrong line of work."
5' step (float) to E34. Ready an action to attack Spikey if he comes in range.
Black Plauge
22nd of March, 2007, 00:30
Yarden steps and readies an action.
Yarden:
Crowd Attitude: 4.5
Fly - 60 ft fly speed, duration of match
Winded - -2 Str
Fatigued - -2 Str & Dex, cannot run or charge
Defensive Stance - +2 Str, +4 Con, +2 saves, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 10 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
HP: 108
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 18:
Dragonne: 14
Chimera: 11
Yarden: 5
Tashalar
22nd of March, 2007, 07:34
Oblivious to Yarden's barely audible babblings across the arena, Spikey pulls a potion from his pockets with his left hand, throws it up, does a flip, catches it with his right hand and gulps it down.
[Move action to retrieve potion, 5' step to P28, standard action to drink potion of fly.]
Lord Twig
22nd of March, 2007, 10:37
"Finding courage in a bottle is one way of doing it I guess!" Yarden pulls out a potion of his own. "I'll join you in a drink." He holds up the vial in salute to Spikey before downing it in one gulp.
Yarden pulls his Potion of Lesser Restoration from his haversack as a move action and drinks it as a standard action.
Black Plauge
23rd of March, 2007, 07:06
Note: The wall prevents Spikey from making the desired 5' step, and the rubble makes it impossible to adjust that step to the next closest square. The step has been ignored.
Spikey retrieves a potion of fly and drinks said potion.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden retrieves a potion of lesser restoration and drinks said potion.
Yarden:
Crowd Attitude: 4.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 10 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
HP: 108
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 19:
Dragonne: 14
Chimera: 11
Yarden: 5
What is this? A drinking contest?
Spikey has 24 hours to post his round 18 action.
Map is unchanged (except that Spikey now has an altitude marker).
Tashalar
24th of March, 2007, 00:14
Spikey now gently floats off the ground and towards the center of the arena. Holding his kama at the ready, he stares over to Yarden and then waves him over once more. Floating steadily he indicates the arena and the spectators and the good view everyone will have up where they are.
[Move to L27 at 15' height, ready action to attack Yarden should he come in range. PM to BP. ;)]
Lord Twig
26th of March, 2007, 04:21
Yarden sees Spikey's gesture and scowls deeply. Slowly he floats up and toward his opponent.
Move to F33 and up another 5', as long as this does not break Yarden's defensive stance. Ready an action to attack if Spikey comes in range.
Tashalar
26th of March, 2007, 04:41
Spikey stays put and continues to motion for Yarden to come to him with his free hand.
[Ready action to attack again. :)]
Black Plauge
26th of March, 2007, 11:10
Spikey moves and readies an action.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden steps and readies an action.
Spikey readies an action.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 4.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 10 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
HP: 108
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 21:
Dragonne: 14
Chimera: 11
Oh, come on guys. First you battle underwater where we can't see anything and now you're just standing there staring at each other.
Indeed, this is supposed to a gladiator match, not a staring contest.
Yarden has 24 hours to post his round 20 action.
Lord Twig
27th of March, 2007, 07:30
Continuing his slow pace Yarden inches closer to Spikey. "You know the least you could do is meet me halfway!"
Move another 5' up and to the Southwest, G32. Ready an action to attack if Spikey comes in range.
Black Plauge
27th of March, 2007, 08:03
Combat has stalled. Crowd attitude towards both gladiators worsens 1 step. Spikey is now Apprecaited (+1 attacks & damage).
Yarden steps and readies an action.
Yarden:
Crowd Attitude: 3.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 9 (Appreciated, +1 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, +30ft speed, 3 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
HP: 108
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 21:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 20 action.
Tashalar
28th of March, 2007, 04:41
Spikey feels the mood of the audience worsening as Yarden fails to accept his
invitation. Suddenly he plummets downwards recklessly, seems to bounce off a nearbye crate and shoots back up into the sky, his body revolving around itself on the way. Coming to a halt in mid-air, Spikey goes through a quick series of punches in the four directions and then again motions to Yarden to join him.
[Move to L26, then down to almost touch the crate (5' height) and back up while tumbling to impress the crowd - assisted by balance to keep exactly that in mid-air. Move back up as far as possible, then standard action to do a weapon drill to impress the crowd.
Balance: [roll0]
Tumble: [roll1]
Perform: [roll2] ]
Black Plauge
28th of March, 2007, 10:50
Spikey moves, tumbling to impress the crowd. 26 vs. DC 40. Fails.
Spikey makes a Perform (weapon drill) check to impress the crowd. 41 vs. DC 35. Success. Crowd attitude towards Spikey improves 2 steps. Spikey is now Liked (+2 attacks & damage)
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne roars. Will saves, Spikey 32, Yarden 24 vs. DC 15. Both succeed.
Chimera takes no action.
Yarden:
Crowd Attitude: 3.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 26
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 11 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, 3 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
HP: 108
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 22:
Dragonne: 14
Chimera: 11
The crowd is booing the lull in the action.
And Spikey is responding by giving them something to look at. I doubt he can hold their intrest that way forever, however.
Yarden has 24 hours to post his round 21 action.
Lord Twig
29th of March, 2007, 03:45
"You're supposed to come closer! Not run farther away ya pointy bastard!" Yarden shouts at the capering Spiker. Swearing in Dwarven once more Yarden abandons his stance and heads toward Spikey. Picking up speed he pulls his axe back and brings it forward in a vicious cut. When he finally comes to a stop he is once more in his defensive stance.
Charge Spikey. I believe Yarden should have more than enough movement and will end up in K27. Enter Defensive Stance.
Attack +28 (+17 BAB, +6 Str(winded), +1 Weapon Focus, +2 Axe, +2 charge) [roll0] damage 1d10+10 (+6 Str, +2 Weapon Spec, +2 Axe) [roll1]
Black Plauge
29th of March, 2007, 08:59
Yarden charges Spikey. 45 vs. AC 28. Hits. Deals 16 damage. DR reduces to 14.
Yarden enters his defensive stance.
Yarden:
Crowd Attitude: 3.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 11 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - inactive, 3 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
HP: 94
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 22:
Dragonne: 14
Chimera: 11
Yarden: 5
Tashalar
29th of March, 2007, 22:06
Spikey grimaces shortly as Yarden's axe bites deeply into his side. Moving upwards slightly, he then bows slightly to his dwarven opponent indicating his thanks for finally joining him. A moment later Spikey is but a flurry of kicks, punches and the occasional kama strike that rain down on the dwarven can.
*Clonk! Clank! Donk!*
[Activate haste as free action. 5' step upwards. Full unarmed attack on Yarden with greater flurry.
AB: +12 BAB +5 Str +3 insight +2 morale +1 haste +1 higher ground = +24
The first three attacks are unarmed with Freezing the Lifeblood (DC 25) - dealing no damage if they hit.
The fourth is unarmed and the fifth with the kama+2
FTL1:
FTL2: [roll1]
FTL3: [roll2]
Unarmed: [roll1d20+19]
Kama+2: [roll3]
Damage unarmed (2d10+7): [roll4]
Damage kama (1d6+9): [roll5] ]
Black Plauge
30th of March, 2007, 04:07
Spikey activates his boots of speed.
Spikey steps and attacks Yarden, using a combination of unarmed strikes for paralysis via Freezing the Lifeblood, unarmed damage, and kama damage. 30, 32, 37, 32, & 27 vs. AC 35. 1 Freezing the Lifeblood strike hits, two deflected by shield, two deflected by armor. Yarden Fort 33 vs. DC 25. Success. Freezing the Lifeblood fails to effect Yarden.
Flesh Golem 2 berserk 81.
Flesh Golem 2 takes no action.
Flesh Golem 1 berserk 98.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 3.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 11 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 attacks & AC, 2 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
Stunning Attempts: 9
HP: 94
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 23:
Dragonne: 14
Chimera: 11
Action at last!
Not much damage dealt, however.
Yarden has 24 hours to post his round 22 action.
Lord Twig
30th of March, 2007, 05:29
Yarden feels a chill as one of Spikey's blows connects and realizes that there is more to deal with than just a normal fist. Pulling on his training he tightens his defenses and strikes back.
5' step up to stay next to Spikey. Full attack with full Combat Expertise.
Attack +17 BAB, +7 Str, +2 Axe, +1 WF, -5 CE = +22
Damage 1d10+7 Str, +2 axe, +2 WS = 1d10+11
AC 10+10 armor, +1 Dex, +5 shield, +2 deflection, +9 dodge, +5 CE = 42
Attacks:
1: [roll0], [roll1]
2: [roll2], [roll3]
3: [roll4], [roll5]
4: [roll6], [roll7]
*Note: If for some reason Spikey falls Yarden will stop attacking.
Black Plauge
30th of March, 2007, 07:08
Yarden steps and attacks Spikey. 26, 30, 1, & 25 vs. AC 29. One hits, one deflected by ring, one misses, one automatically misses. Deals 18 damage. DR reduces to 16. Crowd attitude towards Yarden worsens 2 steps (natural 1).
Yarden:
Crowd Attitude: 1.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Combat Expertise - -5 to hit, +5 AC
Dodge: Spikey
HP: 154
Spikey:
Crowd Attitude: 11 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 attacks & AC, 2 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
Stunning Attempts: 9
HP: 78
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 23:
Dragonne: 14
Chimera: 11
Yarden: 5
Tashalar
30th of March, 2007, 23:36
Spikey frowns slightly as Yarden is unimpressed by his punch. Evading almost all of Yarden's defensive counterattacks, Spikey frown deepens. He's on the defensive once more.. bah! Time for some wrestling again in this case. Floating upwards slightly, Spikey suddenly grabs for Yarden in a flash.
[Full attack to grapple, then pin, then deal damage.
Touch attack: +12 BAB +5 Str +3 insight +2 morale +1 haste +1 higher ground = +24.
Grapple check: +12 BAB +5 Str +4 feat +8 item = +29/+24/+19
Damage: 2d10+7 +1d6
Yarden gets an AoO via Close-Quarters Fighting and can add the damage (if there is any) to his first grapple check.
Touch attack 1: [roll0]
Touch attack 2: [roll1]
Touch attack 3: [roll2]
Touch attack 4: [roll3]
Grapple check 1: [roll4]
Grapple check 2: [roll5]
Grapple check 3: [roll6]
Grapple check 4: [roll7]
Damage 1: [roll8] [roll9]
Damage 2: [roll10] [roll11] ]
Black Plauge
2nd of April, 2007, 09:33
Spikey steps and attacks Yarden, attempting to initiate a grapple. This provokes an AoO from Yarden. Yarden attacks. 20. Threatens. 39 vs. AC 29. Confirms critical hit. Deals 14+12+14=40 damage. DR reduces to 38. Yarden gets a +24 bonus on his grapple check to resist the grapple. Crowd attitude towards Yarden improves 2 steps.
Spikey attempts to initiate a grapple. 34 vs. Touch AC 26. Hits. Grapple 47 vs. 60. Fails.
Spikey attacks Yarden, attempting to initiate a grapple. Yarden is out of AoOs. 40 vs. Touch AC 26. Hits. Grapple 48 vs. 34. Success. Deals 27 damage. DR reduces to 21. Spikey moves into Yarden’s space. Spikey and Yarden are now grappling.
Spikey attempts to pin Yarden. 37 vs. 26. Success. Yarden is pinned. Crowd attitude towards Spikey improves 1 step, crowd attitude towards Yarden worsens 1 step.
Spikey grapples with Yarden, attempting to deal damage. 39 vs. 25. Success. Deals 20 damage. DR reduces to 14
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 2.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Combat Expertise - -5 to hit, +5 AC
Dodge: Spikey
HP: 119
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 attacks & AC, 2 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
Stunning Attempts: 9
HP: 40
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 24:
Dragonne: 14
Chimera: 11
It seems that Spikey is intent on stretching the limits of wrestling. First he tried it underwater, and now he's trying it airborne.
Well, it is his signature style. One thing's for sure, the crowd won't turn on him for not using his signature.
Yarden has 24 hours to post his round 23 action.
Lord Twig
2nd of April, 2007, 15:26
Yarden is rather tired of wrestling, he moves to break the pin and attempts a reversal.
Full attack to break pin, then try to pin Spikey. If he succeeds in the first two attacks he will release Spikey as a free action and attack the remaining two times with his axe. Otherwise he will keep trying to break the pin and/or attack with his armor spikes as a light weapon.
Grapple +24
Axe attack +27, 1d10+11
Armor spikes +25, 1d6+7
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Axe attacks: -, -, [roll4], [roll5]
Axe damage: [roll6], [roll7]
Armor spike attacks: -, -, [roll8], [roll9]
Armor spike damage: [roll10], [roll11]
Black Plauge
3rd of April, 2007, 01:17
Yarden attempts to break the pin. 30 vs. 30. Tie goes to higher modifier. Fails.
Yarden attempts to break the pin. 37 vs. 35. Success.
Yarden attacks Spikey with his armor spikes. 33 & 20 vs. AC 29. One hits, one misses. Deals 11 damage. DR reduces to 9.
Yarden:
Crowd Attitude: 2.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Grappling Spikey
Dodge: Spikey
HP: 119
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 attacks & AC, 1 rounds remaining
Fly - 60ft fly speed, good manuverability, duration of match
Grappling Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 24:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 23 action.
Tashalar
3rd of April, 2007, 05:38
Spikey already starts to grin as his grip fastens on Yarden - but the grin vanishes as Yarden's axe meets his face. Screaming in agony, Spikey nonetheless continues to grab the dwarf and pin him. The scream turns from one of agony into one of anger as the crowd starts cheering in response to his screams.
His vision obscured by the blood pouring from the gash on the side of his face, Spikey has to relinquish his hold on Yarden and feels his armor spikes press close - too close. Gritting his teeth, Spikey once more tries to get the dwarf under control to thereby evade the dwarf's weapons.
[Full attack to grapple - first pin, then deal damage.]
Black Plauge
3rd of April, 2007, 06:36
Spikey attempts to pin Yarden. 30 vs. 34. Fails.
Spikey attempts to pin Yarden. 37 vs. 36. Success. Yarden is pinned. Crowd attitude towards Spikey improves 1 step, crowd attitude towards Yarden worsens 1 step.
Spikey grapples with Yarden, attempting to deal damage. 32 vs. 29 & 35 vs. 34. Both deal damage. Deals 27 & 16 damage. DR reduces to 21 & 10.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 2.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
HP: 88
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Haste - +1 attacks & AC, expires on iniative count 5 just after Yarden’s turn.
Fly - 60ft fly speed, good manuverability, duration of match
Pinning Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 25:
Dragonne: 14
Chimera: 11
Ouch! Axes and faces just don't mix very well!
Well, I suppose that depends on which end of the ax you're on.
Yarden has 24 hours to post his round 24 action.
Map is unchanged.
Lord Twig
3rd of April, 2007, 07:36
The time for banter, insults and posturing is over as the contest quickly devolves into a savage, bloody brawl. Yarden continues to attempt to escape the grapple he finds himself in, while maneuvering for advantage.
Same as before.
Full attack to break pin, then try to pin Spikey. If he succeeds in the first two attacks he will release Spikey as a free action and attack the remaining two times with his axe. Otherwise he will keep trying to break the pin and/or attack with his armor spikes as a light weapon.
Grapple +24
Axe attack +27, 1d10+11
Armor spikes +25, 1d6+7
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Axe attacks: -, -, [roll4], [roll5]
Axe damage: [roll6], [roll7]
Armor spike attacks: -, -, [roll8], [roll9]
Armor spike damage: [roll10], [roll11]
Black Plauge
3rd of April, 2007, 08:07
Note: I incorrectly noted a change in crowd attitude due to Spikey’s pin. Crowd attitude is not adjusted because the last crowd attitude event was also a pin. The crowd attitude scores (which hadn’t been changed) were thus correct.
Yarden attempts to break the pin. 43 vs. 43. Tie goes to higher modifier. Fails.
Yarden attempts to break the pin. 22 vs. 31. Fails.
Yarden attempts to break the pin. 33 vs. 33. Tie goes to higher modifier. Fails.
Yarden attempts to break the pin. 18 vs. 33. Fails.
Spikey's boots of speed expire.
Yarden:
Crowd Attitude: 2.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
HP: 88
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Pinning Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 25:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 24 action.
Tashalar
3rd of April, 2007, 18:15
As the two contestants scramble about each other in mid-air, their 'attire' turns more and more red from Spikey's blood. Feeling the power of his boots end, Spikey frowns inwardly but continues to crush Yarden with all his might.
[Full grapple attack, same as before - to pin, to deal damage.
Grapple: +29/+24/+19
Damage: 2d10+7 +1d6
Note: Spikey will continue with this tactic until his hp drop below 20 (which might be soon) or Yarden escapes his grasp - feel free to continue with the next rounds until one of those conditions (or both) are met.]
Black Plauge
4th of April, 2007, 05:56
Spikey attempts to maintain the pin. 39 vs. 43. Fails.
Spikey attempts to maintain the pin. 29 vs. 43. Fails.
Spikey attempts to maintain the pin. 38 vs. 41. Fails. Yarden is no longer pinned.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 2.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Grappling Spikey
Dodge: Spikey
HP: 88
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Grappling Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 26:
Dragonne: 14
Chimera: 11
The blood from that wound of Spikey's is begining to tell. He started out with a solid hold on Yarden, but's lost it.
We'll see if Yarden can use that to his advantage.
Yarden has 24 hours to post his round 25 action.
Lord Twig
4th of April, 2007, 08:32
Sensing a weakness in Spikey's hold Yarden quickly moves to capitalize on the opening.
Full attack. Grapple to pin Spikey on the first and second attack. If either succeeds, release him as a free action and attack with waraxe. Otherwise the last two attacks will be with his armor spikes, attacking as a light weapon.
As always if Spikey drops Yarden will stop attacking.
Grapple +24
Axe attack +27, 1d10+11
Armor spikes +25, 1d6+7
Grapple: ,
Axe attacks: -, [roll2], [roll3], [roll4]
Axe damage: [roll5], [roll6], [roll7]
Armor spike attacks: -, -, [roll8], 1d20+10
Armor spike damage: [roll9], [roll10]
Tashalar
5th of April, 2007, 18:43
Spikey curses inwardly as he does not manage to pin Yarden again. Quickly wiping the blood from his eyes, he feels Yarden squirm in his grasp and try to break free. Quickly trying to force Yarden's arms behind his back once more with all his might, Spikey then starts to squeeze again...
[Defensive grapple check - second automatically succeeds. If successfull, full attack to grapple as before: to pin, then to deal damage.
Defensive grapple: [roll0]
Offensive 1: [roll1]
Offensive 2: [roll2]
Offensive 3: [roll3]
Damage 1: [roll4] [roll5]
Damage 2: [roll6] [roll7] ]
Black Plauge
10th of April, 2007, 09:02
Yarden attempts to pin Spikey. 32 vs. 43. Fails.
Yarden attempts to pin Spikey. 27 vs. 47. Fails.
Yarden attacks Spikey with his armor spikes. 20 & 14 vs. AC 28. Both miss.
Spikey attempts to pin Yarden. 44 vs. 29. Success. Yarden is pinned.
Spikey grappls with Yarden, attempting to deal damage. 29 vs. 26 & 27 vs. 44. One deals damage, the other does not. Deals 26 damage. DR reduces to 20.
Flesh Golem 2 takes no action.
Flesh Golem 1 takes no action.
Dragonne roars. Will saves: Yarden 15, Spikey 1 vs. DC 15. Yarden passes, Spikey automatically fails. Spikey is Fatigued.
Chimera takes no action.
Yarden:
Crowd Attitude: 2.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
HP: 68
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Fatigued - -2 Str & Dex, cannot run or charge
Pinning Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 27:
Dragonne: 14
Chimera: 11
Spikey's shrugging off his injury now and getting back into control of the grapple.
Is it going to be enough, though.
Yarden has 24 hours to post his round 26 action.
Lord Twig
10th of April, 2007, 09:40
Damn! Got overconfident. Yarden pulls on his not inconsiderable experience wrestling trying to find some trick he hasn't tried yet to get a reversal on Spikey.
Full attack to break pin, then try to pin Spikey. If he succeeds in the first two attacks he will release Spikey as a free action and attack the remaining two times with his axe. Otherwise he will keep trying to break the pin and/or attack with his armor spikes as a light weapon.
Grapple +24
Axe attack +27, 1d10+11
Armor spikes +21, 1d6+7 (included the -4 for attacking in a grapple this time)
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Axe attacks: -, -, [roll4], [roll5]
Axe damage: [roll6], [roll7]
Armor spike attacks: -, -, [roll8], [roll9]
Armor spike damage: [roll10], [roll11]
Tashalar
10th of April, 2007, 15:52
Spikey groans as the roar of the dragonne washes over him like a tidal wave. It does not roar for a few seconds and you forget about it! By the nine hells! I need all the strength I can muster against this spiked can of a dwarf... Angry with himself Spikey renews his effort to try and counter Yarden's wrestling tactics.
[Full attack to first pin, then deal damage as usual. Mod is now +28, damage is now 2d10+6 +1d6.
Defensive grapple 1: [roll0]
Defensive grapple 2: [roll1]
Defensive grapple 3: [roll2]
Defensive grapple 4: [roll3]
Offensive grapple 1: [roll4]
Offensive grapple 2: [roll5]
Offensive grapple 3: [roll6]
Damage 1: [roll7] [roll8]
Damage 2: [roll9] [roll10] ]
Black Plauge
12th of April, 2007, 03:56
Yarden attempts to break the pin. 28 vs. 35. Fails.
Yarden attempts to break the pin. 38 vs. 32. Success.
Yarden attacks Spikey with his armor spikes. 23 & 8 vs. AC 28. One whiffs, the other misses. Crowd attitude towards Yarden worsens 1 step.
Spikey attempts to pin Yarden. 32 vs. 32. Tie goes to higher modifier. Success. Yarden is pinned.
Spikey grapples with Yarden, attempting to deal damage. 41 vs. 43 & 26 vs. 26. First fails, second goes to higher modifier and fails as well.
Note: I’ve been forgetting to roll the berserk chance for the Flesh Golems since round 21. At that time they were at 3% chance of going berserk and combat has been continuous since then. I will correct this by rolling on berserk chance now at 22% (the total chance of the golems going berserk in those 5 round) before resuming the rolls at 8% next round.
Flesh Golem 2 berserk 1. Flesh Golem 2 goes beserk.
Flesh Golem 2 moves.
Flesh Golem 1 berserk 70.
Flesh Golem 1 takes no action.
Dragonne takes no action.
Chimera takes no action.
Yarden:
Crowd Attitude: 1.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
HP: 68
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Fatigued - -2 Str & Dex, cannot run or charge
Pinning Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
White Dragon Head
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 28:
Dragonne: 14
Chimera: 11
And our sky high wrestling match continues.
Interestingly, though, it seems that one of the Flesh Golems is now disobeying it's orders. I guess the sight of combat taking place so close to it was more than it could bear.
Yarden has 24 hours to post his round 27 action.
Lord Twig
12th of April, 2007, 09:33
All thought gone Yarden relies on pure Dwarven stubbornness to break Spikey's pin and bring the gladiator down.
Full attack to break pin, then try to pin Spikey. If he succeeds in the first two attacks he will release Spikey as a free action and attack the remaining two times with his axe. Otherwise he will keep trying to break the pin and/or attack with his armor spikes as a light weapon.
Grapple +24
Axe attack +27, 1d10+11
Armor spikes +21, 1d6+7 (including the -4 for attacking in a grapple)
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Axe attacks: -, -, [roll4], [roll5]
Axe damage: [roll6], [roll7]
Armor spike attacks: -, -, [roll8], [roll9]
Armor spike damage: [roll10], [roll11]
Tashalar
12th of April, 2007, 15:22
Blood still spilling from the gash on the side of his head, Spikey tries to twist Yarden's arm behind his back once more as the dwarf continues to squirm. At the same time Spikey tries to evade the hip movements of the dwarf which bring his armor spikes dangerously close to his belly each time...
[Same as usual...
DG1: [roll0]
DG2: [roll1]
DG3: [roll2]
DG4: [roll3]
OG1: [roll4]
OG2: [roll5] D1: [roll6] [roll7]
OG3: [roll8] D2: [roll9] [roll10] ]
Black Plauge
13th of April, 2007, 10:16
Yarden tries to break the pin. 39 vs. 41. Fails.
Yarden tries to break the pin. 36 vs. 36. Tie goes to higher modifier. Fails.
Yarden tries to break the pin. 30 vs. 43. Fails.
Yarden tries to break the pin. 19 vs. 31. Fails.
Spikey tries to maintain the pin. 38 vs. 26. Success.
Spieky grapples with Yarden, attempting to deal damge. 29 vs. 25 & 25 vs. 39. One succeeds, the other fails. Deals 25 damage. DR reduces to 19.
Flesh Golem 2 moves and attacks the Dragonne. 28 vs. AC 18. Hits. Deals 15 damage.
Flesh Golem 1 berserk 11.
Flesh Golem 1 takes no action.
Dragonne attacks Flesh Golem 2. 31, 14, & nat 20 vs. AC 18. Bit hits, claw threatens, claw deflected by natural armor. 16 vs. AC 18 fails to confirm critical hit. Deals 14 & 8 damage. DR reduces to 9 & 3
Chimera takes no action.
Yarden:
Crowd Attitude: 1.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
HP: 49
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Fatigued - -2 Str & Dex, cannot run or charge
Pinning Yarden
Stunning Attempts: 9
HP: 31
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
White Dragon Head
Dragonne:
HP: 61
Flesh Golem 2:
HP: 67
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 29:
Dragonne: 14
Chimera: 11
Well, the Flesh Golem may be free, but it isn't very discerning about its targets.
That's true, but at least its distracting the Dragonne. Our gladiators won't have to worry about its roar for a while now.
Yarden has 24 hours to post his round 28 action.
Lord Twig
13th of April, 2007, 14:11
Yarden fights on, his Dwarven nature making it impossible to quit.
And again...
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Axe attacks: -, -, [roll4], [roll5]
Axe damage: [roll6], [roll7]
Armor spike attacks: -, -, [roll8], [roll9]
Armor spike damage: [roll10], [roll11]
Tashalar
13th of April, 2007, 17:14
Spikey slowly starts to grin as he stays in control of the grapple more and more despite his vision being obscured by his own blood. Not much missing to finish it...
[Same as before... but going for non-lethal damage (from the grapple) from now on.
DG1: [roll0]; DG2: [roll1]; DG3: [roll2]; DG4: [roll3];
OG1: [roll4]; OG2: [roll5]; OG3: [roll6];
D1: [roll7]; D1: [roll8];
D2: [roll9]; D2: [roll10] ]
Black Plauge
14th of April, 2007, 07:20
Yarden attempts to escape the pin. 39 vs. 30. Success.
Yarden attempts to pin Spikey. 22 vs. 44. Fails.
Yarden attacks Spikey with his armor spikes. Nat 20 & 24 vs. AC 28. First threatens, second deflected by natural armor. 14 vs. AC 28. Fails to confirm critical hit. Deals 11 damage. DR reduces to 9.
Spikey attempts to pin Yarden. 48 vs. 38. Success.
Spikey grapples with Yarden, attempting to deal damage. 34 vs. 26, & 37 vs. 43. One hits, the other fails. Deals 14 non-lethal damage and 5 lethal damage (spikes are lethal only). DR reduces to lethal damage to 0 and non-lethal damage to 13 (despite the split in damage types, the attack is still considered a single source).
Flesh Golem 2 attacks Dragonne. 29 & 25 vs. AC 18. Both hit. Deals 19 & 15 damage.
Flesh Golem 1 berserk 27.
Flesh Golem 1 takes no action.
Dragonne attacks Flesh Golem 2. 27, 26, and nat 20 vs. AC 18. All hit, one claw threatens. Constructs are immune to critical hits. Deals 11, 6, & 5 damage. DR reduces to 6, 1, & 0.
Chimera takes no action.
Yarden:
Crowd Attitude: 1.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
Non-lethal damage: 13
HP: 49
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Fatigued - -2 Str & Dex, cannot run or charge
Pinning Yarden
Stunning Attempts: 9
HP: 22
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
White Dragon Head
Dragonne:
HP: 27
Flesh Golem 2:
HP: 60
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 30:
Dragonne: 14
Chimera: 11
The match continues, with both contestants getting a little closer to winning, and a little closer to losing.
Yarden has 24 hours to post his round 29 action.
Lord Twig
16th of April, 2007, 10:01
One of us is going to go down soon, Yarden thinks to himself, The question is who?
Full attack to break pin, then try to pin Spikey. If he succeeds in the first two attacks he will release Spikey as a free action and attack the remaining two times with his axe. Otherwise he will keep trying to break the pin and/or attack with his armor spikes as a light weapon.
Grapple +24
Axe attack +27, 1d10+11
Armor spikes +21, 1d6+7
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Axe attacks: -, -, [roll4], [roll5]
Axe damage: [roll6], [roll7]
Armor spike attacks: -, -, [roll8], [roll9]
Armor spike damage: [roll10], [roll11]
Note: If by some stroke of luck Spikey goes down Yarden will stop attacking.
Tashalar
16th of April, 2007, 15:38
Grunting in the effort of keeping the dwarf under control, Spikey slowly feels his strength draining. That roar... why did I not pay attention?! Nonetheless, Spikey continues to hold on with all the strength he has left. Either him... or me... it's never been this close before...
[As usual... to pin, then to damage (Edit: non-lethal damage that is).
DG1: [roll0]; DG2: [roll1]; DG3: [roll2]; DG4: [roll3]
OG1: [roll4]; OG2: [roll5]; OG3: [roll6]
D1: [roll7]; [roll8]
D2: [roll9]; [roll10] ]
Black Plauge
17th of April, 2007, 02:35
Yarden tries to escape the pin. 31 vs. 39. Fails.
Yarden tries to escape the pin. 21 vs. 30. Fails.
Yarden tries to escape the pin. 32 vs. 43. Fails.
Yarden tries to escape the pin. 19 vs. 41. Fails.
Spikey tries to maintain the pin. 44 vs. 26. Success.
Spikey grapples with Yarden trying to deal damage. 43 vs. 42, & 26 vs. 25. Both succeed. Deals 22 & 22 non-lethal damage. DR reduces to 16 & 16 non-lethal damage.
Flesh Golem 2 attacks Dragonne. 19 & 26 vs. AC 18. Both hit. Deals 13 & 16 damage. Dragonne is dying.
Flesh Golem 1 berserk 27 (10 or lower).
Flesh Golem 1 takes no action.
Dragonne stabalization 51. Dragonne fails to stabalize.
Chimera takes no action.
Yarden:
Crowd Attitude: 1.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
Non-lethal damage: 45
HP: 49
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Fatigued - -2 Str & Dex, cannot run or charge
Pinning Yarden
Stunning Attempts: 9
HP: 20
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
White Dragon Head
Dragonne:
Dying
HP: -3
Flesh Golem 2:
HP: 60
Iniative Order:
Yarden: 5
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 31:
Dragonne: 14
Chimera: 11
Spikey is reasserting his control of the match.
He's also manuvering for a clean victory.
Yarden has 24 hours to post his round 30 action.
Map is unchanged.
Lord Twig
17th of April, 2007, 02:54
With one last heave of effort Yarden attempts to break free and take Spikey down.
Try to break pin then attack with armor spikes.
Grapple +24
Armor spikes +21, 1d6+7
Grapple checks: [roll0], [roll1], [roll2], [roll3]
Armor spike attacks: -, [roll4], [roll5], [roll6]
Armor spike damage: [roll7], [roll8], [roll9]
Black Plauge
17th of April, 2007, 05:58
Yarden tries to break the pin. 32 vs. 35. Fails.
Yarden tries to break the pin. 34 vs. 35. Fails.
Yarden tries to break the pin. 24 vs. 43. Fails.
Yarden tries to break the pin. 19 vs. 45. Fails.
Yarden:
Crowd Attitude: 1.5
Fly - 40 ft fly speed, good manuverability, duration of match
Winded - -2 Str
Defensive Stance - +2 Str, +4 Con, save bonus does not stack with cloak, +4 AC, expires initiative count 5 round 32
Pinned by Spikey
Dodge: Spikey
Non-lethal damage: 45
HP: 49
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
Animal Affinity - +4 Str & Dex
Precognative Offence - +3 attack
Fly - 60ft fly speed, good manuverability, duration of match
Fatigued - -2 Str & Dex, cannot run or charge
Pinning Yarden
Stunning Attempts: 9
HP: 20
PP: 2
Chimera:
Exhausted - -6 Str & Dex, cannot run or charge
White Dragon Head
Dragonne:
Dying
HP: -3
Flesh Golem 2:
HP: 60
Iniative Order:
Spikey: 5
Flesh Golem 2: 3
Flesh Golem 1: 1
Round 31:
Dragonne: 14
Chimera: 11
Yarden: 5
Spikey has 24 hours to post his round 30 action.
Map is unchanged.
Tashalar
17th of April, 2007, 18:47
Even though Yarden heaves under his grip once more, Spikey can feel the dwarf sag slightly after failing to break free once more. One last squeeze should do the trick. Grinning silently as he squeezes tightly one last time, Spikey watches Yarden's features closely, waiting for the known signs of the dwarf falling unconscious.
[Full attack to grapple to deal non-lethal damage (or pin and then deal damage - see discussion thread).
OG1: [roll0]; OG2: [roll1]; OG3: [roll2];
D1: [roll3]; [roll4]; D2: [roll5]; [roll6]; D3: [roll7]; [roll8]
If Yarden should fall unconscious, stop squeezing.]
Lord Twig
18th of April, 2007, 01:12
Defensive Grapple checks:
[roll0], [roll1], [roll2]
Tashalar
18th of April, 2007, 02:25
As Yarden crumples in his arms, Spikey shortly cranes his neck to check on Yarden but then quickly loosens his grip. No. He is not one to use such a ruse... or succeed at one. Slowly and deliberately, Spikey grabs Yarden beneath his leg and neck and holds him to his chest as the two of them glide to the ground.
Gently placing Yarden down on the ground of the arena, Spikey then places his axe on his chest and motions shortly to the nearest cleric.
Suddenly Spikey is a flash of movement once more as he speeds over towards the nearest large platform and sommersaults upwards and onto it. Landing on the platform, Spikey spreads his arms wide and slowly turns around the arena greeting the crowd.
[Jump check just for the fun of it.
Jump as high as possible to land on top of the platform: [roll0] ]
Black Plauge
18th of April, 2007, 02:29
Spikey tries to maintain the pin. 46 vs. 38. Success.
Spikey grapples with Yarden, trying to deal non-lethal damage. 39 vs. 36. Success. Deals 24 damage. DR reduces to 18. Yarden is unconcious.
Match is over, Spikey wins.
Yarden:
Crowd Attitude: 1.5
Non-lethal damage: 63
HP: 15
Spikey:
Crowd Attitude: 12 (Liked, +2 attacks & damage)
HP: 20
PP: 2
Voting will close on Thursday, 19 April.
Spikey and Yarden should PM me with their recovery plans.
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