[User]
 A great lion sets his deck upon a stone slab at one side of the playing field.

 "So, I am here once again.  Are you prepared?"

No cards on Field
8000 LP
Position:

 Spoiler

Deck: 40

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Cat's Ear Tribe
 Cat's Ear Tribe
 Morphing Jar
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Solemn Judgment
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 Call of the Haunted
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Dark Bribe
 Trap Hole
 Trap Hole
 Torrential Tribute
 Mirror Force
 Bottomless Trap Hole
 Bottomless Trap Hole

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User]
 A girl little older than a child strides into the arena, unwashed blond hair falling about her shoulder. She wears a ragged cloth dress, the fabric so dirty that its original color is completely obscured. She has a dazed look on her face, and her blue eyes seem unfocused. A tablet of thin, etched stone attached to a bracer on either arm serves as her duel disk.

 "We are prepared for whatever spawn of the abyss you can call upon. Your punishment for opposing our holy cause will be... protracted."
 (1d20)[ 18 ]
 (1d44)[ 9 ]  (1d43)[ 8 ]  (1d42)[ 31 ]  (1d41)[ 23 ]  (1d40)[ 20 ]

 Spoiler
Hand:
 Spoiler
Honest, Harvest Angel of Wisdom, Divine Wrath, Valhalla Hall of the Fallen, Van'Dalgyon The Dark Dragon Lord

Graveyard:
 Spoiler
Empty.

Deck
 Spoiler

Athena
Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
Airknight Parshath
Airknight Parshath
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
Valhalla, Hall of the Fallen
Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 The lion nods.

 "I am no spawn of evil, but I will assure you, I will not simply allow you to defeat me."
  Initiative  - (1d20)[ 5 ]
  Draws  - (1d40)[ 24 ]  (1d39)[ 35 ]  (1d37)[ 14 ]  (1d37)[ 19 ]  (1d36)[ 29 ]

The lion awaits its opponent's decision on who will act first.

Position:

 Spoiler

Hand: 5

 Spoiler
Solemn Judgment
Trap Hole
Cat's Eye Tribe
Spiritual Forest
Dark Bribe

Deck: 35

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Cat's Ear Tribe
 Morphing Jar
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 Call of the Haunted
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Mirror Force
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User]
 (1d39)[ 22 ]   123456
 "We will go first, the better to bring about your fate quickly."

The girl places a card on her left tablet.  "We honor those who came before with  Valhalla, Hall of the Fallen! "

Another card joins the first, this one face-down.

One more goes on her right bracer, and the field is momentarily bathed in the brilliance of the heavens as a seemingly robotic angel appears in front of her.

  "Harvest Angel of Wisdom!"

The girl nods dazedly, satisfied.  "You may proceed."

H= Harvest
V= Valhalla
FD= Facedown

 Spoiler
Hand:
 Spoiler
Honest, Van'Dalgyon The Dark Dragon Lord, Valhalla Hall of the Fallen

Facedown:
 Spoiler
Divine Wrath

Graveyard:
 Spoiler
Empty.

Deck
 Spoiler

Athena
Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
Airknight Parshath
Airknight Parshath
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 The lion does not react to the appearance of the angel or the temple, merely drawing a single card.

 "Do not expect your shows to amuse or frighten me."
 (1d35)[ 13 ]
 "First, I will activate  Spiritual Forest ."   A great mystical forest rises behind the lion, shimmering with beauty.  The trees begin to grow forward, until a few of them guard the field in front of the lion.

 "To follow it, I will summon the  Cat's Ear Tribe ."   The small group of cats appear from nowhere, forming seemingly from the magical mist around them.

 "With that, I will play three cards face-down."

Cat's Ear Tribe - 200/100, any that battles has original ATK reduced to 200
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Face Downs:

 Spoiler
Solemn Judgment
Dark Bribe
Trap Hole

8000 LP
Position:

 Spoiler

Hand: 1

 Spoiler

Cat's Ear Tribe

Deck: 34

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Morphing Jar
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 Call of the Haunted
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Mirror Force
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User] (Doesn't the effect of Cat's Ear Tribe only activate on my turn? If so, wouldn't you have taken 1600 damage from that?)

[User] (Oh, it does.  Nevermind then.  My turn will still be over, I'm just doing something different.)

[User]
 The girl hums to herself as she draws a card.

 (1d38)[ 22 ]
 "Interesting,"  she muses.  "I set a card and end my turn."

H= Harvest
V= Valhalla
FD= Facedown

 Spoiler
Hand:
 Spoiler
Honest, Van'Dalgyon The Dark Dragon Lord, Valhalla Hall of the Fallen

Facedown:
 Spoiler
Divine Wrath, Valhalla, Hall of the Fallen

Graveyard:
 Spoiler
Empty.

Deck
 Spoiler

Athena
Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
Airknight Parshath
Airknight Parshath
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 The lion merely pulls his next card.

 (1d34)[ 6 ]
 "I have nothing for now.  You may move."

Cat's Ear Tribe - 200/100, any that battles has original ATK reduced to 200
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Face Downs:

 Spoiler
Solemn Judgment
Dark Bribe
Trap Hole

8000 LP
Position:

 Spoiler

Hand: 2

 Spoiler

Cat's Ear Tribe
Phantom Beast Rock-Lizard

Deck: 33

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Morphing Jar
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 Call of the Haunted
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Mirror Force
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe
  Phantom Beast Rock-Lizard

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User]
 (1d37)[ 4 ]

The girl draws another card, then sighs.  "Proceed."

H= Harvest
V= Valhalla
FD= Facedown

 Spoiler
Hand:
 Spoiler
Honest, Van'Dalgyon The Dark Dragon Lord, Valhalla Hall of the Fallen, Meltiel, Sage of the Sky

Facedown:
 Spoiler
Divine Wrath, Valhalla, Hall of the Fallen

Graveyard:
 Spoiler
Empty.

Deck
 Spoiler

Athena
Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
 Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
Airknight Parshath
Airknight Parshath
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 (1d33)[ 31 ]

The lion prepares to do battle.  "Hmph."
 "It appears we are both unable to attack.  I will pass once more."

Cat's Ear Tribe - 200/100, any that battles has original ATK reduced to 200
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Face Downs:

 Spoiler
Solemn Judgment
Dark Bribe
Trap Hole

8000 LP
Position:

 Spoiler

Hand: 3

 Spoiler

Cat's Ear Tribe
Phantom Beast Rock-Lizard
Mirror Force

Deck: 32

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Morphing Jar
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 Call of the Haunted
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe
  Phantom Beast Rock-Lizard
  Mirror Force

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User]
 (1d36)[ 11 ]
 "Pass,"  the girl mumbles.

H= Harvest
V= Valhalla
FD= Facedown

 Spoiler
Hand:
 Spoiler
Honest, Van'Dalgyon The Dark Dragon Lord, Valhalla Hall of the Fallen, Meltiel, Sage of the Sky, Airknight Parshath

Facedown:
 Spoiler
Divine Wrath, Valhalla, Hall of the Fallen

Graveyard:
 Spoiler
Empty.

Deck
 Spoiler

Athena
Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
 Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
 Airknight Parshath
Airknight Parshath
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 (We have the most exciting decks ever.)

 (1d32)[ 13 ]
 "It seems neither of us has been very lucky...oh well.  I will summon another Cat's Ear Tribe and end my turn.

Cat's Ear Tribe - 200/100, any that battles has original ATK reduced to 200
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Cat's Ear Tribe - See Above
Face Downs:

 Spoiler
Solemn Judgment
Dark Bribe
Trap Hole

8000 LP
Position:

 Spoiler

Hand: 3

 Spoiler

Phantom Beast Rock-Lizard
Mirror Force
Morphing Jar

Deck: 31

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 Call of the Haunted
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe
  Phantom Beast Rock-Lizard
  Mirror Force
  Morphing Jar

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User] (1d37)[ 26 ]  <- Whoops, wrong number.

[User]
 (1d35)[ 12 ]
 "Ah, at last. Something useful. I discard  Zeradias, Herald of Heaven  to add  The Sanctuary in the Sky  to my hand. I play the Sanctuary, then summon  Meltiel, Sage of the Sky  in attack position."

The girl smiles innocently.  "Your cats cannot hold back the forces of heaven forever, you know. A reckoning will come soon."

Field: The Sanctuary in the Sky

H= Harvest
M= Meltiel
V= Valhalla
FD= Facedown

 Spoiler
Hand: 3
 Spoiler
Honest, Van'Dalgyon The Dark Dragon Lord, Valhalla Hall of the Fallen, Airknight Parshath

Facedown:
 Spoiler
Divine Wrath, Valhalla, Hall of the Fallen

Graveyard: 1
 Spoiler
Zeradias, Herald of Heaven

Deck: 33
 Spoiler

Athena
Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
 Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
 Airknight Parshath
Airknight Parshath
 Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User] "Unfortunately, I must stop your Sanctuary with my  Dark Bribe  card."

[User]
 (1d34)[ 31 ]  <- Wrong number again. Forgot about the Sanctuary draw.

 "Pity. I'll refrain from playing Meltiel in that case. Your move, beast."

[User] (1d33)[ 2 ]   12345

[User]
 (1d31)[ 23 ]
 "It is my turn, then?  I will play one card face-down in Defense and one card face-down behind it. That is all for now."

Cat's Ear Tribe - 200/100, original attack of attacker becomes 200 if attacking this
Cat's Ear Tribe - See above
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Face Downs:

 Spoiler
Monsters:
Morphing Jar
Spell/Traps:
Solemn Judgment
Trap Hole
Mirror Force

8000 LP
Position:

 Spoiler

Hand: 2

 Spoiler

Phantom Beast Rock-Lizard
Call of the Haunted

Deck: 30

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Megamorph
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 Appropriate
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe
  Phantom Beast Rock-Lizard
  Mirror Force
  Morphing Jar
  Call of the Haunted

Graveyard: 0

 Spoiler
None!

Removed from play: 0

 Spoiler
None!

[User]
 (1d32)[ 14 ]
 "This waiting game is accomplishing nothing but overflowing my hand. Something must be done about it."

The girl rifles through her too-full hand momentarily, then adds a card to her tablet.

 "I summon  Nova Summoner  in attack position. Harvest then attacks your facedown monster, destroying it if there is any luck to be had in this battle. Should nothing stop his attack, I end my turn."

H= Harvest
N= Nova Summoner
V= Valhalla
FD= Facedown

 Spoiler
Hand: 6
 Spoiler
Honest, Van'Dalgyon The Dark Dragon Lord, Valhalla Hall of the Fallen, Airknight Parshath, Meltiel, Sage of the Sky Neo-Parshath

Facedown:
 Spoiler
Divine Wrath, Valhalla, Hall of the Fallen

Graveyard: 1
 Spoiler
Zeradias, Herald of Heaven

Deck: 31
 Spoiler

Athena
 Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
 Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
 Airknight Parshath
Airknight Parshath
 Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
 Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
Dark Bribe
Dark Bribe
Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 "It is unfortunate, but my forces have set a  Trap Hole  for your Nova Summoner."

(Assuming you still attack the face-down...)

 Spoiler

 "My Face-Down is a  Morphing Jar .  This means we each discard the cards in our hands in order to draw a new set of 5.  I discard my  Call of the Haunted  and my  Phantom Beast Rock-Lizard ."

[User]
 "I activate my facedown  Divine Wrath  to negate your jar's effect and destroy it.

If that goes through:
 Spoiler
 I then special summon  Van'Dalgyon  from my hand, and through his effect, return Nova Summoner to my side of the field.

[User] "Unfortunately, I must stop this as well.  My  Solemn Judgment  dictates that such effects are useless against my Morphing Jar."

[User]
 "...very well. You win this bout. I discard  Honest, ,  Van'Dalgyon ,     Valhalla ,  Airknight Parshath ,  Meltiel , and  Neo-Parshath "
 (1d31)[ 25 ]   (1d30)[ 15 ]   (1d29)[ 6 ]   (1d28)[ 9 ]   (1d27)[ 20 ]
 "I play two cards facedown and end my turn, in that case."

H= Harvest
N= Nova Summoner
V= Valhalla
FD= Facedown

 Spoiler
Hand: 3
 Spoiler
Van'Dalgyon, Honest, Airknight Parshath

Facedown:
 Spoiler
Magic Drain, Valhalla, Hall of the Fallen, Dark Bribe

Graveyard: 7
 Spoiler
Zeradias, Herald of Heaven, Honest, Van'Dalgyon,  Valhalla, Airknight Parshath, Meltiel, Neo-Parshath

Deck: 26
 Spoiler

Athena
 Neo-Parshath, the Sky Paladin
Meltiel, Sage of the Sky
 Meltiel, Sage of the Sky
Gellenduo
Harvest Angel of Wisdom
Harvest Angel of Wisdom
 Harvest Angel of Wisdom
 Honest
 Honest
Bountiful Artemis
Bountiful Artemis
Hecatrice
 Airknight Parshath
 Airknight Parshath
 Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Zeradias, Herald of Heaven
Nova Summoner
 Nova Summoner
Nova Summoner
Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Van'Dalgyon the Dark Dragon Lord
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
 Valhalla, Hall of the Fallen
Pot of Avarice
Sanctuary In The Sky
Sanctuary In The Sky
Nobleman of Extermination
Draining Shield
 Divine Wrath
Divine Wrath
Divine Wrath
Dark Bribe
 Dark Bribe
Dark Bribe
 Magic Drain
Seven Tools of the Bandit
Mirror Force
Solemn Judgement
Forced Back
Black Horn of Heaven
Negate Attack

[User]
 "It was to come eventually."
 (1d30)[ 8 ]  (1d29)[ 12 ]  (1d28)[ 16 ]  (1d27)[ 19 ]  (1d26)[ 3 ]

Cat's Ear Tribe - 200/100, original attack of attacker becomes 200 if attacking this
Cat's Ear Tribe - See above
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Face Downs:

 Spoiler
Spell/Traps:
Mirror Force

4000 LP
Position:

 Spoiler

Hand: 5

 Spoiler

Phantom Beast Thunder-Pegasus
Megamorph
Dark World Dealings
Appropriate
Phantom Beast Cross-Wing

Deck: 25

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Mystical Space Typhoon
 Appropriate
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe
  Phantom Beast Rock-Lizard
  Mirror Force
  Morphing Jar
  Call of the Haunted
  Phantom Beast Thunder-Pegasus
  Megamorph
  Dark World Dealings
  Appropriate
  Phantom Beast Cross-Wing

Graveyard: 6

 Spoiler
Dark Bribe
Trap Hole
Solemn Judgment
Morphing Jar
Phantom Beast Rock-Lizard
Call of the Haunted

Removed from play: 0

 Spoiler
None!

[User]
 (Sorry!)

  Draw!  - (1d25)[ 16 ]
 "I will play two cards face-down as well.  Then I will summon one monster in Defense and pass the turn."

Cat's Ear Tribe - 200/100, original attack of attacker becomes 200 if attacking this
Cat's Ear Tribe - See above
Spiritual Forest - Prevents destruction of first Beast/Beast-Warrior/Plant per turn
Face Downs:

 Spoiler
Monsters:
Phantom Beast Thunder-Pegasus
Spell/Traps:
Mirror Force
Mystical Space Typhoon
Appropriate

4000 LP
Position:

 Spoiler

Hand: 3

 Spoiler

Megamorph
Dark World Dealings
Phantom Beast Cross-Wing

Deck: 24

 Spoiler

 Phantom Beast Cross-Wing
 Phantom Beast Cross-Wing
 Phantom Beast Rock-Lizard
 Phantom Beast Rock-Lizard
 Phantom Beast Thunder-Pegasus
 Phantom Beast Thunder-Pegasus
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Phantom Beast Wild-Horn
 Cat's Ear Tribe
 Spiritual Forest
 Spiritual Forest
 Dark World Dealings
 Dark World Dealings
 Card Destruction
 Appropriate
 United We Stand
 United We Stand
 Dark Bribe
 Dark Bribe
 Trap Hole
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
  Solemn Judgment
  Trap Hole
  Cat's Ear Tribe
  Spiritual Forest
  Dark Bribe
  Cat's Ear Tribe
  Phantom Beast Rock-Lizard
  Mirror Force
  Morphing Jar
  Call of the Haunted
  Phantom Beast Thunder-Pegasus
  Megamorph
  Dark World Dealings
  Appropriate
  Phantom Beast Cross-Wing
  Mystical Space Typhoon

Graveyard: 6

 Spoiler
Dark Bribe
Trap Hole
Solemn Judgment
Morphing Jar
Phantom Beast Rock-Lizard
Call of the Haunted

Removed from play: 0

 Spoiler
None!


[User]
 The nomadic lifestyle of your people has worn thin, and much talk of forming a permanant civilization is heard. You come from a vast deserted wasteland into stormy and harsh swamplands.

The surronding area is dense  swampland ,  storm clouds  hang angrily overhead. To the  north  is a vast  forest , and to the  south  the harsh  desert  you abandoned. Finally there is a large  lake  far to the  east .

 Events!- Day 1

* Your people tire of their travels, and seek to settle down and form a colony. They turn to you, their glorious leader to give them guidance. What shall their colonies name become?

* Your people are worried of the conditions of the marshlands, however they see the growth potential in such a hostile enviroment, and turn to you for the ifnal decision on where they shall begin their new life.

* A large gathering of  Raw Materials  was found apon entering the marshlands. Enough so to make basic shelters.

(Note you can make any number of "actions" per turn equal to 1 + the number of events of that turn.)

[User]
 -I get the people to gather up all the raw materials they can.

-I get them to take it all to the lake.

-Start to build the colony by the lake, and it will be called Aredis.

[User]
 Events!- Turn 2

* The civilization of Aredis is born! You have only a few huts built, aligned in a pleasent manner at the lakeshore. Your people are unsatisfied with the amount of shelter.

* A strange green fog rolls in each night from the lack, this is a cause of concern for many of your people.

* Each day a single young member of your tribe has gone missing. Your people wish to show concern for this safety issue.

* After a week has passed you have allotted a good supply of fish, vegitation, and other natural resources.

(You have less housing then your people would like. The fog is causing worry among your people. Younglings are going missing, and not returning. You have a surplus of food and resources. )

(You have 5 actions)

[User]
 The town is in a state of unrest as their new lifestyle goes from bad, to worse. Another month passes, and your tribe has been in a perpetual stalemate. Anytime your people would attempt to advance the forboding fog, and attacks in the night would set you back considerably.

* Your population has fallen drastically over one month

* Your food supply has fallen considerably over one month

(These are on top of your current "events" from the last post. You still only have 5 actions in which to resolve these.)

[User]
 -I move all the young tribe members to one area of the camp, watched over by some of our most experienced warriors.

-I send people to the woods to get more materials for shelter.

-I send a few of our people, a mix of people with different skills (a bit like a D&D party, now I think about it 😁), to investigate the lake.

[User]
 The comming month shows little hope for your people. The fog, or  plague  as it has come to be known, has yet to let up, despite many brave adventurers having left a month ago to investigate it. Your people have managed to resist whatever dark temptations are stealing your people, and rotting your food, but it is only a matter of time before your legacy ends.

 Events! Turn 4 - (Month 3, Summer)

* Your people demand something be done for their safety. Some of the men of the tribe have left to hunt down the adventurers, knowing full well the risks.

* Even more then this have fled, heading off in unknown directions across the world

* Your peoples numbers are almost hopelessly dwindled, however the remaining few keep high hope in their leader.

(You have 4 actions this turn)

 Resources/Advancements

 Spoiler

- Food (fish, vegitation)
- Basic tools
- Basic weapons
- Wood
-----------
- Construction Techniques (housing and the like)

[User]
 Threads Closed, thanks for playing volthawk.

(If you have any questions, feel free to PM me. Do not bother the good players in the OoC)


[User]
 New Thread.

You need to make a will save atm.

EDIT: NVM.

[User]
 Ok, it took damage, but not as much as it should have.

It's gonna swing at you twice.

 (d20+9)[ 14 ]  for  (d6+4)[ 8 ]  +1 wis damage.
 (d20+9)[ 15 ]  for  (d6+4)[ 6 ]  +1 wis damage.

[User]
 It's going to need some better luck than that to do anything to me.

Is that will save a once-off, or do I need to repeat it each round?

It seems unlikely the skeleton will accomplish anything with a mere 1d3+3 damage, but it can't hurt to try.
Claw 1:  (1d20+8)[ 27 ]  for  (1d3+3)[ 6 ]  damage
Claw 2:  (1d20+8)[ 27 ]  for  (1d3+3)[ 6 ]  damage

Ring of Blades:  (1d6+6)[ 11 ]

Full attack again, because my strikes aren't that great yet.
 (1d20+12)[ 22 ]  for  (1d8+4)[ 7 ]  damage
 (1d20+7)[ 10 ]  for  (1d8+4)[ 12 ]  damage

 (1d2)[ 1 ]  Charging Minotaur

Wow, did my minion just do as much or more damage as I did (not counting Ring of Blades)?

[User]
 The will save is at the end of every turn it takes.

Assuming you pass at the end of his last turn, your action is as stands, and he gets hit.

He swings twice:

 (d20+9)[ 14 ]  for  (d6+4)[ 6 ] +1wisdom
 (d20+9)[ 10 ]  for  (d6+4)[ 7 ] +1wisdom

And another will save.

[User]
 Did the skeleton's attacks do damage, and were they reduced?

Will saves for last round and this round:  (1d20+14)[ 27 ] ,  (1d20+14)[ 19 ]

[User]
 Skeleton claws:
 (1d20+8)[ 18 ]  for  (1d3+3)[ 4 ]
 (1d20+8)[ 13 ]  for  (1d3+3)[ 6 ]

Ring of Blades:  (1d6+6)[ 8 ]

Full attack:
 (1d20+12)[ 27 ]  for  (1d8+4)[ 5 ]
 (1d20+7)[ 9 ]  for  (1d8+4)[ 8 ]

Foehammer granted.

[User]
 They did, and they were.

It looks pretty beat up.

 (d20+9)[ 23 ]  for  (d6+4)[ 7 ]  +1 wisdom.
 (d20+9)[ 23 ]  for  (d6+4)[ 8 ]  +1 wisdom.

[User]
 This thing is really having terrible luck.  23 is closer to hitting, but still not high enough.

Will save:  (1d20+14)[ 33 ]

Skeleton:
 (1d20+8)[ 24 ]  for  (1d3+3)[ 4 ]
 (1d20+8)[ 17 ]  for  (1d3+3)[ 5 ]

Ring of Blades:  (1d6+6)[ 10 ]

I use Foehammer rather than a full attack.
 (1d20+12)[ 13 ]  for  (1d8+4)[ 10 ]  +  (2d6)[ 8 ] , ignores DR

 (1d5)[ 2 ] ,  (1d4)[ 3 ]  Douse the Flames, Stone Bones

Bah, I finally get my ignore-DR maneuver and I roll a natural 1 on the attack.🫤

[User]
 Doesn't matter, it dies.

1000XP.

The teleporter appears to be behind where the creature was.

[User]
 Is there any loot on the creature, or is it just the gems from the walls?

I spend a few minutes taking 20 (result 24) on spot trying to find any other valuable gems stuck in the walls.  If the 6 I've already taken turn out to be all the ones I can find, I'll take those and go through the teleporter with my skeleton.  How much are these gems worth?

[User]
 Just the gems.

That's all the gems you can find in the area...total value: 950gp.

[User]
 And gems sell for full value, too.  Very nice.  Hmm, I was going to buy something to boost my turning check but I don't think the one caster level difference is at any important threshold points and that gives me just enough for another item I've been saving up for.

I sell the gems and my potion of Lesser Restoration that I've been carrying all the way from floor one, I think, which gives me just enough for a Ring of Enduring Arcana.  I also replace the Alchemist's Fire I used against the shadow dragon, leaving me with 56.64 gp in remaining cash.

Ok, time to push that button.

[User]
 You push the button, and a section of the wall slides open. However, the ceiling also starts to slowly lower.

What is your movement speed, by the way?

[User] My movement speed is 30.  What does the newly open section reveal?  If I've got the ceiling as a looming threat, I'll waste no time being cautious until I'm clear of it.

[User]
 The ceiling is lowering slowly. You estimate it's maybe a minute before you will have to squeeze to move, and maybe 2 before it reaches the floor.

The door opened into a corridor that ends in a T-junction after 50', so you reach the junction in 1 round.

To the east: Split north after 30', turns south after 70'.

To the west: Two turnings south, at 30' and 60'.

[User] I pick a direction at random and head to the first split in that direction.  1 = west, 2 = east:  (1d2)[ 2 ]

[User]
 You find yourself in the Dragon's room. There's another panel of the wall that appears to have slid open across the room.

2.5 rounds gone.

[User] I investigate the opening across the room.  My skeleton is following me, btw, but it's a little slower than I am (20' speed).

[User]
 You found the exit. Congrats.

Skeleton easily makes it, too.

Ok, you can rest, and let's see this list of new buffs... ☹

[User]
 Ok, from Destroy Undead, Turn Undead, Rebuke Undead, several copies of Extra Turning, a Reliquary Holy Symbol, and casting Eagle's Splendor before buffing, I have 66 uses to fuel Divine Spell Power and Divine Metamagic.

First, Divine Spell Power is based off of a Turning check, which is explicitly a charisma check, which is a kind of ability check, which is eligible for taking 10.  I buy the components for Consecrate and cast that before buffing.  Take 10 + 3 (Divine Spell Power) + 3 (Consecrate) + 2 (Knowledge Religion) + 1 (charisma after Eagle's Splendor) = 19, enough for +3 caster level.  Most of my buffs will be at caster level 9.

Shield of Warding, however, has an extra +1 for caster level 10 and I have two spare Turn attempts.  I will attempt to get the 22 required for +4 caster level on this particular buff.

 (1d20+9)[ 18 ] ,  (1d20+9)[ 28 ] ,  (1d20+9)[ 22 ]

Assuming at least one of those succeeds, my buffs list will be:
Persistent Lesser Vigor (Fast Healing 1)
Persistent Detect Magic (60' cone of magic detection)
Persistent Shield of Faith (+3 deflection AC)
Persistent Conviction (+3 morale saves)
Persistent Ring of Blades (1d6+9 damage to adjacent creatures each round)
Persistent Blindsight (blindsight 30')
Persistent Shield of Warding (+3 sacred AC and reflex)
Persistent Divine Favor (+3 luck attack and damage)
Delay Poison (Poison effects are delayed for 9 hours)
Snowshoes (+10' speed, walk on snow/ice for 9 hours)

I am now down to domain spells and 0-level spells. I'm ready for floor 5.

My sheet is  here .

I am somewhat amused that I am only just now finally deciding that Divine Favor, one of the classic three main cleric buffs, is actually worth using.

[User]
 It's less impressive at low CL.

At high CL, especially with ways to boost it, it'll overcompensate for the partial BAB...which you don't even have.

I fear you getting another couple of levels.

However, you are now waiting on me to create Floor 5. It should be done soonish.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||N|
3|||
4|||[/table]

There is a door at C-4, south side.

DM Notes:
 Spoiler
 Sheet

[User]
 This is new. Zorro, buddy what you think happened? Well the only thing to do is try to find a way out.

 Spoiler

search for traps

 (1d20+3)[ 5 ]

[User]
 You find a tall, leggy blonde in the corner.

DC 20 spot check:

 Spoiler
five-o-clock shadow 😦

No traps.

[User]
 Well letsgo.  Looks out the door. Takes out 10' pole and pokes at the ground just out side the door. What do i see

 Spoiler

 (1d20+1)[ 17 ]

[User]
 Spoiler

was looking at wrong sheet my spot is actually +6 not +1

[User] The corridor outside is unlit, and the torchlight doesn't reveal much from within the room. It seems to go East and South, though.

[User] I take out my liquid sunlight. do i see anything now?

[User] Probably...what's the range of light on that? I don't have the book.

[User] Says it gives off light like a torch

[User]
 To the south: A split east after 20', a T-junction after 30'.

To the east: A north/south junction after 10', a door to the north after 30', and it continues out of your light's range.

[User] I turn to the east and head toward the door. Using my 10'pole ahead of me checking for traps and tripwires. Zorro is next to me.

[User]
 How hard/where are you pressing with that pole?

Ceilings are 10' high, btw.

[User] putting most of my weight on to the pole. out in front of me.

[User]
 So just the floor?

In that case, 10' after the intersection, you find a pit trap.

Hopping over the pit trap (or climbing it if your jump mod is <-2), you reach the door.

If you check the door for traps:
 Spoiler
Search check <15
 Spoiler
No traps

Search check above 15
 Spoiler
Nothing, I'm just messing with you

If you didn't check the door for traps, Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room at C3 there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative:  (1d20+1)[ 16 ]

If you did check the door for traps, Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room at A3 there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!

It knows you're coming, and breathes acid at you:  (d8)[ 2 ]  halved, reflex to halve again, and you're entangled for  (d4)[ 2 ]  rounds.

DMs:
 Spoiler
 (d4+1)[ 3 ]

Initiative:  (1d20+1)[ 4 ]

[User]
 I open the door with my battle axe ready to take on whatevers inside.

 Spoiler

Iniatiave

 (1d20+6)[ 15 ]

[User]
 The creature moves to A3, and breathes acid at you:

 (d8)[ 1 ]  acid damage, halved, halved again on a reflex save, entangled for  (d4)[ 4 ]  rounds, and recharging for  (d4+1)[ 2 ]  rounds

[User]
 Spoiler

 (1d20-1)[ 2 ]

 Spoiler

how do i take half a point of dmg and am i still entangled if i suceed on the save?
if i am i cast summon monster 1 calling for a Celestial Giant Fire Beetle

[User]
 You take 1 minimum, and you're still entangled yes.

Entangled = The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration  check (DC 15 + the spell’s level) or lose the spell.

So...yeah...Concentration check?

[User]
 Spoiler

 (1d20+4)[ 9 ]

that should do it

its an agument summoning by the way

[User]
 well...erm...you fail to cast the spell.

Moar acid:

 (d6)[ 2 ]  halved.

He breathes fire.

 (d6)[ 3 ]  fire damage, reflex halves.

[User]
 Reflex

 Spoiler

 (1d20-1)[ 9 ]

well.umm....I tell zorro to attack the Lizard thingy

 Spoiler

to hit

[roll]1d20+3[/roll]

dmg

[roll]1d6+1[/roll]

[User]
 that didnt work....

to hit

 Spoiler

 (1d20+3)[ 5 ]

damage if it hits

 Spoiler

 (1d6+1)[ 5 ]

Wow the dice gods hate me tonight

[User]
 Miss. It's your turn again.

You can move, btw, just not as quickly, and you can attack, just not as well.

You've taken 5 damage so far.

[User]
 I go to the monster and attack it with my battleaxe.

 Spoiler

 (1d20+2)[ 11 ]

on the off chance i hit

 (1d8+2)[ 7 ]

[User]
 Miss.

 (d8)[ 2 ]  halved for the entanglement,

 (d6)[ 1 ]  fire damage, reflex halves for the breath.

[User]
 zorro attacks then i attack

zorro's attack

 Spoiler

to hit
 (1d20+3)[ 22 ]

dmg

[roll]1d6+1[roll]

my attack

 Spoiler

to hit
 (1d20+2)[ 20 ]

dmg

[roll]1d8+2[roll]

[User]
 Pair of hits:

 (d6+1)[ 5 ]
 (d8+2)[ 6 ]

damage.

You take [roll]d8[roll] halved acid damage.

[User]
 You kill him, but take

 (d8)[ 8 ]  halved
 (d8)[ 1 ]  halved

ongoing acid damage before it wears off.

150XP, chainmail.

[User] Total of 12 damage to you, and 2 to wolfy.

[User] and im dead well at -2

[User] Bad luck...want to restart?

[User] Sure..why not.

[User] Same starting room.

[User] I exit the room and I turn to the South and head toward the T Juction. Using my 10'pole ahead of me checking for traps and tripwires, putting as much pressure as possible. Zorro is next to me.

[User]
 At the split, you see a corridor that turns north after 10'.

At the T:

West, the corridor turns south after 10'.

East, the corridor turns north after 40', with a door on the northern wall after 35', and a red and white painted bullseye on the ground just outside the door.

[User] Lets go north.

[User]
 errr which bit where?

There's about 3 norths..plus the northern turning down the eastern hall at the start.

[User] at the split

[User] 10' east, you see a 40' corridor north, with a split east/west after 20', and a turning east at the end. There is also a door on the eastern wall after 5'.

[User] Probably going to regret this but lets check out that door. Again using my 10' pole to check for traps and tripwires. When i get to the door i check for traps if it is not trapped i ready a Acid Splash spell to unleash upon any bad guy in the room.

[User] Unless you have something else open the door. you can't keep a readied action, any other action ends it.

[User] ok then i just open the door.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 4 ]

[User]
 Spoiler

initive
 (1d20+6)[ 12 ]

i cast acid splash at the beast.

[User]
 Forgot to roll for the spell

[spoiler]

 (1d20)[ 5 ]
 (1d3)[ 2 ]

[User]
 You miss, but it's irrelevant, the illusion of a beast vanishes as the human steps forward to C2, and casts his own acid splash at you:

 (d20+2)[ 19 ]  for  (d3)[ 3 ]  acid damage.

[User]
 me and zorro both close in on him and attack

 Spoiler

my attack and dmg
 (1d20+2)[ 20 ]
 (1d8+2)[ 3 ]

zorro's attack and dmg
 (1d20+3)[ 18 ]
 (1d6+1)[ 7 ]

[User] He's still up, and takes a step back, and then releases a spray of colors at you both. 2 will saves please.

[User] for both or one from each of us?

[User]
 one each.

FILLERCHARACTERS

[User]
 Spoiler

 (1d20+4)[ 19 ]  mine
 (1d20+1)[ 3 ]  Zorro's

[User] Zorro collapses, and will be unconscious for  (2d4)[ 5 ]  rounds, stunned and blind for  (d4)[ 4 ]  rounds, and blind for 1 round.

[User]
 YOU HURT MY DOG!!!   attacks the evil guy again

 Spoiler

 (1d20+2)[ 17 ]
 (1d8+2)[ 8 ]

[User]
 deaded. nice rolling.

150XP, chain shirt, longsword.

[User]
 WOOT! My first kill!

I take the shirt and put it on. I also take the long sword. but leave my studded leather.

i check the room for traps taking 10. taking 20 on the doors.

[User] No traps to be found. You do find a discarded scroll, though. (used)

[User] ill keep it just in case. I open the door at E-3 first. Wat do i see?

[User] 10' north, the corridor turns east. 10' south, it turns west.

[User] lets got to the north

[User] After 20', the corridor turns north. There's a door south after 15'.

[User] go to the door and take 20 searching 23 total

[User] You find nothing.

[User] Well then i open the door and hope for the best.

[User]
 Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B1, which you are just outside of, and another at B5. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative: (1d20)[ 1 ]

[User]
 question wats a ripper? and to bad that nat 1 doesnt do anything for me.
since i have a +6 to Initiative i am just going to assume i got Initiative. I cast summon monster 1 and zorro attacks

 Spoiler

 (1d20+3)[ 7 ]
 (1d6+1)[ 4 ]

[User]
 A big spear.

He shouts steely strike, and smacks down the wolf:

 (d20+9)[ 10 ]  for  (2d6+6)[ 11 ]  damage.

EDIT oh, come on.

[User]
 do i pick the monster or is it random?

If i pick i call the  Celestial Dog

i then command it to use smite evil

i attack the orc.

 Spoiler

 (1d20+2)[ 8 ]  Dogs
 (1d4+2)[ 6 ]
 (1d20+2)[ 6 ]  Mine
 (1d8+2)[ 3 ]

grrrrrrrrrrr

[User]
 You pick.

He yells STONE BONES, and attacks:

 (d20+5)[ 20 ]  for  (2d6+6)[ 10 ]  vs the wolf.

[User]
 he is down to 3hp

we all attack

 Spoiler

 (1d20+2)[ 17 ]  mine
 (1d8+2)[ 8 ]
 (1d20+3)[ 14 ]  Zorros
 (1d6+1)[ 6 ]
 (1d20+2)[ 7 ]  Summons
 (1d4+1)[ 3 ]

[User]
 you hit, but it does less damage than it should.

Also, you don't get any bonuses to hit from the smite.

The orc shifts stance, and attacks wolfy again:

 (d20+5)[ 19 ]  for  (2d6+6)[ 12 ]  damage.

[User]
 ..............dangit! and i forgot about augment summoning!.

Attack a again.

 Spoiler

 (1d20+2)[ 14 ] mine
 (1d8+8)[ 11 ]
 (1d20+3)[ 18 ] Dogs with augmented str from augment summoning
 (1d4+1)[ 4 ]

[User]
 Both miss, he swings at the summon:

 (d20+5)[ 19 ]  for  (2d6+6)[ 10 ]  damage.

[User]
 just a question how did my 17 hit earlier but the dogs 18 didnt hit now?

i cast acid splash.

 Spoiler

 (1d20)[ 12 ]
 (1d3)[ 1 ]

[User]
 He seems more focused on the dog than on you.

The acid splash hits, but doesn't do much damage.

He yells STONE BONES and swings at the dog again:

 (d20+5)[ 25 ]  for  (2d6+6)[ 11 ]

[User]
 Crit confirming:

 (d20+5)[ 6 ]  for another  (2d6+6)[ 13 ]

[User]
 dog dissapears into mist. I attack like an idiot. but i dont want to leave my wolf.

 Spoiler

 (1d20+2)[ 12 ]
 (1d8+2)[ 8 ]

[User]
 he starts to focus on you now, moves into reach and yells STEELY STRIKE as he attacks.

 (d20+9)[ 13 ]  for  (2d6+6)[ 13 ]

[User]
 Spoiler

i attack again.

 (1d20+2)[ 13 ]
 (1d8+2)[ 3 ]

[User]
 he strikes you:

 (d20+5)[ 8 ]  for  (2d6+6)[ 14 ]

[User]
 strike him again

 Spoiler

 (1d20+2)[ 11 ]
 (1d8+2)[ 3 ]

[User]
 STEELY STRIKE

 (d20+9)[ 10 ]  for  (2d6+6)[ 13 ]

come on, decent roll...

Most. Incompetent. Fight. Ever.

[User]
 come nat 20!

 Spoiler

 (1d20+2)[ 18 ]
 (1d8+2)[ 8 ]

think i actually hit him!

[User]
 Ah...no...that's a miss.

STONE BONES

 (d20+5)[ 8 ]  for  (2d6+6)[ 14 ]

[User]
 i attack again

 Spoiler

 (1d20+2)[ 17 ]
 (1d8+2)[ 7 ]

[User]
 (d20+5)[ 22 ]  for  (2d6+6)[ 10 ]

This is getting tiresome.

[User] well its no longer tiresome.....im dead....again....going to remake this character....something with more hitpoints and more healing power. maybe a cleric/fighter or some such.


[User]
 Arena Tournament, Round 81:  Gronk  vs.  Sam Jones Jr.
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Gronk  - the geekish one
 Sam Jones Jr.  - Master_Rahl22

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

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

Purchases:
Scroll of Protection from Chaos -25gp
Sell Heavy Wooden Shield: 3.5gp
Darkwood Heavy Shield -257gp
Ironward Diamond, Least - 500gp

Good luck!

[User]
 Purchase 2 MW bullets. Sell original Greataxe.
Initiative: (1d20+3)[ 13 ]
Starting in M2, Sling in hand.

 Spoiler
Double move action to G8.

Stats:

 Spoiler
   Gronk
Male Chaotic Evil Hobgoblin Barbarian,  Level  1,  Init  +3,  HP  15/15,  Speed  30 ft. (base 30)
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +5,  Ref  +3,  Will  +0,  Base Attack Bonus  1
   MW Greataxe (N/A)   +5 (1d12+4, x3)
   Sling (Masterwork Bullets)   +5 (1d4+3, x2)
   Scale Armor  (+4 Armor, +3 Dex)
 Abilities  Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 8
 Condition  None
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:G8

Done

[User]
 Good luck!

LOS:

 Spoiler
Start in M-25 holding shield and scroll of Protection from Chaos. Scythe is in belt.
Standard: Cast Light of Lunia
Move: Move to G-21

End of turn

Stats:

 Spoiler
Location: U-23
HP: 9/9
AC: 18, FF: 16, Touch: 12
Buffs:
Light of Lunia 100/100
Rebuke attempts: 9/9
Spells:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 Refs:
 Spoiler
Blank.

Gronk:
 Spoiler
No LoS.

Sam:
 Spoiler
No LoS.

[User]
 LoS:

 Spoiler
Move to F14. Ready sling to throw if LoS is established.

Stats:

 Spoiler
Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 15/15, Speed 30 ft. (base 30)
AC 17, Touch 13, Flat-footed 14, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +5 (1d12+4, x3)
Sling (Masterwork Bullets) +5 (1d4+3, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 8
Condition None
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:F14

[User]
 Hmm, just realized I had my post all typed up and Gronk didn't say he was done.  I'll post it, and we can just ignore it if Gronk wasn't done or something.  Just wanting to move things along. 😉

LOS:

 Spoiler
Standard: Cast Protection from Chaos from scroll
Free: Drop empty piece of paper
Move: Move to D-14

End of turn

Stats:

 Spoiler
Location: D-14
HP: 9/9
AC: 18, FF: 16, Touch: 12
Buffs:
Light of Lunia 99/100
Protection from Chaos 10/10
Rebuke attempts: 9/9
Spells:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 @Refs
 Spoiler
they have LoS

LoS established as SJJ comes around the mountain in about E17.  Gronk is in F14 with a loaded sling and a readied action.  SJJ is holding a light shield.

[User]
 Sam finishes his movement in D-14.

End of turn.

[User]
 My readied action being an attack with my sling
Attack  (1d20+5)[ 9 ]
Damage  (1d4+3)[ 7 ]
That should be correct provided I am within one range increment.
Wow, no way thats a hit.
My turn.
Reload my sling with a masterwork bullet as a move-equivalent action. Then make a second attack.
[roll]1d20+5[/roll]
Damage: [roll]1d4+3[/roll]

[User]
 (1d20+5)[ 23 ]
Damage:  (1d4+3)[ 7 ]
Try that again. I'm assuming that is a hit?
Turn is done.
Stats:

 Spoiler
Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 15/15, Speed 30 ft. (base 30)
AC 17, Touch 13, Flat-footed 14, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +5 (1d12+4, x3)
Sling (Masterwork Bullets) +5 (1d4+3, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 8
Condition Rageclaws
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:F14

[User]
 That was a hit

 Sam Jones, Turn 3

Free: Activate Hatred against Gronk
Standard: Activate Profane Lifeleech.  Gronk takes  (1d6)[ 5 ]  damage and Sam heals for the same amount.
Move: Draw sickle
Free: 5ft step to E-14

End of turn

Stats:

 Spoiler
Location: E-14
HP: 3/9 + healing from Lifeleech
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Light of Lunia 98/100
Hatred 10/10
Protection from Chaos 9/10
Rebuke attempts: 7/9
Spells:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 Take out my axe. Drop sling as a free action. Activate rage as a free action and swing at SJ.
Attack  (1d20+7)[ 22 ]
Damage (1d12+7)[ 11 ]
I'm thinking that I add my extra strength to my attack roll, but my brain just pooped its pants, so I might be wrong.
Stats:

 Spoiler
Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 10/17, Speed 30 ft. (base 30)
AC 15, Touch 11, Flat-footed 12, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +7 (1d12+7, x3)
Sling (Masterwork Bullets) +5 (1d4+5, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 8
Condition Rageclaws, Rage (Str+4, Con+4, AC-2)
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:F14

[User]
 That was a hit

Waiting on an answer to a question before I take my turn.

[User]
 Sam Jones, Turn 4

Free: 5ft step to F-15
Standard: Activate Profane Lifeleech.  Gronk takes  (1d6)[ 3 ]  damage and Sam heals for the same amount.

End of turn

Stats:

 Spoiler
Location: F-15
HP: -2/9 + healing from Lifeleech
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Light of Lunia 97/100
Hatred 9/10
Protection from Chaos 8/10
Rebuke attempts: 5/9
Spells:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 Lifeleech should provoke an AoO.
Attack  (1d20+7)[ 23 ]
Damage  (1d12+7)[ 18 ]
Now its my turn.
Swing at SJ.
Attack  (1d20+7)[ 13 ]
Damage  (1d12+7)[ 13 ]
Take a healing potion from my pack and end turn.
Stats:

 Spoiler
Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 7/17, Speed 30 ft. (base 30)
AC 15, Touch 11, Flat-footed 12, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +7 (1d12+7, x3)
Sling (Masterwork Bullets) +5 (1d4+5, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 8
Condition Rageclaws, Rage (Str+4, Con+4, AC-2)
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:F14

[User] My ref question was whether it does or not, and the answer was not.  Now I have another question.

[User]
 Per Sallera, the roll for the AoO is ignored.  The attack on your turn was a miss.  AoO for retrieving a stored item:
  Attack  - (1d20+3)[ 21 ]
  Damage  - (1d6+1)[ 3 ]
 Sam Jones, Turn 5

Standard: Activate Profane Lifeleech.  Gronk takes  (1d6)[ 3 ]  damage and Sam heals for the same amount.
Move: Move out of sight at G-18.  This does provoke an AoO

LOS:

 Spoiler
Continuing move to J-17

End of turn

Stats:

 Spoiler
Location: J-17
HP: 1/9 + healing from Lifeleech
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Light of Lunia 96/100
Hatred 8/10
Protection from Chaos 7/10
Rebuke attempts: 3/9
Spells:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 AoO
Attack  (1d20+7)[ 12 ]
Damage  (1d12+7)[ 10 ]
Your AoO was a hit.
LoS:

 Spoiler

I will drink my healing potion healing  (1d8+1)[ 9 ]  (Assuming caster level is 1). I will then pursue SJ by moving to F8.

End turn.
Stats:

 Spoiler
Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 10/17, Speed 30 ft. (base 30)
AC 15, Touch 11, Flat-footed 12, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +7 (1d12+7, x3)
Sling (Masterwork Bullets) +5 (1d4+5, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 8
Condition Rageclaws, Rage (Str+4, Con+4, AC-2)
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:F8

[User] You can't get to F-8, your starting space and F-8 are now in shallow water through which you can only move half speed.

[User] Then instead of moving I will pick up my sling as a move equivalent action.

[User]
 Wow, I totally just realized I looked in your LOS spoiler.  I must have done it while I was getting ready to post, cause I was looking for my stat block.  I'll act as though I have no idea where you are this turn.

 Sam Jones, Turn 6

LOS:

 Spoiler
Standard: Cast Cure Minor Wounds
Move: Move to G-16

End of turn

Stats:

 Spoiler
Location: J-17
HP: 5/9
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Light of Lunia 95/100
Hatred 7/10
Protection from Chaos 6/10
Rebuke attempts: 3/9
Spells:
Cure Minor Wounds 1/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 LoS:

 Spoiler
Move up the mountain from F14 to F18 (should be able to do that)

Wait for LoS before ending my turn.

[User] LoS established at the end of Sam's turn in G16, with Gronk in F14.  Gronk may revise his turn.

[User]
 Reload my sling with a masterwork bullet. Move to F18.
End turn.
Stats:

 Spoiler

Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 10/17, Speed 30 ft. (base 30)
AC 15, Touch 11, Flat-footed 12, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +7 (1d12+7, x3)
Sling (Masterwork Bullets) +5 (1d4+5, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 8
Condition Rageclaws, Rage (Str+4, Con+4, AC-2)
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:F18

[User]
 You were still in the water, so here come the fishies.
  Chance of shark attack, 1-50 is attack  - (1d100)[ 14 ]
  Attack  - (1d20+4)[ 11 ]
  Damage  - (1d6+1)[ 3 ]
 Sam Jones, Turn 7

Standard: Discharge Light of Lunia, both rays.
  Attack vs touch AC  - (1d20+4)[ 22 ]    Damage  - (1d6)[ 3 ]
  Attack vs touch AC  - (1d20+4)[ 17 ]    Damage  - (1d6)[ 2 ]
Move: Move to J-13

End of turn

Stats:

 Spoiler
Location: J-13
HP: 5/9
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Hatred 6/10
Protection from Chaos 5/10
Rebuke attempts: 3/9
Spells:
Cure Minor Wounds 1/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 0/1

[User]
 On my turn move to I18. Attack with my sling
Attack  (1d20+4)[ 6 ]
Damage (1d4+4)[ 8 ]
Drop sling as a free action, end turn.
Incidentally, F18 wasn't even shallow water last round. Irrelevant because there wasn't a shark attack, but still.
Stats:

 Spoiler
Gronk
Male Chaotic Evil Hobgoblin Barbarian, Level 1, Init +3, HP 5/17, Speed 30 ft. (base 30)
AC 15, Touch 11, Flat-footed 12, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
MW Greataxe (N/A) +7 (1d12+7, x3)
Sling (Masterwork Bullets) +5 (1d4+5, x2)
Scale Armor (+4 Armor, +3 Dex)
Abilities Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 8
Condition Rageclaws, Rage 3/8 (Str+4, Con+4, AC-2)
+2 dexterity
+1 Level Adjustment
Darkvision 60 ft.
Loc:I18

[User]
 F-18 wasn't, but your starting space was shallow water a turn ago.  The shark attacks happen at the very beginning of the round, so that's why I rolled.

 Sam Jones, Turn 8

Standard: Cast Doom on Gronk.  Make a DC 14 Will save or be Shaken.
No move

End of turn

Stats:

 Spoiler
Location: J-13
HP: 5/9
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Hatred 5/10
Protection from Chaos 4/10
Rebuke attempts: 3/9
Spells:
Cure Minor Wounds 1/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 1/1

[User] Will Save  (1d20)[ 3 ]

[User]
 Shark Attack on 1  (1d2)[ 2 ]
Move to J15 (Is it possible without a swim check?) If so remove a healing potion from my backpack, if not do the same if the check is successful.

[User]
 My turn's the same no matter what the outcome of yours is, so I'll post while we wait.

 Sam Jones, Turn 9

Free: 5ft step to J-12
Full round: Activate Profane Agony.  Gronk is Sickened for 1 round, and must make a DC12 Fort save or take  (3d6)[ 13 ]  nonlethal damage.  Remember the -2 to saves from being Shaken.

End of turn

Stats:

 Spoiler
Location: J-12
HP: 5/9
AC: 22, FF: 20, Touch: 16
Holding: Shield
Sickle
Buffs:
Hatred 4/10
Protection from Chaos 3/10
Rebuke attempts: 2/9
Spells:
Cure Minor Wounds 1/2
Light 0/1
Light of Lunia 1/2
Domain: Doom 1/1

[User]
 Fort save.  (1d20+3)[ 11 ]
If this fails it's your game. Nonlethal is unaffected by rageclaws right?
Damn.

[User]
 High Ref Sallera
 Sam's divine sadism brings victory once more.


[User]
 The skeleton's are located at E-6,D-7, and D-8

Everyone should check in by placing themselves somewhere on the J-th row (or further back by just stating additional letters), and roll initiative.

[User]
 I will go to J3 and play a song

 No one does requests *sigh*
'Am I blue?'

[User] Bernoulli will start at K8 with Bardorf at J8

[User] forgot init:  (d20+2)[ 19 ]

[User]
 Jereboam will start next to Bardof at J9.

  "Initiative"  - (1d20)[ 7 ]

[User]
 I'm so sorry, I can't see the map and won't be somewhere I can until late tonight. I'll trust you to pick non-stupid squares for Frida and Wolu and we can go from there.

Initiative:  (1d20+1)[ 8 ]

Also, spells for today:

 Spoiler

Lvl 0: Guidance, Virtue, Cure Minor Wounds
Lvl 1: Shillelagh, Magic Fang

[User]
 Alright, Frida and Wulu simply need to decide their starting location before the skeleton's act.

Initiative:
Bernoulli and Bardoff: 19
Skeleton's: 8.5
Frida and Wulu: 8.1
Jereboam: 7
Lorn: 1

Mangles, take us away

[User]
 K4, I'll follow my companions, init roll

 (1d20+3)[ 6 ]

[User]
 Bardorf advances slowly trying to gauge the threat with Bernoulli close behind him.

 Spoiler

Bardorf moves to the G row with Beroulli behind him in the H row

[User]
 Alright, Bernoulli's actions happen.

The skeletons all move forward and attack. They move to F-7,8,9 and each make an attack against this closest invader, bardoff.

Attacks:
 (1d20+1)[ 2 ]
 (1d20+1)[ 4 ]
 (1d20+1)[ 17 ]
Damage:
 (1d4+1)[ 4 ]
 (1d4+1)[ 5 ]
 (1d4+1)[ 3 ]

Alright, Bardoff takes 3 damage and the battle continues.
Frida and wulu, your up. You should place yourselves as appropriate to the start of battle, then take your turn.

[User] ((Hello?...Guys?....I can't beat these skeletons alone....)

[User]
 Sorry! Frida and Wolu come in at J6&7. Frida casts Magic Fang on Wolu, and orders him to attack the skeleton at at F7. He moves to G6 and attacks:

 (1d20+5)[ 9 ]  for  (1d6+3)[ 6 ]  damage.

[User]
 Alright, Looks like we have our other player. If you hadn't posted this morning I was going to hit the delay button on you.

Wulu enters the battle, and attempts to attack a skeleton, but misses, clenching between ribs instead of onto them.

Jereboam, your turn. Let's see something interesting.

[User]
 Spoiler
Sorry, I've been unexpectedly without internet. ☹

Jereboam charges the skeleton at F9 with his quarterstaff.

  Attack  - (1d20)[ 16 ]
  Damage  - (1d6)[ 6 ]

Edit: Yay for max damage with a bludgeoning weapon!

[User]
 Presuming this is preceded by a move to G9 and the attack is against the skeleton at F9. That skeleton crumbles as the quarterstaff passes through and shatters many ribs.

Alright, technically it is lorns turn, but I want for us to speed things along, so we should get some simultaneous posting going (granted I still probably won't be on this weekend, but by monday I am hoping to see multiple turns happen). So you guys know the other battle is done.

[User]
 Both Bernoulli and Bardorf attack the skeletons

bite:  (d20+3)[ 4 ]  for  (d6+1)[ 6 ]
club:  (d20)[ 5 ]  for  (d6)[ 5 ]

[User]
 Wolu, use your bite attack!

Wolu bites at his skeleton:  (1d20+5)[ 16 ] , for  (1d6+3)[ 6 ]  damage.

Frida casts shill...e...thingy on her club.

[User]
 Jereboam moves towards any remaining skeletons and attacks.

  Attack  - (1d20-2)[ 17 ]
  Damage  - (1d6)[ 5 ]

[User]
 Alright, Lorn is delaying until posting.

Bernoulli and Bardoff take some swings, but make no real hits.

The two skeletons in F-7 and F-8 each attack Bardoff

Attack: (1d20+1)[ 18 ]
Attack: (1d20+1)[ 4 ]
Damage: (1d4+1)[ 5 ]
Damage: (1d4+1)[ 5 ]

Bardoff takes a painful swing to the side, opening a deep gash.

Wulu also makes an attempt to kill one of the skeletons, grabbing and crushing in its maw the opponents spine (ouch!)

Jereboam makes another attack at the last skeleton, and nearly destroys it, fracturing much of the creatures ribcage. It isn't down yet, however.

Another round, one last point of damage to be dealt.

[User]
 Jereboam swing again if the skeleton still stands on his turn, otherwise, he checks them for loot.
  attack  - (1d20-2)[ 12 ]
  damage  - (1d6)[ 5 ]

[User]
 Bernoulli and Bardorf try again
bite:  (d20+3)[ 6 ]  for  (d6+1)[ 7 ]
club:  (d20)[ 14 ]  for  (d6)[ 3 ]

[User]
 If there's any moving skeleton left, Frida and Wolu both move to attack it.

Wolu:  (1d20+5)[ 21 ]  for  (1d6+3)[ 5 ]  damage
Frida:  (1d20+1)[ 15 ]  for  (2d6+1)[ 10 ]  damage

If not, Frida pounds on the skeletons' skeletons anyway. Shame to waste a good magic club.

[User]
 Alright, sorry all for the extremely slow posting lately. I have been bogged down because I got a series of a bunch of viruses. Luckily, I managed to take care of it all, but I haven't had an opportunity to recover my backups. Also, I am gonna start having the notes for the game in a spoiler on the main page so I don't have to worry about loosing them. That means don't look!

Skeletons are dead.

Loot:
In the back lies a well dug mine. It appears that there is a large supply of ore already extracted and ready to use, as well as a lot more which would require negligible work to retrieve.

55gp each of
Raw Materials(iron)
Raw Materials(stone)

[User] do we get xp's too :D

[User] Jereboam will suggest leaving the raw materials here and relocating our camp to the mine entrance. It will provide a roof against inclement weather and give us a better fortified position against attack.

[User] Agreed unless the horse hunters have a better suggestion. Plus probably less nixies in a cave

[User]
 Yes, you also get experience

75xp each


[User] A young looking angel walks in to the arena, apparently waiting for someone.

[User]
 Initiative:  (1d20)[ 15 ]
Opening Hand:  (5d40)[ 16 ][ 25 ][ 11 ][ 27 ][ 4 ](83)
Rerolls:  (3d40)[ 21 ][ 9 ][ 14 ](44)

{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
Field:
Life Points 8000

 Spoiler

Hand-5
 Spoiler
-\

facedowns
 Spoiler
-

Deck: 40
 Spoiler
-
1. Victoria
2.  Victoria
3.  Victoria
4.  Goddess of Whim
5.  Goddess of Whim
6.  Goddess of Whim
7.  Hoshiningen
8.  Hoshiningen
9.  Hoshiningen
10.  Marshmallon
11.  Honest
12.  Honest
13.  Freya, Spirit of Victory
14.  Freya, Spirit of Victory
15.  Freya, Spirit of Victory
16.  Fairy Archer
17.  Fairy Archer
18.  Nova Summoner
19.  Nova Summoner
20.  Nova Summoner
21.  Luminous Spark
22.  Luminous Spark
23.  Luminous Spark
24.  Valhalla, Hall of the Fallen
25.  Valhalla, Hall of the Fallen
26.  Valhalla, Hall of the Fallen
27.  Mystical Space Typhoon
28.  Mystical Space Typhoon
29.  Lightning Vortex
30.  Dark Bribe
31.  Dark Bribe
32.  Dark Bribe
33.  Mirror Force
34.  Pot of Avarice
35.  Pot of Avarice
36.  Dust Tornado
37.  Dust Tornado
38.  Threatening Roar
39.  Threatening Roar
40.  Threatening Roar

Graveyard
 Spoiler
-

RFG
 Spoiler

-

[User]
 (1d20)[ 15 ]
 (1d40)[ 36 ]
 (1d39)[ 11 ]
 (1d38)[ 33 ]
 (1d37)[ 3 ]
 (1d36)[ 1 ]

A man walks in, with blonde hair and a grin on his face. He wears a dressy shirt, and has blue eyes. He calmly flips a coin.

((I'm just going to establish now: On a d2, 1 is heads, 2 is tails.))

The man calmly states:

 "You're here to play a game? Well then, let's test our luck!"

Stuff

 Spoiler

Hand:

 Spoiler

Lucky Chance
Arcana Force XIV - Temperance
Dark Hole
Arcana Force 0 - The Fool
Arcana Force 0 - The Fool

Facedowns:
 Spoiler
-

Graveyard:
 Spoiler
-

RFG:
 Spoiler
-

 A Flip of the Coin

 Spoiler

1. Arcana Force 0 - The Fool
2. Arcana Force 0 - The Fool
3. Arcana Force 0 - The Fool
4. Arcana Force I - The Magician
5. Arcana Force I - The Magician
6. Arcana Force III - The Empress
7. Arcana Force IV - The Emperor
8. Arcana Force IV - The Emperor
9. Arcana Force VI - The Lovers
10. Arcana Force VI - The Lovers
11. Arcana Force XIV - Temperance
12. Arcana Force VII - The Chariot
13. Arcana Force VII - The Chariot
14. Arcana Force EX - The Light Ruler
15. Arcana Force EX - The Dark Ruler
16. Arcana Force XXI - The World
17. Honest
18. Honest
19. Honest
20. Second Coin Toss
21. Second Coin Toss
22. Second Coin Toss
23. Light Barrier
24. Light Barrier
25. Light Barrier
26. Mystical Space Typhoon
27. Mystical Space Typhoon
28. Valhalla, Hall of the Fallen
29. Valhalla, Hall of the Fallen
30. Valhalla, Hall of the Fallen
31. Solidarity
32. Solidarity
33. Solidarity
34. Dark Hole
35. Lightning Vortex
36. Lucky Chance
37. Lucky Chance
38. Lucky Chance
39. Arcana Calling
40. Reversal of Fate

[User] (rerolling init) (1d20)[ 12 ]

[User]
 (That was fast)

INIT:  (1d20)[ 10 ]

[User]
 "Right looks like I open this."
Draw  (1d35)[ 34 ]
{table="head"]1|2|3|4|5
-|-|FA|-|GW
-|f|v|-|-[/table]
Field:
FA-Fairy Archer- 1400 /600
GW-Goddess of Whim- 950 /700
v-Valhalla, Hall of the Fallen
Life Points 8000

 Spoiler

Hand-2
 Spoiler

Honest
Mystical Space Typhoon

facedowns
 Spoiler
b.Threatening Roar

Deck: 34
 Spoiler
-
1. Victoria
2.  Victoria
3.  Victoria
4.  Goddess of Whim
5.  Goddess of Whim
6.  Hoshiningen
7.  Hoshiningen
8.  Hoshiningen
9.  Marshmallon
10.  Honest
11.  Freya, Spirit of Victory
12.  Freya, Spirit of Victory
13.  Freya, Spirit of Victory
14.  Fairy Archer
15.  Nova Summoner
16.  Nova Summoner
17.  Nova Summoner
18.  Luminous Spark
19.  Luminous Spark
20.  Luminous Spark
21.  Valhalla, Hall of the Fallen
22.  Valhalla, Hall of the Fallen
23.  Mystical Space Typhoon
24.  Lightning Vortex
25.  Dark Bribe
26.  Dark Bribe
27.  Dark Bribe
28.  Mirror Force
29.  Pot of Avarice
30.  Pot of Avarice
31.  Dust Tornado
32.  Dust Tornado
33.  Threatening Roar
34.  Threatening Roar

Graveyard
 Spoiler
-

RFG
 Spoiler

-

"I'll start by playing Valhalla, Hall of the Fallen, which enables me to summon one of my kin should I have none on the field. I'll then use it to summon forth Fairy Archer, and use my normal summoning for Goddess of Whim. And before I end my turn my Fairy shall snipe thee for 800 points of damage with her effect. Your move."

[User]
 (1d35)[ 11 ]
 "Hmmm. My luck has run out quickly, it seems. In that case, I will set one facedown, one backrow, and end my turn"
Life Points: 7200

|-|-|F|-|-|
|-|-|F|-|-|

Stuff

 Spoiler

Hand:

 Spoiler

Arcana Force XIV - Temperance
Arcana Force EX - The Light Ruler
Dark Hole
Arcana Force 0 - The Fool

Facedowns:

 Spoiler

Arcana Force 0 - The Fool
Lucky Chance

Graveyard:
 Spoiler
-

RFG:
 Spoiler
-

 A Flip of the Coin

 Spoiler

 1. Arcana Force 0 - The Fool
2. Arcana Force 0 - The Fool
 3. Arcana Force 0 - The Fool
4. Arcana Force I - The Magician
5. Arcana Force I - The Magician
6. Arcana Force III - The Empress
7. Arcana Force IV - The Emperor
8. Arcana Force IV - The Emperor
9. Arcana Force VI - The Lovers
10. Arcana Force VI - The Lovers
 11. Arcana Force XIV - Temperance
12. Arcana Force VII - The Chariot
13. Arcana Force VII - The Chariot
 14. Arcana Force EX - The Light Ruler
15. Arcana Force EX - The Dark Ruler
16. Arcana Force XXI - The World
17. Honest
18. Honest
19. Honest
20. Second Coin Toss
21. Second Coin Toss
22. Second Coin Toss
23. Light Barrier
24. Light Barrier
25. Light Barrier
26. Mystical Space Typhoon
27. Mystical Space Typhoon
28. Valhalla, Hall of the Fallen
29. Valhalla, Hall of the Fallen
30. Valhalla, Hall of the Fallen
31. Solidarity
32. Solidarity
33. Solidarity
34.  Dark Hole
35. Lightning Vortex
36.  Lucky Chance
37. Lucky Chance
38. Lucky Chance
39. Arcana Calling
40. Reversal of Fate

[User]
 "Such simplicity. Must be blissful"
 (1d34)[ 14 ]
{table="head"]1|2|3|4|5
FA|-|FA|-|GW
-|f|v|-|-[/table]
Field:
FA-Fairy Archer- 1400 /600
GW-Goddess of Whim- 950(1900 till end of turn) /700
v-Valhalla, Hall of the Fallen
Life Points 8000

 Spoiler

Hand-1
 Spoiler

Honest

facedowns
 Spoiler
b.Threatening Roar

Deck: 34
 Spoiler
-
1. Victoria
2.  Victoria
3.  Victoria
4.  Goddess of Whim
5.  Goddess of Whim
6.  Hoshiningen
7.  Hoshiningen
8.  Hoshiningen
9.  Marshmallon
10.  Honest
11.  Freya, Spirit of Victory
12.  Freya, Spirit of Victory
13.  Freya, Spirit of Victory
14.  Nova Summoner
15.  Nova Summoner
16.  Nova Summoner
17.  Luminous Spark
18.  Luminous Spark
19.  Luminous Spark
20.  Valhalla, Hall of the Fallen
21.  Valhalla, Hall of the Fallen
22.  Mystical Space Typhoon
23.  Lightning Vortex
24.  Dark Bribe
25.  Dark Bribe
26.  Dark Bribe
27.  Mirror Force
28.  Pot of Avarice
29.  Pot of Avarice
30.  Dust Tornado
31.  Dust Tornado
32.  Threatening Roar
33.  Threatening Roar

Graveyard
 Spoiler
Mystical Space Typhoon

RFG
 Spoiler

-

"I'll start by summoning another Fairy Archer, then using Mystical Space Typhoon to clear away your facedown. Now before I'll decide on whether to snipe or not I'll activate Goddess of Whim's effect. As her she decided to be useful I'll have her attack your facedown followed by my two archers attacking directly. Assuming of course your facedown is destroyed, and then my turn will end."
(I thought the card effect said heads, and will always call heads on that for future reference.)

[User]
 (Coin flip for Goddess of Whim)
 (1d2)[ 1 ]

[User] " My facedown was Lucky Chance, just so you know. However, my facedown monster was Arcana Force 0 - The Fool, who cannot be destroyed by battle. I assume this changes your response slightly? "

[User]
 "Pity I can't break your monster. I guess I'll have to settle for an Archer sniping on future turns. My turn still ends."
(For future Lucky Chance/Goddess calls will you have a default? Just to keep things moving?)

[User]
 (1d34)[ 33 ]
 "One of those days, I suppose. I set another facedown and another backrow. I end my turn."
Life Points: 7200

|-|-|0|F|-|
|-|-|F|-|-|

Arcana Force  0  - The Fool: Cannot be destroyed by battle.

Stuff

 Spoiler

Hand:

 Spoiler

Arcana Force XIV - Temperance
Arcana Force EX - The Light Ruler
Dark Hole

Facedowns:

 Spoiler

Arcana Force 0 - The Fool
Lucky Chance

Graveyard:

 Spoiler

Lucky Chance

RFG:
 Spoiler
-

 A Flip of the Coin

 Spoiler

 1. Arcana Force 0 - The Fool
2. Arcana Force 0 - The Fool
 3. Arcana Force 0 - The Fool
4. Arcana Force I - The Magician
5. Arcana Force I - The Magician
6. Arcana Force III - The Empress
7. Arcana Force IV - The Emperor
8. Arcana Force IV - The Emperor
9. Arcana Force VI - The Lovers
10. Arcana Force VI - The Lovers
 11. Arcana Force XIV - Temperance
12. Arcana Force VII - The Chariot
13. Arcana Force VII - The Chariot
 14. Arcana Force EX - The Light Ruler
15. Arcana Force EX - The Dark Ruler
16. Arcana Force XXI - The World
17. Honest
18. Honest
19. Honest
20. Second Coin Toss
21. Second Coin Toss
22. Second Coin Toss
23. Light Barrier
24. Light Barrier
25. Light Barrier
26. Mystical Space Typhoon
27. Mystical Space Typhoon
28. Valhalla, Hall of the Fallen
29. Valhalla, Hall of the Fallen
30. Valhalla, Hall of the Fallen
31. Solidarity
32. Solidarity
33. Solidarity
34.  Dark Hole
35. Lightning Vortex
36.  Lucky Chance
37. Lucky Chance
 38. Lucky Chance
39. Arcana Calling
40. Reversal of Fate

((My Lucky Chance call assumes tails unless I say otherwise. That way, I win even if I lose.))

[User]
 "Well lets see what develops now"
Draw (1d33)[ 24 ]
{table="head"]1|2|3|4|5
FA|-|FA|-|GW
-|f|v|f|-[/table]
Field:
FA-Fairy Archer- 1400 /600
GW-Goddess of Whim- 950 /700
v-Valhalla, Hall of the Fallen
Life Points 8000

 Spoiler

Hand-1
 Spoiler

Honest

facedowns
 Spoiler
b.Threatening Roar
d.Dark Bribe

Deck: 34
 Spoiler
-
1. Victoria
2.  Victoria
3.  Victoria
4.  Goddess of Whim
5.  Goddess of Whim
6.  Hoshiningen
7.  Hoshiningen
8.  Hoshiningen
9.  Marshmallon
10.  Honest
11.  Freya, Spirit of Victory
12.  Freya, Spirit of Victory
13.  Freya, Spirit of Victory
14.  Nova Summoner
15.  Nova Summoner
16.  Nova Summoner
17.  Luminous Spark
18.  Luminous Spark
19.  Luminous Spark
20.  Valhalla, Hall of the Fallen
21.  Valhalla, Hall of the Fallen
22.  Mystical Space Typhoon
23.  Lightning Vortex
24.  Dark Bribe
25.  Dark Bribe
26.  Mirror Force
27.  Pot of Avarice
28.  Pot of Avarice
29.  Dust Tornado
30.  Dust Tornado
31.  Threatening Roar
32.  Threatening Roar

Graveyard
 Spoiler
Mystical Space Typhoon

RFG
 Spoiler

-

"I'll match your added facedown, and then summon Honest. After which one of my Archers will snipe you for 1600 damage, and then honest shall return to my hand. Your move."
(And for lucky chance I'm asking in relation to my Goddess (whom I'll always all heads on) which is my monster, but still triggers lucky chance.)

[User]
 (1d34)[ 8 ]
 Finally, a bit of luck! I activate my facedown Lucky Chance and tribute my Fool to summon Arcana Force XIV - The Temperance! I call tails for lucky chance. And the coin is...  ...Heads! My Temperance's effect kicks in! However, I have just been shown that you have an Honest in your hand, so I cannot safely attack. Thus, I end my turn.

Life Points: 6600

|-|-|XIV|F|-|
|-|-|L|-|-|

Arcana Force  XIV  - The Temperance:  2400 /2400; I take half damage from battles.

 L ucky Chance

Stuff

 Spoiler

Hand:

 Spoiler

Arcana Force EX - The Light Ruler
Arcana Force VI - The Lovers
Dark Hole

Facedowns:

 Spoiler

Arcana Force 0 - The Fool

Graveyard:

 Spoiler

Lucky Chance
Arcana Force 0 - The Fool

RFG:
 Spoiler
-

 A Flip of the Coin

 Spoiler

 1. Arcana Force 0 - The Fool
2. Arcana Force 0 - The Fool
 3. Arcana Force 0 - The Fool
4. Arcana Force I - The Magician
5. Arcana Force I - The Magician
6. Arcana Force III - The Empress
7. Arcana Force IV - The Emperor
8. Arcana Force IV - The Emperor
9. Arcana Force VI - The Lovers
 10. Arcana Force VI - The Lovers
 11. Arcana Force XIV - Temperance
12. Arcana Force VII - The Chariot
13. Arcana Force VII - The Chariot
 14. Arcana Force EX - The Light Ruler
15. Arcana Force EX - The Dark Ruler
16. Arcana Force XXI - The World
17. Honest
18. Honest
19. Honest
20. Second Coin Toss
21. Second Coin Toss
22. Second Coin Toss
23. Light Barrier
24. Light Barrier
25. Light Barrier
26. Mystical Space Typhoon
27. Mystical Space Typhoon
28. Valhalla, Hall of the Fallen
29. Valhalla, Hall of the Fallen
30. Valhalla, Hall of the Fallen
31. Solidarity
32. Solidarity
33. Solidarity
34.  Dark Hole
35. Lightning Vortex
36.  Lucky Chance
37. Lucky Chance
 38. Lucky Chance
39. Arcana Calling
40. Reversal of Fate

((I'll call heads on your goddess then.))

[User] Rolling for effect:  (1d2)[ 1 ]

[User]
 "Leaving it in attack mode however will have similar results."
Draw (1d32)[ 13 ]
Whim's flip: (1d2)[ 1 ]
{table="head"]1|2|3|4|5
FA|-|FA|F|GW
-|f|v|f|-[/table]
Field:
FA-Fairy Archer- 1800 /1000
GW-Goddess of Whim- 1350(2700 till end of turn) /1100
F-Freya, Spirit of Victory- 500 /500
v-Valhalla, Hall of the Fallen

Life Points 8000

 Spoiler

Hand-1
 Spoiler

Honest

facedowns
 Spoiler
b.Threatening Roar
d.Dark Bribe

Deck: 34
 Spoiler
-
1. Victoria
2.  Victoria
3.  Victoria
4.  Goddess of Whim
5.  Goddess of Whim
6.  Hoshiningen
7.  Hoshiningen
8.  Hoshiningen
9.  Marshmallon
10.  Honest
11.  Freya, Spirit of Victory
12.  Freya, Spirit of Victory
13.  Nova Summoner
14.  Nova Summoner
15.  Nova Summoner
16.  Luminous Spark
17.  Luminous Spark
18.  Luminous Spark
19.  Valhalla, Hall of the Fallen
20.  Valhalla, Hall of the Fallen
21.  Mystical Space Typhoon
22.  Lightning Vortex
23.  Dark Bribe
24.  Dark Bribe
25.  Mirror Force
26.  Pot of Avarice
27.  Pot of Avarice
28.  Dust Tornado
29.  Dust Tornado
30.  Threatening Roar
31.  Threatening Roar

Graveyard
 Spoiler
Mystical Space Typhoon

RFG
 Spoiler

-

"I call Freya to the field and then flip a coin for my Goddess, and by our calls you get to draw a card and her attack doubles until end of turn. Now one of my archers shall strike thee for 1600 damage through its effect, while my Goddess shall destroy your Temperance for 150 points of damage to you. My other archer will attack your facedown, and assuming its destroyed, Freya will attack directly. Then I end my turn."
(Your life point total should have been 5600 (7200-1600) and after this turn will either be 3850 (no freya direct) or 3350 (freya direct))
(Edit to correct attack 1900 to 1800)

[User]
 Lucky Chance Draw from goddess:  (1d32)[ 32 ]

Regular Draw:  (1d31)[ 24 ]
 "Ha! My facedown is another Fool! I set a backrow and summon The Lovers, and get...   ...Tails. That hurts, but I get another draw. Hmmm. Maybe next turn. I end my turn."

Life Points: 3850

|-|-|VI|0|-|
|-|F|L|-|-|

Arcana Force  0  - The Fool 0/ 0 , Cannot be destroyed by battle.
Arcana Force  VI  - The Lovers  1600 /1600, Cannot Tribute summon Arcana Force Monsters.

 L ucky Chance

Stuff

 Spoiler

Hand:

 Spoiler

Arcana Force EX - The Light Ruler
Dark Hole
Valhalla, Hall of the Fallen
Arcana Force IV - The Emperor

Facedowns:

 Spoiler

Reversal of Fate

Graveyard:

 Spoiler

Lucky Chance
Arcana Force 0 - The Fool
Arcana Force XIV - The Temperance

RFG:
 Spoiler
-

 A Flip of the Coin

 Spoiler

 1. Arcana Force 0 - The Fool
2. Arcana Force 0 - The Fool
 3. Arcana Force 0 - The Fool
4. Arcana Force I - The Magician
5. Arcana Force I - The Magician
6. Arcana Force III - The Empress
7. Arcana Force IV - The Emperor
 8. Arcana Force IV - The Emperor
9. Arcana Force VI - The Lovers
 10. Arcana Force VI - The Lovers
 11. Arcana Force XIV - Temperance
12. Arcana Force VII - The Chariot
13. Arcana Force VII - The Chariot
 14. Arcana Force EX - The Light Ruler
15. Arcana Force EX - The Dark Ruler
16. Arcana Force XXI - The World
17. Honest
18. Honest
19. Honest
20. Second Coin Toss
21. Second Coin Toss
22. Second Coin Toss
23. Light Barrier
24. Light Barrier
25. Light Barrier
26. Mystical Space Typhoon
27. Mystical Space Typhoon
28. Valhalla, Hall of the Fallen
 29. Valhalla, Hall of the Fallen
30. Valhalla, Hall of the Fallen
31. Solidarity
32. Solidarity
33. Solidarity
34.  Dark Hole
35. Lightning Vortex
36.  Lucky Chance
37. Lucky Chance
 38. Lucky Chance
39. Arcana Calling
 40. Reversal of Fate

[User]
 Roll for Lovers' Effect:  (1d2)[ 2 ]
(Still calling tails)

[User] (Can't summon faceup in defense mode dude. So its either in attack mode or facedown. And you don't meet the Valhalla conditions for special summoning. Also Fairy archers should have 1800 attack.)

[User] Draw for Lucky Chance:  (1d30)[ 6 ]

[User]
 "There might not be a next turn for thee."
Draw (1d31)[ 9 ]
Whim's Flip (1d2)[ 1 ]
{table="head"]1|2|3|4|5
FA|-|FA|F|GW
-|f|v|f|-[/table]
Field:
FA-Fairy Archer- 1800 /1000
GW-Goddess of Whim- 1350(2700 till end of turn) /1100
F-Freya, Spirit of Victory- 500 /500
v-Valhalla, Hall of the Fallen

Life Points 8000

 Spoiler

Hand-1
 Spoiler
 Marshmallon

facedowns
 Spoiler
b.Threatening Roar
d.Dark Bribe

Deck: 31
 Spoiler
-
1. Victoria
2.  Victoria
3.  Victoria
4.  Goddess of Whim
5.  Goddess of Whim
6.  Hoshiningen
7.  Hoshiningen
8.  Hoshiningen
9.  Honest
10.  Freya, Spirit of Victory
11.  Freya, Spirit of Victory
12.  Nova Summoner
13.  Nova Summoner
14.  Nova Summoner
15.  Luminous Spark
16.  Luminous Spark
17.  Luminous Spark
18.  Valhalla, Hall of the Fallen
19.  Valhalla, Hall of the Fallen
20.  Mystical Space Typhoon
21.  Lightning Vortex
22.  Dark Bribe
23.  Dark Bribe
24.  Mirror Force
25.  Pot of Avarice
26.  Pot of Avarice
27.  Dust Tornado
28.  Dust Tornado
29.  Threatening Roar
30.  Threatening Roar

Graveyard
 Spoiler
Honest
Mystical Space Typhoon

RFG
 Spoiler

-

"I summon Honest to the field have one of my Archers snipe thee for 2000 points then return honest to my hand. Next I flip for Goddess of Whim, and with the same results as last turn. My Goddess shall attack your Lovers, and with my priority at the damage step I discard Honest to ensure the 2700 damage to you occurs. Any moves to save yourself?"
(Draw your card from Lucky Chance for checking sake.)

[User] Draw from Lucky Chance:  (1d29)[ 16 ]

[User]
 "You've beaten me at my own game. I have no counter, except that I activate Reversal of Fate upon my Lovers for no discernable reason. In retrospect, I should probably have activated my Dark Hole before summoning the Lovers. Ah well. What's done is done."

((Good Game! I'm beginning to think that my losses are due to my low skill rather than my decks. In any case, this deck quite clearly needs a little work.))

[User] (Dark Hole wouldn't have saved you as I had a Dark Bribe facedown. Despite it making no apparent sense the best move to make would have been attacking my Goddess of Whim with your Temperance back when you summoned it. Would have forced me to burn Honest earlier. That and the stupid power of Fairy Archer were your big problems.)


[User]
 The great Blood Maul tribe have traveled many miles from its home in the Blugark Mountains. They are leaded by their Great Chief Momak Hammerhead and the religieus leader the kobold Sezak Spirit-Tongue. During this travel many differnet races and small groups of other members of the horde have joined them and are now a part of the 150 figures that walk the lands of Evenbart, the half-elf prince. One day the tribe sets camp in a valley of some large hills surrounded by a vast forest. This night Sezak speak to the tribe with his spirit voice so everyone can here him.

 It is one moon since we say the pink comet. We know that the dark lord now walks the surface of the mortal realm. But for all our scrying we have not been able to locate him. Still the horde will assemble on the Dumarian Plain and it will rise the alter for his rebirth. So the voice of the spirit have told me. It is our tribe's duty, even now were it has grown into a great fighting force. But we must not forget to feed ourselves and keep our warriors strong. Therefore we will hunt in four days, everyone will have to bring something to the fire, enough to feed twice them selves. And those who cannot, well they will have to give their own flesh. You have to night to make ready. Remember the spirit is always there.

{table]Leader|Sergeants|Grunts
 dragonsamurai77 |  Monkman | Lizard Lord  and  Kantolin [/table]

[User] We will do as you command , said the great leader Gok.

[User] Grug grunts in recognition of the orders. There is nothing more to be said.

[User]
 Xek twitched at the sudden voice, then calmed a bit as he listened.

Of course, at the end he was irritated again.  'Why can't it simply be 'We need food'?' he thought to himself.  'Why is he pretending that his desire to make an example out of somebody is actually 'get food or we kill you all'.  And I'm supposed to just nod, say 'yes sir', and... feh.  Irritating.'

All of that, however, was internal monologue.  The goblin had learned ages ago to keep his feelings and opinions to himself - and that was before he became a part of the horde.

He did note, however, that many people around him were responding aloud for whatever reason.  Thus, nodding his head slightly, he said ' Yes sir .' And set to work ensuring his equipment was in order.

[User]
 the goliath named Gorash takes up his weapons and then says
 We should hurry, i wish to get there as fast as possible

[User]
 Im getting the feeling that you're just waiting to proceed

Morning comes and at dark break you set out.
 Please inform me of you formation
You quickly notice that the forest is full of game. Seeing so deer or birds, but they all quickly take off when they notice your scent. So far you have just travelled into the forest, east of the encampment, to get some hunting grounds.

[User] so what do you do to hunt food ?

[User]
 Spread out and surround them!

Gok pulls out his bow.

[User]
 Grug will pull out a spear and begin looking for food.

 Spoiler
Survival: (1d20+4)[ 5 ]

[User] The wild life seems plenty, but the quick deer evade you efforts, catching your scent or are frightened by birds take off out off nowhere. The game seems sneak deeper into the forest... further away from the camp.

[User]
 Suddenly as you follow the game... you see red, blue and yellow dance between the trees some 40 ft to the north east. You notice that the animals have become silent, but the a small whistling seems to spread out through the forest. The whistling increase in strength slowly.

Grug whom have drawn his weapon hears a deeper sound than the whistling.  roll listen
 I imagine that you are spread within a 30 ft radius.

[User]
 Spoiler
Listen Check:  (1d20+2)[ 4 ] 🫤

[User]
 Xek, in the woods, was doing his job and 'not being there'.

Now he was still actually there, mind you.  It's just sneaking about was his primary goal, and he was good at that.  Summarily, he remained hidden and followed alongside the party, his chameleon power further augmenting his natural talent for hiding.

 Spoiler

Spot Check:  (1d20+4)[ 19 ]  (4 ranks, 0 wisdom)
Listen Check:  (1d20+4)[ 11 ]  (4 ranks, 0 wisdom)
Hide Check:  (1d20+22)[ 28 ]  (4 ranks, 4[size], 4[Dex], 10[Chameleon])
Move Silently Check:  (1d20+12)[ 16 ]  (4 ranks, 4[Racial], 4[dex])
1pp remaining

[User]
 For Xek
 Spoiler

 Originally Posted by Kantolin
 Xek, in the woods, was doing his job and 'not being there'.

Now he was still actually there, mind you.  It's just sneaking about was his primary goal, and he was good at that.  Summarily, he remained hidden and followed alongside the party, his chameleon power further augmenting his natural talent for hiding.

 Spoiler

Spot Check: [roll0] (4 ranks, 0 wisdom)
Listen Check: [roll1] (4 ranks, 0 wisdom)
Hide Check: [roll2] (4 ranks, 4[size], 4[Dex], 10[Chameleon])
Move Silently Check: [roll3] (4 ranks, 4[Racial], 4[dex])
1pp remaining

 As you sneak around about 30 from the nearest member of the group, you notice a badger, crawling up for various cave holds along the path your party is wondering. It almost does not stick its head out, but you see the tip of its nose. It is only there for a few seconds and then it vanishes down its hole to appear further ahead.

[User] Grug will head to north east towards the dancing colors, thinking that may be bright colored birds or something else edible.

[User]
 Xek blinked.

Was that badger... guiding him somewhere?  First things first, did that mean it could see him?  He checked himself - breathing was quieted, he was in the right area within tree and underbrush... he's pretty sure he was in good shape.

Huh.

Thus, patiently, he trailed the badger - trying to keep with it as it kept moving ahead.

[User]
 First the happens is that the dancing lights extinguish. A few seconds pass by with nothing happening (which justifies the ini check) then the badger storms of its cave and attacks Xek. This is followed by four little men in leather armour, carrying little shields and axes charge you from the surrounding area. In the back, upon a small hill there stands 3 three little men, seemingly chanting.

Map (all the map is considered forest terrain)

 Spoiler

 E  are enemy gnomes
 B  is the badger

 G  is Gok (orge leader)
 Go  is Gorash (goliath cleric)
 Gr  is Grug (neanderthal Barbarian)
 X  is Xek (goblin Lurk)

[User]
 Or it was leading him into an ambush.

As the badger moved towards him again, he suddenly froze.   Right , it could  smell  him.  He would've smacked himself had he had the time.

At the instant, however, he wasn't sure if  the other  enemies could see him.  Thus, attempting to maintain his hiding behind trees and the like before the badger arrived at him properly, he moved down to E-5.  Hopefully that would put another (tougher) person between himself and oblivion.

[User]
 Angered that these short funny men tried to ambush them Gru g  will enter a rage and throw his short spear at one of the gnomes on the hill (J3).

He will then draw forth his Sugliin. A long wooden pole with many assorted antlers tied to the end, the Sugliin is a crude terrifying looking weapon.

Attack:  (1d20+3)[ 12 ]
Damage:  (1d6+7)[ 10 ]

[User]
 Originally Posted by Lizard Lord
 Angered that these short funny men tried to ambush them Gru g  will enter a rage and throw his short spear at one of the gnomes on the hill (J3).

The little man ducks underneath Grug's spear that else would have made quite a hole in such a small creature.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet

[User]
 "Just call me Case."

While I'm personally fond of word monsters, they can get tiring when you have to repeatedly type them down. 😛
 Anyway, here's my sheet again.

Let me know if it checks out. *subscribes*

EDIT: Impromptu stat block that I'll copy/paste/modify for future posts:

 Spoiler
HP: 8/8
AC: 19, touch 15, flat-footed 15.
PP: 13/13
Inspiration: 5/encounter

Powers:
Minor creation, psionic
Entangling ectoplasm
Energy ray

[User] It looks good, now that I've cleared up my question on your feats.  You may begin when ready.

[User]
 Oookay, I just realized I forgot to bring a light source. Ah well, I'll just use that torch.

Let's start by poking all the adjacent squares with the 10-foot-ladder, extending just the right amount of force to trigger any pit traps. Then I'll take 20 to search those squares, for a total of 30. Then, if no traps are revealed,  poke the rest of the squares with the ladder too, and repeat.

Then take 20 to search the torch holder too, drop prone 10 feet away from the torch, and poke it down. Then pick it up.

Finally, poke the door with the ladder, and then search that too, taking 20.

Do I discover anything?

[User]
 You discover that poking things is fun!

But you don't discover any traps.  The torch comes down about as easily as you'd expect when trying to use a cumbersome 10 foot long object to raise it out of its sconce...

Which is to say, it takes a minute to do.

[User]
 Okay, pick up the torch and lever the door open with the ladder.

Currently formulating a plan to explore all non-encounter areas of the map before fighting stuff.

[User]
 Takes a bit of time to get the ladder just right in the handle to start the door sliding, but once you do, it slides seamlessly into the wall.

Your "explore the map" strategy needs to be able to cover what happens if you encounter a trap, and then I'll give you the rest of the information.

As for the current area, from your position in the room, at the doorway:

The hallway extends south 35 feet.

At 5 feet, the passage splits east.
At 25 feet, the passage splits east.
At 35 feet, the passage ends in a T-intersection (east and west).

[User]
 Roger. Go left at each junction, following the left-hand side of the wall at all times. Drag the ladder 10 feet ahead of the character to trigger traps, and take 10 to search each square before stepping on it (check modifier +10). This should - as far as I can tell - give me the whole map accessible without opening any doors.

Upon encountering a pit trap without falling into it, use the ladder as a bridge if possible, otherwise use silk rope and grappling hook to cross if necessary. This only if there's no easy way around the trap.

Upon falling into a pit trap, augment reflex saves with inspiration points for a +10 modifier to help avoid it. Upon failure, if still alive and conscious, use the grappling hook and rope to cross.

Upon encountering a different sort of trap, pause and let me know.

Missing anything?

[User] Bump? ☹

[User]
 Sorry, didn't see the update.

There are some sections that your tactic won't work.  However:

Your ladder does reveal pit traps.  After several turns, and a jumped pit trap, you hit a trap that you don't have listed.

Your ladder triggers a "click".  A small orb of acid shoots out at you!

Touch attack  (1d20+8)[ 11 ]  for  (1d3)[ 1 ]  acid.

[User]
 If it's a touch attack against my flat-footed AC (10) it hits, but if it's just a touch attack, it misses.

In any case, take 20 to find out the trigger areas, mark them down and move onwards.

[User]
 The trigger area is marked.

How will you deal with this type of trap in the future?

[User] Take it in the chest, I guess, mark it down and move on. Did I take damage from the last one?

[User]
 Nope.  It's not against flat footed AC.

Next thing:

After a short distance farther, and several turns, you find a red note card, affixed to the wall.

[User] Memorize the spot, move on.

[User]
 At an intersection, you notice a green notecard on the wall.

Assuming you note the location and keep moving:
 Spoiler
You trip another pit trap farther along and get over it.

You round a corner a short distance farther to find a red and white bullseye on the ground, right in front of a door.

[User]
 Continue... and continue.

As a matter of fact, for now ignore all features that don't directly attack me. (Mark them down, of course, but ignore none the less.)

Sorry if I come off terse, it's just that I've gone through this part once already, and so I'm using minimum effort on it. I'll be more elaborate and... attentive at later parts. (Particularly once I start opening the doors.) 🙂

[User]
 Ok.  Noted.

You take another acid trap:
Touch:  (1d20+8)[ 11 ]  for  (1d3)[ 1 ]

After that, you discover and avoid a trip line in the hallway.

Then another acid trap:
Touch:  (1d20+8)[ 22 ]  for  (1d3)[ 1 ]

Another bull's eye.

Averted pit trap.

Another bullseye.

Another acid trap:
Touch:  (1d20+8)[ 16 ]  for  (1d3)[ 1 ]

Another Bullseye.

Couple pit traps averted.

Another 2 Acid traps:
Touch:  (1d20+8)[ 11 ]  for  (1d3)[ 3 ]
Touch:  (1d20+8)[ 16 ]  for  (1d3)[ 3 ]

Another tripwire.

Another red note card.

Another pit trap averted.

A blue note card.

A bullseye.

A few more pit traps.

Another 4 Acid traps:
Touch:  (1d20+8)[ 28 ]  for  (1d3)[ 2 ]
Touch:  (1d20+8)[ 17 ]  for  (1d3)[ 3 ]
Touch:  (1d20+8)[ 22 ]  for  (1d3)[ 1 ]
Touch:  (1d20+8)[ 9 ]  for  (1d3)[ 1 ]

After that, you've reached the starting point again, and have navigated through most of the dungeon hallways.

[User] Okay, I'm dead. Now what?

[User]
 *Headdesk*

And here I was thinking you had a cunning plan to eat all the potentil damage, and you could just find out the floor layout.

Then that happens.

[User] Now you find a way to absorb, negate, or heal acid damage.

[User]
 Originally Posted by term1nally s1ck
 *Headdesk*

And here I was thinking you had a cunning plan to eat all the potentil damage, and you could just find out the floor layout.

Then that happens.

Jeah, that was the plan all right. Last time around I encountered only 1 acid trap. I don't know if you've changed the floor plan, or if I just didn't get as far as I thought the last time. (Note: got to the vendor, didn't get to second level. Had something around 800-900 xp IIRC.)

 Originally Posted by candycorn
 Now you find a way to absorb, negate, or heal acid damage.

I need to think... Is 30 enough to find the acid traps?

If so, I'll just have to take 20 on the whole bloody place and buy some rations.

[User] Sleeping in the neverending dungeon is an exceedingly *Bad Idea*.

[User] Taking 20 does only cost 2 minutes, though. You only need to worry about sleep past 24 hours, which would be 720 squares. If you think that's enough, go for it.

[User]
 A bit less.  2 mins to search a square, 1 round to step in.

685 squares is a day, assuming no fights.