[User]
 Twilight approaches as a young man, wearing a cloak walks forward and his device spurting with noise.  "I think this is where I am supposed to be next, perhaps another dragon for my collection?"

  "initiative"  - (1d20)[ 7 ]
  "hand"  - (5d40)[ 13 ][ 9 ][ 11 ][ 23 ][ 39 ](95)

Deck

 Spoiler
1.Dodger Dragon
2.Dodger Dragon
3.Dodger Dragon
4. Exploder Dragon
5. Exploder Dragon
6. Exploder Dragon
7. The White Stone of Legend
8. The White Stone of Legend
9. The White Stone of Legend
10. Totem Dragon
11. Totem Dragon
12. Totem Dragon
13. Blue-Eyes White Dragon
14. Blue-Eyes White Dragon
15. Blue-Eyes White Dragon
16. Red-Eyes Darkness Metal Dragon
17. Red-Eyes Darkness Metal Dragon
18. Red-Eyes Wyvern
19. Future Fusion
20. Heavy Storm
21. Monster Reborn
22. Dragon's Mirror
23. Dragon's Mirror
24. Gold Sarcophagus
25. Gold Sarcophagus
26. Megamorph
27. Megamorph
28. Ancient Rules
29. Ancient Rules
30. Trade-in
31. Trade-in
32. Cards of Constance
33. Cards of Constance
34. Stamping Destruction
35. Stamping Destruction
36. Solemn Judgement
37. Compulsory Evacuation Device
38. Compulsory Evacuation Device
39. Call of the Haunted
40. Return From the Different Dimension

Extra Deck
1. Five-Headed Dragon
2. Five-Headed Dragon
3. Five-Headed Dragon
4. Blue-Eyes Ultimate Dragon
5. Blue-Eyes Ultimate Dragon
6. Blue-Eyes Ultimate Dragon

Hand

 Spoiler

Dodger Dragon
The White Stone of Legend
Gold Sarcophagus
Ancient Rules
Card of Constance

Graveyard

Banished

[User]
 Hold on, testing rolling again

initiative
 (1d20)[ 12 ]
hand
 (5d40)[ 3 ][ 28 ][ 33 ][ 9 ][ 24 ](97)

[User]
 Draw five, dump five, win...

I shall be your opponent, I suppose.

[roll]1d20[roll]
 (5d40)[ 5 ][ 13 ][ 3 ][ 24 ][ 21 ](66)
 (3d40)[ 22 ][ 4 ][ 15 ](41)

 Spoiler

1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Archfiend
4. Infernity Beetle
5. Infernity Beetle
6. Infernity Beetle
7. Infernity Mirage
8. Infernity Mirage
9. Infernity Mirage
10. Infernity Necromancer
11. Infernity Necromancer
12. Infernity Necromancer
13. Infernity General
14. Infernity General
15. Infernity Avenger
16. Infernity Avenger
17. Dark Grepher
18. Dark Grepher
19. Plaguespreader Zombie
20. Infernity Barrier
21. Infernity Barrier
22. Infernity Barrier
23. Infernity Inferno
24. Infernity Inferno
25. Infernity Break
26. Infernity Break
27. Dark Eruption
28. Dark Hole
29. Reinforcement of the Army
30. One for One
31. Allure of Darkness
32. Monster Reborn
33. Infernity Launcher
34. Torrential Tribute
35. Mirror Force
36. Solemn Judgment
37. Solemn Warning
38. Solemn Warning
39. Starlight Road
40. Heavy Storm

Extra Deck:
Red Dragon Archfiend x3
Crimson Devil Red Nova Dragon x2
Infernity Doom Dragon x2
Stardust Dragon
Black Rose Dragon x2
Catastor x2
Brionac
Trishula
Stygian Sergeants

[User]
 Forgot a /:

 (1d20)[ 6 ]

[User]
 Okay, time to fly
First

Draw
[roll0]

Rest coming in next post, as I don't think I can edit in a dice roll after.

 Deck

 Spoiler
1.Dodger Dragon
2.Dodger Dragon
3. Exploder Dragon
4. Exploder Dragon
5. Exploder Dragon
6. The White Stone of Legend
7. The White Stone of Legend
8. Totem Dragon
9. Totem Dragon
10. Totem Dragon
11. Blue-Eyes White Dragon
12. Blue-Eyes White Dragon
13. Blue-Eyes White Dragon
14. Red-Eyes Darkness Metal Dragon
15. Red-Eyes Darkness Metal Dragon
16. Red-Eyes Wyvern
17. Future Fusion
18. Heavy Storm
19. Monster Reborn
20. Dragon's Mirror
21. Dragon's Mirror
22. Gold Sarcophagus
23. Megamorph
24. Megamorph
25. Ancient Rules
26. Trade-in
27. Trade-in
28. Cards of Constance
29. Stamping Destruction
30. Stamping Destruction
31. Solemn Judgement
32. Compulsory Evacuation Device
33. Compulsory Evacuation Device
34. Call of the Haunted
35. Return From the Different Dimension

Extra Deck
1. Five-Headed Dragon
2. Five-Headed Dragon
3. Five-Headed Dragon
4. Blue-Eyes Ultimate Dragon
5. Blue-Eyes Ultimate Dragon
6. Blue-Eyes Ultimate Dragon

 Hand 5

 Spoiler
Dodger Dragon
The White Stone of Legend
Gold Sarcophagus
Ancient Rules
Card of Constance

[User]
 Whoops, do not preview with rolls.

 (1d35)[ 9 ]

[User]
 First I will activate  Gold Sarcophagus  banishing  Future Fusion  from my deck.  Next, I will send  http://yugioh.wikia.com/wiki/White_Stone_of_Legend  to the grave to activate
 http://yugioh.wikia.com/wiki/Cards_of_Consonance  to draw two cards
 (2d33)[ 16 ][ 25 ](41) .  Then White Stone's of Legend's effect activates, when it is sent to the graveyard, I get to add one  Blue Eyes White Dragon  from my deck to my hand.

Then I will set one monster in defense position.  It is your move.

Deck 30

 Spoiler
1.Dodger Dragon
2.Dodger Dragon
3. Exploder Dragon
4. Exploder Dragon
5. Exploder Dragon
6. The White Stone of Legend
7. The White Stone of Legend
8. Totem Dragon
9. Totem Dragon
10. Blue-Eyes White Dragon
11. Blue-Eyes White Dragon
12. Red-Eyes Darkness Metal Dragon
13. Red-Eyes Darkness Metal Dragon
14. Heavy Storm
15. Monster Reborn
16. Dragon's Mirror
17. Dragon's Mirror
18. Gold Sarcophagus
19. Megamorph
20. Megamorph
21. Trade-in
22. Trade-in
23. Cards of Constance
24. Stamping Destruction
25. Stamping Destruction
26. Solemn Judgement
27. Compulsory Evacuation Device
28. Compulsory Evacuation Device
29. Call of the Haunted
30. Return From the Different Dimension

Extra Deck
1. Five-Headed Dragon
2. Five-Headed Dragon
3. Five-Headed Dragon
4. Blue-Eyes Ultimate Dragon
5. Blue-Eyes Ultimate Dragon
6. Blue-Eyes Ultimate Dragon

Hand 5

 Spoiler
Dodger Dragon
Ancient Rules
Ancient Rules
Blue-Eyes White Dragon
Red-Eyes Wyvern

Graveyard 3

 Spoiler
The White Stone of Legend
Gold Sarcophagus
Card of Constance

Banished 1
0/2 stand-by phase for Future Fusion

Monster 1

 Spoiler
Totem Dragon

Figured it out.

{table]-|-|M|-|-
-|-|-|-|-[/table]

The man in his cloak smiles as stares at his opponent, waiting for her to make a move.

[User]
 ((This character is female, by the way.))

 Your intentions are obvious. The dragon you intend to summon is powerful, but still no match for my ultimate creature. Very soon, you shall see my power.
 (1d35)[ 3 ]
 Not the greatest draw, but it will do. I summon Infernity Archfiend, who attacks your monster, which I suspect may be a Masked Dragon. Regardless of what it is, I'll end with two facedowns, but activate one of them as soon as you draw: Infernity Inferno, allowing me to discard Infernity General and Infernity Beetle to send Infernity Avenger and Infernity Necromancer to the Graveyard.

8000 LP

{table=head]1|2|3|4|5
-|-|A|-|-
-|-|F|-|-[/table]

 Spoiler

Hand:

 Spoiler

Beetle

FD:

 Spoiler

Infernity Barrier

Grave:

 Spoiler

Infernity Beetle
Infernity Inferno
Infernity General
Infernity Necromancer
Infernity Archfiend

Banished:

Deck:

 Spoiler

1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Beetle
4. Infernity Mirage
5. Infernity Mirage
6. Infernity Mirage
7. Infernity Necromancer
8. Infernity Necromancer
9. Infernity General
10. Infernity Avenger
11. Dark Grepher
12. Dark Grepher
13. Plaguespreader Zombie
14. Infernity Barrier
15. Infernity Barrier
16. Infernity Inferno
17. Infernity Break
18. Infernity Break
19. Dark Eruption
20. Dark Hole
21. Reinforcement of the Army
22. One for One
23. Allure of Darkness
24. Monster Reborn
25. Infernity Launcher
26. Torrential Tribute
27. Mirror Force
28. Solemn Judgment
29. Solemn Warning
30. Solemn Warning
31. Starlight Road
32. Heavy Storm

Extra Deck:
Red Dragon Archfiend x3
 Crimson Devil  Red Nova Dragon x2
Infernity Doom Dragon x2
Stardust Dragon
Black Rose Dragon x2
Catastor x2
Brionac
Trishula
Stygian Sergeants

[User]
 Whoops about the girl, going to switch now.

No, you have killed Totem Dragon.

Now I draw

 (1d30)[ 23 ]

Then I active my  Ancient Rules  to summon a  http://yugioh.wikia.com/wiki/Blue_Eyes_White_Dragon  from my hand in attack mode.  Then my Blue-Eyes White Dragon will take aim and blow away your Infernity Archfiend and inflict 1200 points of damage.

Deck 29

 Spoiler
1.Dodger Dragon
2.Dodger Dragon
3. Exploder Dragon
4. Exploder Dragon
5. Exploder Dragon
6. The White Stone of Legend
7. The White Stone of Legend
8. Totem Dragon
9. Totem Dragon
10. Blue-Eyes White Dragon
11. Blue-Eyes White Dragon
12. Red-Eyes Darkness Metal Dragon
13. Red-Eyes Darkness Metal Dragon
14. Heavy Storm
15. Monster Reborn
16. Dragon's Mirror
17. Dragon's Mirror
18. Gold Sarcophagus
19. Megamorph
20. Megamorph
21. Trade-in
22. Trade-in
23. Stamping Destruction
24. Stamping Destruction
25. Solemn Judgement
26. Compulsory Evacuation Device
27. Compulsory Evacuation Device
28. Call of the Haunted
29. Return From the Different Dimension

Extra Deck
1. Five-Headed Dragon
2. Five-Headed Dragon
3. Five-Headed Dragon
4. Blue-Eyes Ultimate Dragon
5. Blue-Eyes Ultimate Dragon
6. Blue-Eyes Ultimate Dragon

Hand 5

 Spoiler
Dodger Dragon
Ancient Rules
Red-Eyes Wyvern
Card of Constance

Graveyard 5

 Spoiler
The White Stone of Legend
Gold Sarcophagus
Card of Constance
Totem Dragon
Ancient Rules

Banished 1
1/2 stand-by phase for Future Fusion

Monster 1
B = Blue Eyes White Dragon

{table]-|-|B|-|-
-|-|-|-|-[/table]

Let's see you stand again this dragon before you start worrying about my most powerful one.

[User]
 (1d32)[ 13 ]
 Hmm... things are looking a little dangerous now. I'll set one monster and end my turn.

6800 LP

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|-|-[/table]

 Spoiler

Hand:

 Spoiler

Beetle

FD:

 Spoiler

Plaguespreader Zombie
Infernity Barrier

Grave:

 Spoiler

Infernity Beetle
Infernity Inferno
Infernity General
Infernity Necromancer
Infernity Archfiend
Infernity Archfiend

Banished:

Deck:

 Spoiler

1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Beetle
4. Infernity Mirage
5. Infernity Mirage
6. Infernity Mirage
7. Infernity Necromancer
8. Infernity Necromancer
9. Infernity General
10. Infernity Avenger
11. Dark Grepher
12. Dark Grepher
13. Infernity Barrier
14. Infernity Barrier
15. Infernity Inferno
16. Infernity Break
17. Infernity Break
18. Dark Eruption
19. Dark Hole
20. Reinforcement of the Army
21. One for One
22. Allure of Darkness
23. Monster Reborn
24. Infernity Launcher
25. Torrential Tribute
26. Mirror Force
27. Solemn Judgment
28. Solemn Warning
29. Solemn Warning
30. Starlight Road
31. Heavy Storm

Extra Deck:
Red Dragon Archfiend x3
 Crimson Devil  Red Nova Dragon x2
Infernity Doom Dragon x2
Stardust Dragon
Black Rose Dragon x2
Catastor x2
Brionac
Trishula
Stygian Sergeants

[User]
 (1d29)[ 28 ]

Let see what I just draw.

Now I add  Future Fusion  to my hand from being banished.  Then I'll active it, first revealing  Five-Headed Dragon  and then sending five of my dragons to the graveyard for the fusion material monster.  I'll send two  The White Stone of Legend , one  Exploder Dragon , one  Totem Dragon , and lastly one  Red-Eyes Darkness Metal Dragon .  Then I will add two more  Blue-Eyes White Dragon  to my hand  Then I will summon  Dodger Dragon , then I will active  Ancient Rules  to special summon one of my Blue_Eyes from my hand.  Then I will enter my battle phase and Blue_Eyes White Dragon will attack your face-down monster.  And assuming the attack works, then Dodger Dragon and then my second Blue-Eyes will attack you directly.  If this all works, drops you to 1900 LP.

Then I set one card and end my turn.

Deck 21

 Spoiler
1.Dodger Dragon
2.Dodger Dragon
3. Exploder Dragon
4. Exploder Dragon
5. Totem Dragon
6. Red-Eyes Darkness Metal Dragon
7. Heavy Storm
8. Monster Reborn
9. Dragon's Mirror
10. Dragon's Mirror
11. Gold Sarcophagus
12. Megamorph
13. Megamorph
14. Trade-in
15. Trade-in
16. Stamping Destruction
17. Stamping Destruction
18. Solemn Judgement
19. Compulsory Evacuation Device
20. Compulsory Evacuation Device
21. Return From the Different Dimension

Extra Deck
1. Five-Headed Dragon
2. Five-Headed Dragon
3. Five-Headed Dragon
4. Blue-Eyes Ultimate Dragon
5. Blue-Eyes Ultimate Dragon
6. Blue-Eyes Ultimate Dragon

Hand 3

 Spoiler
Red-Eyes Wyvern
Card of Constance
Blue-Eyes White Dragon

Graveyard 11

 Spoiler
The White Stone of Legend
Gold Sarcophagus
Card of Constance
Totem Dragon
Ancient Rules
The White Stone of Legend
The White Stone of Legend
Exploder Dragon
Totem Dragon
Red-Eyes Darkness Metal Dragon
Ancient Rules

Banished 0

Set Card

 Spoiler
Call of Haunted

0/2 stand-by phase for Future Fusion activation

Monster 3 Spell/Trap 2
B = Blue Eyes White Dragon
D = Dodger Dragon
F= Future-Fusion
S= Set Card
{table]-|B|B|D|-
-|S|F|-|-[/table]

[User]
 6800 LP

 And my Plaguespreader Zombie falls...
 (1d31)[ 13 ]
 It seems my combo is missing an element. I could hold you off for another round or two, but that would just delay the inevitable. Looks like I'll have to give you the win on this one.

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|F|-|-[/table]

 Spoiler

Hand:

 Spoiler

Beetle

FD:

 Spoiler

Infernity Barrier

Grave:

 Spoiler

Infernity Beetle
Infernity Inferno
Infernity General
Infernity Necromancer
Infernity Archfiend
Infernity Archfiend
Plaguespreader Zombie

Banished:

Deck:

 Spoiler

1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Beetle
4. Infernity Mirage
5. Infernity Mirage
6. Infernity Mirage
7. Infernity Necromancer
8. Infernity Necromancer
9. Infernity General
10. Infernity Avenger
11. Dark Grepher
12. Dark Grepher
13. Infernity Barrier
14. Infernity Barrier
15. Infernity Inferno
16. Infernity Break
17. Infernity Break
18. Dark Eruption
19. Dark Hole
20. Reinforcement of the Army
21. One for One
22. Allure of Darkness
23. Monster Reborn
24. Infernity Launcher
25. Torrential Tribute
26. Mirror Force
27. Solemn Judgment
28. Solemn Warning
29. Solemn Warning
30. Starlight Road
31. Heavy Storm

Extra Deck:
Red Dragon Archfiend x3
 Crimson Devil  Red Nova Dragon x2
Infernity Doom Dragon x2
Stardust Dragon
Black Rose Dragon x2
Catastor x2
Brionac
Trishula
Stygian Sergeants

[User] I see, so do you want to go onto game two then?


[User]
 Ten-thousand years ago, the "Light Races;" elves, humans and the like, all were enslaved to the "Dark Races;" ogres, orcs, giants and the like. Then, the "Holy ones" rode across the land, forcing the Dark Races into the wilderness, thus freeing the Light Races. A few Holy ones stuck around to help society rebuild, as well as teach a select few magic. The last of the Holy ones disappeared about nine-thousand years ago, and since than, there has not been many big problems. A couple of wars, nothing too serious, and minor extermination attempts happened, but mostly against the Dark Races.

Through your various back stories, you find yourself in Satka, the capital of the land Mariinsk. With a Knowledge: Local check, I will be able to tell you more about this place.

We start with you three, somehow, standing in or around the town square. It is a busy mid-afternoon, and there is some commotion next to the large fountain.


[User]
 Camp Orion is a large camping area, frequently used by travellers. The nearby church posts guards here, and everyone pays a small amount for the protection to camp here.

The place bustles with prospecters, fortune-seekers, and archaeological expeditions. You are entering alongside a caravan, shuffling into the camp, getting checked for anything suspicious.

You're then shown to a camp with some space for tents and a central fire pit.

[User]
 Ellegrad silently walks over, remembering his city life in this outpost and claims a patch of dirt to sleep on  with a simple X. Then I stare up to the unbound sky for a moment with my robes tarnished as I lay down in the Dirt I just marked as mine.

Ellegrad thinks to myself, as he lay in the dirt, his guiding light dwelling in the dirt, standing like a dim beacon in the Sun.
" This'll be absolutely exciting. Let's see where Fharlaghn's mighty hand and guidance takes me. "

[User] Scott enters camp after a long whiles traveling, and sits around the fire pit, enjoying the rest. His eyes scan along the myriad faces, searching for anything interesting as he sighs to himself.

[User]
 How did it come to this, she thinks, finally arriving at the camp.

She had lived in her father's Yurgrin estate, enjoyed the trappings of wealth and power. Then the wretched Cataclysm had happened and everything had gone in the blink of an eye, with the thrice damned church and thrice damned mages seizing power away from the old families. There would be a reckoning and the people would fall before her once again....

She shakes her head, clearing her thoughts and takes in the surroundings. The camp is undoubtedly busy, with the hosts of tents seeming like a town in canvas. She notices a few averted gazes from the men nearby and she smiles to herself, remembering that she is not completely powerless.

Her gaze idly wanders across the bonfire and surrounding tents, looking for anything of note.

[User]
 Originally Posted by The Succubus
 How did it come to this, she thinks, finally arriving at the camp.

She had lived in her father's Yurgrin estate, enjoyed the trappings of wealth and power. Then the wretched Cataclysm had happened and everything had gone in the blink of an eye, with the thrice damned church and thrice damned mages seizing power away from the old families. There would be a reckoning and the people would fall before her once again....

She shakes her head, clearing her thoughts and takes in the surroundings. The camp is undoubtedly busy, with the hosts of tents seeming like a town in canvas. She notices a few averted gazes from the men nearby and she smiles to herself, remembering that she is not completely powerless.

Her gaze idly wanders across the bonfire and surrounding tents, looking for anything of note.

There is little of note, except a few trinkets of metal left from a former resident.

[User]
 Neil walks into the camp animated that it's such a lively place. Surely a place like this has some form of entretainment. While he leisurely walks around he observes the area, looking for something that seems fun.

If he finds no such thing, he'll pick a spot not too close to the fire to rest.

[User] Gawain was getting accustomed to the life of camping, setting up his camp was a simple affair of unrolling his blanket and dumping his bags.   This place will serve well enough.

[User]
 A man walks around tending the fires, ensuring they are burning. Another service the church provides.

A young woman darts about, offering to sell anyone who needs it oil, flints, and whetstones.

[User] Scott begins to grow restless, and looks around for anyone who may wish to converse.

[User]
 She gazes around the fire and finds her attention drawn to a young man sitting close to the flames. She senses something unusual about this one, yet at the same time familiar.

....power....She can feel it. Not too strong at the moment but the potential is there. A useful tool perhaps, with a little care and attention.

The young man's body language marks him out as not exactly the friendliest of people but if anything, she has a unique capacity for making friends. She smiles gently, slowly walks towards him and sits close enough to seem friendly, yet to avoid encroaching in his personal space.

"So, traveller, what brings you to the edge of civilisation?"

[User]
 I clamber from my sojourn of rest, seeing the woman by me.
In gentle spirit I say, with a slight whisper to my voice
[COLOR="DarkGreen" I am but a follower to the roads of fate, and the unpaved roads of the world. Helping all who travel by me. This humble crossroad is but a temporary stay, until the Roads call me again. Why do you ask? [/COLOR]
I say, with a slight curiosity.

[User] Scott pushes up to Ellegrad and with curtness says, " I believe she was talking to me. " To Miss Neris, " I am doing some work out here for the mages. Why do you ask this of me? "

[User]
 She giggles, impishly. In the privacy of her own mind, she sets a timer to see how long it will be before she has them at each other's throats.

"Well, gentlemen," she says, smiling her sweetest smile for both of them, "I must confess I'm not entirely sure. I have not travelled here at the behest of anyone. I prefer to go my own way....for the most part. It depends on the company and I know that the roads further afield are more....problematic...for a woman alone. I've actually come here in regard to rumours concerning Isadore. A friend of mine spoke briefly of news coming from here and that little birds were singing of *this* camp in particular. I do not suppose you gentlemen know more of what is transpiring here?"

[User]
 I know not
I say simply to the woman before me, wondering why she smiles so.
 I simply tossed my light down this road one night, and found a place to gather a minimum amount of supplies, and find this a nice spot to rest. If it suits you, I'll be heading off into the wilderness and paths again soon, if you'd like someone to help you get there to this "Isadore" it is my duty to Fharlaghn to assist the wayfarers and travellers I meet.

[User] Scott shrugs and eyes the woman up and down.  "I myself don't know so much of the situation, I only know that important people are interested in it. And if important people are interested in it, I suppose I should get some interest too."  He thinks to himself:  "I suppose it wouldn't hurt to have some eye candy along. And it never hurts to have back-up." . Clearing his throat, he says:  "I don't extend this offer to many people, but I suppose if you two want some purpose other than wandering around in the woods, I could accompany you. Just try not to bother me."

[User]
 Evening falls on the camp, and the noise grows louder, as many people build fires and sing and dance long into the night.

A bard wanders past, apparently not of any camp, and sits down nearby.

"Anyone for some foodstuffs? I have extra ever since I lost my band on the road. I'll give them to ya, good price."

[User] I silently shrug off his suggestion, and I look up to the sky and occasionally at the roaring campfire, lost in a trance of the natural world.

[User] Neil simply makes a no sign with his head. Provisions are not a problem for him in his immediate future. He then prepares to lie down.

[User] "I'll bite. What's the cost?"  Scott asks.

[User]
 Originally Posted by Loki_42
  "I'll bite. What's the cost?"  Scott asks.

"About 4 silvers a day's worth."

[User] "I'm traveling with others now, I suppose I should be cautious."  Scott shells out eight silvers for two extra days of food.

[User] "Well, you'll be needing it. I'm turning back myself, without my group there's little reason to proceed."

[User]
 I wonder a moment as he says this, I give one stiff inquiry and continue to stare upwards
 Why do you not have your group mates? Is there something wrong?
I ask quickly, seeing if he is in need.

[User]
 Originally Posted by ExtravagantEvil
 I wonder a moment as he says this, I give one stiff inquiry and continue to stare upwards
 Why do you not have your group mates? Is there something wrong?
I ask quickly, seeing if he is in need.

"They were killed by marauding monsters. A pack of beasts made off with them, and I was left to flee here."


[User]
 Greetings, this is an invitation to any who would like to join up in a PbP in a homemade campaign setting. As referenced in the title, it is  E-6 , and that's strict E-6. There are some special rules for Spellcasters, some races, flaws and +LA creatures, among other things which go above and beyond E-6. Not everything in all books is allowed, but I am more than willing to help make sure a concept can work. Inquire if interested.
The Game will be starting at a Tourney, at the town of  Ravenskill . It is a town known for it's fascinating Tourneys, and that the Lord of the Town, Lord Trant, is known for giving fantastic prizes. This tournament, The Tourney of The Ages, is one that is held every year on this day. It is the celebration of the end of the Wizard Wars, a plague that wracked the continent of  Ayrum  200 years ago. There are some areas of the continent that still show the horrendous damage that the Wizard's forces did, in their quest for power. Some of those areas are still populated with the Wizard's forces.

I already have a few people who have told me they were interested, but I might be looking for 3-4 people (to fill a 5-6 person party).


[User]
 She appears to be a normal scientist except she dresses like a Inuit schoolgirl, her eyes are surrounded by tiny ice crystals because they are so cold and her hair is bright orange and she wears it just like sailor moon, but secretly she is actually a half-illithid.
She is a lost time-traveler from another dimension and she will fight her enemies with the power to correct grammar in any language or to heal any living creature.
Her friends and enemies call her  Mysteryprincess Thundertree!
Her constant companion is a depressed mysterious werewolf who is also her stalker.
Her favored weapon is a poisoned blessed poleaxe which will automatically protect her friends.

Thundertree skipped through the woods and healed some squirrels.

[User]
 She appears to be a normal model except she dresses like a vampire businesswoman, her eyes glows like fiery embers and her hair is white and is worn as a mohawk, but secretly she is actually a half-android.

She is a living time-bomb working for a secret organization and she will fight her enemies with the power to belch poisonous clouds or to puke acid. Her friends and enemies call her  Awesomefang Heavymountain!

Her constant companion is a spirit special needs super saiyan who is also her superior officer. Her favoured weapon is a legendary burning chainsaw which cannot be used by anyone else.


[User]
 {This will be the continuing tales of Allie and her gang...} 😎
 Azure Zephyr's Occupants
The PCs:
Calli- Lady rogue halfling, current lover of Captain Allie
Arha- A powerful wizardess
Olrik- The Psion
Aust- Vampiric moon elf
Bruug- Mightiest of the Irda!!!
Dani- transportive psion
Raven- Undefeatable duskblade

NPCs of the Zephyr:
Captain Allie Alandra
Zhako- Ship's Artist
Olmeric- Cook
Ema- Ship-Priestess
Alexis- paladin of Sif, lover of Dani

Various Crew:
Olmeric's 3 assistants {Chen, Axel, and Brea}
Gertha- buff orcess deckhand badass, 1st officer
Percy: flamboyant bardic sailor
23 crewmen {Known crew: Ned the Legend a terrible wizard, Mustachio-engineer}

20 marines {known: 'Beefcake' McGee}

Maybe..................... 😏


[User]
 Tentaki Pass

" I'm dreadfully sorry you had to see this. This means I can't let you go. I'm terribly sorry kids, but it's time for you to  die . "

The beast speaks with the voice of a songbird as it steps forward. Smoke and ash billows from it's open mouth, and terrible heat emanates from it's flesh. Two pieces of burnt wood stick out of rapidly closing wounds. Soon the monster tears the arrows free and they scatter into a cloud of ash. The creature crosses the hundred foot gap between itself and the bow-armed shinobi in a heartbeat. A blazing red cloak made of powerful chakra washes over the two ninja, and soon they join their arrows as ash. It breathes their aura in, absorbing what they were and what they could have been. It turns to the northwest and unleashes an unearthly howl.

 Hall of the Eggshell Princess

What was once known as Tentaki Pass had now become known as the Hall of the Eggshell Princess. A rumor says that a group of ninja led by a powerful jounin from Iwagakure held this pass against the Horde for ten days and nights. At the end of the battle all of the ninja were dead, but not one of them had a single wound upon their backs and not one oni had gotten past them.

You trek through the extremely sparsely vegetated mountain pass with caution, but oni haven't tried to pass this far into the Land of Stone since they first appeared. As you venture down the mountain and head from the Land of Stone into the Land of the Oni you soon find yourself looking at a small fortress.

The square stone structure is purely economical in design, and clearly the product of a distinct purpose. It serves to guard the only passage into the Land of Stone from the Land of the Oni, and does nothing more. Even now you spot the armored ninja guarding it's roof, and surely they've sent someone to greet you. A few seconds pass and a smoke cloud explodes into existence behind you. A stone-nin steps out of the smoke to greet you with a critical eye to your hands and weapons.

" Good evening, sirs, ma'am. Are you the group we were told to expect by the Tsuchikage? The ones heading down to investigate the Horde? "

[User] Akkimori stands almost exactly four feet tall and is covered from head to toe in a solid black cloak, his face, the only part of his body aside from his hands that are not covered by the cloak, is wearing a mask, not unlike that of the anbu, but with similar colors, but tribal designs consisting of three eyes colored on the mask and a system of tooth-like protrusions along the cheeks. He stands close to the center of the group, only moving (rather quickly) out when he has something to say.   "These are those people. Yes."   Akkimori's voice comes out oddly discomforting, like raspy silk. It has that quality in it sounds strangely feminine, like that of an old woman dying of lung cancer, only just enough to be noticeable. He speaks with slight agitation.   "Why need you know this?"   Each time he spoke his voice was clearly audible, yet sounded as if it was a whisper being carried from a great distance away.

[User]
 " Chill out Ringo, we could be a traveling band of oni in disguise for all they know. " Haiiro raises a hand to passivize his more aggressive teammate. The taller nin's features are hidden beneath a large cloak, but otherwise, he appears to wear normal ninja attire.

He raises one hand open to show he is unarmed as he moves his other hand inside his cloak to withdraw an envelope. " They're just doing their jobs... Yes, we are the group heading into Oni Lands to investigate, I think you'll find everything in order. " He nonchalantly gestures to the man behind them with his envelope.

[User]
 The group's token female member doesn't immediately reply at all, studying the distant sky above the Land of Oni. An out-of-place parasol leans demurely against one of her shoulders, its shade irrelevant in the mountain's shadow. The rest of her clothes are an eclectic combination of shinobi gear and more civilian clothing; weapons and medical kits dot a skirt-and-jacket ensemble, and an overlarge scroll rests on her back. She finally responds, but still in a rather preoccupied state.

 "...Yes, what he said."

[User] Akimori scoughs at Haiiro's comment and folds his arms. Though he appears to be rather docile, the two would have been around him long enough to know of his odd dialect and also of his strange bizarre and unexplainable moodiness.   "Lots of people do jobs. I am doing a job. These people are delaying my job. Yet I ask what they are doing with politeness and you say that Akimori could be an oni. Fi on you and your kin Haiiro for yours is the mouth that carries rudeness on it's tongue. Hmph."

[User]
 NPC

The stone-nin, little more than a boy, steps forward and retrieves the envelope from Haiiro. He flips it open, reads the letter, tucks it back into the envelope and passes it back to Haiiro all in the space of a few seconds.

" I've seen what I needed to see. If you head up to the fort, you'll be able to requisition any extra supplies we have to offer. Otherwise, heading down the mountain will take you into what-was-once the Land of Rain, just two miles north of what's left of Amegakure. Good luck. "

He bows to the group, then performs a half-sign and explodes into a cloud of smoke. When the smoke settles he is gone, likely back inside the fortress, and your group is alone once more.

[User]
 " Now, I take exception to that, Ringo, " Haiiro says very casually as the boy takes the papers, " You know very well that the only thing I carry on my tongue is deceit. I am the absolute paragon of etiquette. " With a smirk, he accepts it back and it quickly disappears once more into his cloak.

Before the boy can leave the scene, Haiiro is already on his way up toward the fortress, trusting the other two to follow in their own time. He has a few questions for the guard, but otherwise doesn't he will ask for further supplies.

[User] Akkimori growls but seems otherwise unaffected.   "Etiquette? What good is etiquette? Can you eat it? No. Can you use it to bludgeon out someone's eyes? No. Can you trade it at market for a chicken? Absolutely not?! Then there is no use for etiquette."

[User]
 " You might not be able to trade it for a chicken, but I know I could get one with it. " He smirks, " It might do you a little good to learn some manners, Ringo. Not everyone is looking for a fight, and we  are  in Iwa territory. " He fiddles with a few things in his cloak, but doesn't seem too concerned with the bounty hunter's protests.

Haiiro looks thoughtful as he continues walking. " You know... I  could  probably bludgeon someone's head in with polite words...

[User] "I once knew a soldier with good manners. He liked bowing before fighting. One day he bows and I lop off his head. Maybe you're right. Maybe manners manners not always get your head chopped off. But! Akkimori collected the bounty on Mr. Bowing Soldier. Moral of story: Why use manners when you can use sword? Also, while subject is clear: no such things as Iwa territory. There is only mine and not mine, and someday there won't even be that."   He continues walking in silence with Haiiro for some time. After a few minutes his curiosity seems to get the better of him.   "How would you do that?"

[User]
 Haiiro chuckles as the shorter ninja tells his story. " Manners have no place on the battlefield, for certain, but your allies won't stay allies for long if you treat them like annoyances. They might even be more inclined to do what you want if you lay a foundation of kind words to build on. "

He scratches his chin, " Hmmm... I'm still thinking about that. Just don't look directly in my eyes or relax when I'm speaking to you--I wouldn't want to make your head explode accidentally while I figure out the details. "

[User] Akkimori goes silent for a second and stops moving.   "Who says Akkimori has eyes? Who spreads these false rumors? I am mask and shroud, no more."   He starts moving again, only stopping to verbalize a scowl when Haiiro's comment hits home.   "Make Akkimori's head explode he says. No respect for good killers anymore. That's what makes bounties here so easy to take."

[User]
 Carefully folding up her parasol, Tsukimi sighs at the exchange.  "You would be surprised, dear Akkun. Good enough manners, you might not even need a sword."

Despite her reply, she doesn't seem particularly invested in the conversation, making her way into the fortress.

[User] Akkimori looks back and forth from one ninja to the other.   "I can't believe Akkimori's ears! Might not need sword? Might as well say not need Akkimori's head! The sooner we reach oni country, the happier. Then we see you bludgeon in heads with etiquette, eh?"

[User] " Mmm, no, I don't suppose I'd waste etiquette on the oni anyways. " Haiiro muses.

[User] Tsukimi flashes a grin and taps the side of her nose.  "Don't need to if I have you to do the head-smashing for me, right?"

[User]
 DM

The group arrives at the border fort with little trouble. They're greeted at the gate by a dark-eyed, dark-haired man whose lineage seems familiar, but they can't quite place where he's from. Regardless of his place of birth, he provides the group with three  maps of the Pass  and the area near it.

" Do be careful about passing into the Old Rain Cloud. Amegakure... isn't a place for humans anymore. It's best to take the path marked on the map, avoid the forest and head through the Land of Rain into the Land of Fire directly. From there, well, you'll be on your own. Is there anything you need? "

[User] Haiiro thanks them for the information and their worry, but assures them that the group has no intention of heading under the raincloud. " Has there been any unusual activity lately? "


[User]
 For their brave performance at the prison and exposure of the Warden's long-running corruption, the party was invited to a party by the Queen of Diamonds herself in her glittering palace of glass and steel. They arrived at the palace early in the morning at her request. An oddly tense atmosphere prompted investigation, however, and the party soon learned that a number of death threats had been made against the Queen of late.

With some diligent snooping, the PCs discovered that the threats were coming from a palace insider and isolated the courtier that they thought responsible, a courtier named Augustus. Now, while the Queen and her court dance in the ballroom above, the party ventures into the depths of the palace's boiler room to confront him before he can put his plan into action.

 Goal:  For the love of God, save the Queen!

 Map:

 Spoiler

The 2x2 squares are stone support pillars, impassable and block LoS. Each one is currently ringed by explosives. The thin lines are pipes that emerge from the wall and eventually turn downward and enter the floor, they count as difficult terrain and partial cover. The end of each pipe, as well as each shorter offshoot, ends with a capped valve. The large structure at the left end of the room is a massive furnace.

I forgot to add Augustus into the map this round, he starts in G-17. You may each start in rows H or I, columns 26 or 27.

Augustus seems entirely unsurprised as you enter, ceasing his meddling with the devices next to the pillar to look up at the party. He still wears his fine dress clothes, and seems understandably nervous.  "You aren't supposed to be here. Please, just leave now and you won't get hurt."

Even as he speaks, though, he seems to realize the unlikelihood of this, situation, backing away to put some kind of obstacle between him and you.

[User]
 Atul walks calmly up next to the courtier, looking around and talking in a friendly manner as he goes.  "Impressive work. What do you suppose the body count on this'll be, all said and done? A few hundred? Oh no, no, don't worry. 'Collateral damage', I understand. Still, it would be a pity if I had to kill you for this. What do you say, give up now and come with me? I'm rather fond of explosions and bodies together, you know."

 Spoiler
Start at H-26, double move to G-18.

[User]
 Khan

With his  nightshield  in place, Khan enters.  Not liking the idea that he could become a casualty himself, Khan casts  expeditious retreat  and then moves past the first column and ends next to the second to check out the explosive devices.

 Spoiler

nightshield (19 rounds)
expeditious retreat (20 rounds)

I am not sure what sort of Knowledge check would be appropriate, but Khan has many all at the same value.  I will roll this:   GenericKnowledge  - (1d20+6)[ 19 ]  for first and   GenericKnowledge  - (1d20+6)[ 18 ]  for second.

Abrupt jaunt at the ready.  End in j14.

[User]
 The twitchy man reacts with a spell as Atul moves forward and Khan incants a spell of his own. Two things happen almost simultaneously; first, a beam of smoking blue energy arcs out from Augustus's forehead toward Khan, so cold that a web of frost spreads across the ground beneath it.

Second, one of the pipe valves suddenly swings open, and a screeching blast of steam suddenly cuts off Atul before he can make it to his goal. Undaunted, he bulldozes through the cloud, emerging on the other side slightly reddened and blistered but otherwise sound.

Rolls:

 Spoiler
 (1d4)[ 1 ]
  Spellcraft  - (1d20+10)[ 15 ]
  Psicraft  - (1d20+9)[ 17 ]

Map:

 Spoiler

(Continue on.)

[User]
 Errazzus gives a short sigh.  He wasn't going to go down without a fight.  And so, she would give him one.  Hopefully, she could end this fast.

Actions:

 Spoiler
Moving to G21.
Manifesting two  Mind Thrusts , both augmented with 2 additional PP.  Using  Psionic Endowment  to boost the DC of the first thrust by 1.  The additional PP on the thrusts also increase their DC's by 1 each.
Dmg  (3d10)[ 21 ]  17 Will save
Dmg  (3d10)[ 22 ]  16 Will save

3PP for both thrusts and 1PP for the  Multitask  for a total of 7PP.  The  Vigor  casted before combat was augmented with 1PP for a total of 2, giving me 10 temporary HP.  Total PP used: 9.

Stats:

 Spoiler
HP: 18/8
AC: 13
PP: 4/13
Fort +1 Ref +3 Will +5
Powers: Mind Thrust, Demoralize, Daze (Psionic), Energy Ray, Vigor

[User]
 Khan

The mage continues to scan the bombs to see if there is some means to disarm them while his companion runs interference.

ooc: rolls were 18 and 19

 Stat Bar

 Spoiler

Lvl 2 Fire Elf Conjurer
 Initiative  14
 HP  8/8   AC  14 (touch14; flat10)   Abrupt Jaunts : 5/5
 Fort  +1(+2);  Ref  +4(+5);  Will  +2(+3)
 Str  8;  Dex  18;  Con  12;  Int  20;  Wis  8;  Cha  4
 0-lvl:  caltrops x2, detect magic, resistance
 1st:  grease, color spray, wall of smoke,  nightshield, expeditious retreat  BAB:  +1 (-2 melee; +5 ranged)
 Sense Motive:  -1
 Conditions : resist fire 5; sleep immunity

[User]
 Rayne bypasses the steam cloud, shifting around it to move to J20, marking the mage as her quarry and attempting to stay out of sight.

 Spoiler
   Rayne
Female CG Fey Touched Ranger,  Level  2,  Init  +5,  HP  14/14,  Speed  30
 AC  20,  Touch  16,  Flat-footed  15,  Fort  +4,  Ref  +8,  Will  +0,  Base Attack Bonus  2
 Masterwork Short Sword   +8 (1d6+7, 19-20/x2)
 Masterwork Short Sword   +8 (1d6+6, 19-20/x2)
   Mage Armor  (+4 Armor, +5 Dex, +2 Deflect, -1 Misc)
 Abilities  Str 14, Dex 20, Con 12, Int 10, Wis 10, Cha 10
 Condition  None
 Maneuvers:  Wolf Fang Tactics, Shadow Blade Technique.

 Spoiler
 (1d3)[ 2 ]  - Crusader's Strike next round.

[User]
 Map:

 Spoiler

Augustus's eye twitches rapidly and his facial muscles briefly spasm under the weight of Erazzus's mental assault like a man having a stroke, but he manages to collect himself. A fine sheen of sweat covers his face and his breath is heavy as he shakes his head and backs carefully away from Atul. "You don't understand... I have no choice. And now I have to kill you, too."

The moment that he is beyond Atul's reach, he mumbles a quick spell, and vanishes from sight without fanfare.

 Khan:

 Spoiler
You recognize his vanishing act as an Invisibility spell.

[User]
 "You claim we don't understand, and yet here you are, trying to bomb the palace and kill who knows how many people."  For Rayne, the queen didn't even factor in.  "If you claim that we don't understand, make an effort to explain yourself."

To be honest, if he made a half decent case that the queen wasn't as good a person as she seemed, Rayne would be more than willing to go rebel.

[User]
 There is no reply, unfortunately, nothing that would give away Augustus's position.

 Rayne:

 Spoiler
...There is, however, a telepathic voice that hisses in the back of Rayne's mind with something vaguely like laughter - albeit an utterly nonhuman version.

 <You will have to be more cunning than  that , girl.>

[User]
 Spoiler
TALKING IS A FREE ACTION!

Also, forgot my rolls.

 (1d2)[ 2 ]

 "Yeah, like I couldn't be convinced of your cause's value. Fine, if you don't think it's worth explaining I'll just put you down like all the others."

[User]
 Atul shrugs unconcernedly, striding forward and taking a swing at the air where he last saw Augustus.

 Spoiler
Move to G-16, attack F-16.

Attack:  (1d20+7)[ 16 ]  for  (1d8+6)[ 14 ]  damage. Invisibility miss:  (1d100)[ 28 ]  high misses.

[User] Atul's blade bounces off of something very solid and very invisible, and there is a muffled grunt from the air in front of him.

[User]
 Khan

The elf steps 5' to his left (j13), and casts a spell flinging pork rinds in the direction of where his companion struck.

ooc:
cast  grease  (REF save 16), centered on the square to not get Atul in the mix with the grease.

10' square is F-G 15&16

[User]
 Map:

 Spoiler

A pool of grease blossoms beneath where Augustus presumably is, but the lack of a falling noise suggests that he retained his balance. There is a soft scuffling sound, then the squeak of a valve turning. Atul has just enough time to see the valve to his left open, and then he is engulfed in another blast of burning steam. Augustus remains unseen.

OOC:

 Spoiler
Atul takes 3 points of fire damage.

[User]
 Backing out of the steam, Atul rubs at scorched eyes with equally scalded fingers. Having no better recourse, he takes up a takes up a defensive stance and waits.

 Spoiler
5-ft step to G-15, total defense.

[User]
 Rayne shook her hand as she drew her blades, settling into a low stance and tried to focus on her surrounding, reaching out with her senses in an effort to find her foe.

 Spoiler
[roll][1d20] - Listen

Action Readied to strike at an invisible foe in range with one blade.

[User]
 Khan
The wizard draws his dagger as he moves to g15, and he then turns the valve to the proper shut off (righty-tighty) to end the steam from coming out.

Spot was 17
Listen:  (1d20+3)[ 17 ]
 Stat Bar

 Spoiler

Lvl 2 Fire Elf Conjurer
 Initiative  14
 HP  8/8   AC  14 (touch14; flat10)   Abrupt Jaunts : 5/5
 Fort  +1(+2);  Ref  +4(+5);  Will  +2(+3)
 Str  8;  Dex  18;  Con  12;  Int  20;  Wis  8;  Cha  4
 0-lvl:  caltrops x2, detect magic, resistance
 1st:  grease, color spray, wall of smoke,  nightshield, expeditious retreat  BAB:  +1 (-2 melee; +5 ranged)
 Sense Motive:  -1
 Conditions : resist fire 5; sleep immunity

[User]
 Map:

 Spoiler

At long last, Augustus reappears - or, to be precise,  four  of him reappear. Erazzus immediately looses a beam of energy that punctures one quarter of the assembly, but it is merely an image, and it fades silently away. All three survivors make identical gestures, and both Khan and Atul find their senses flooded by painful mental static and the energy sapped from their bodies. Quickly, the trio of Augustuses flee down toward the end of the room.

 Spoiler
Khan and Atul each take seven nonlethal damage.

[User]
 Rayne takes a double move action to end up on H9, smirking with her blades in hand.

 Spoiler
I'm totally examining the far corner as I move to cut the guy off.

[User]
 Khan
Dagger in hand, Khan moves along the pipe to place himself at c11.  He then casts  color spray  to encompass all of the images (and not get his companions).  Will DC 19 or stunned (I am assuming he is 5th level or higher)

 Stat Bar

 Spoiler

Lvl 2 Fire Elf Conjurer
 Initiative  14
 HP  1/8   AC  14 (touch14; flat10)   Abrupt Jaunts : 5/5
 Fort  +1(+2);  Ref  +4(+5);  Will  +2(+3)
 Str  8;  Dex  18;  Con  12;  Int  20;  Wis  8;  Cha  4
 0-lvl:  caltrops x2, detect magic, resistance
 1st:   grease, color spray , wall of smoke,  nightshield, expeditious retreat  BAB:  +1 (-2 melee; +5 ranged)
 Sense Motive:  -1
 Conditions : resist fire 5; sleep immunity

[User] All three images flinch at the blast of light, but survive it unharmed.  "Ow... I'm going to have a terrible headache, you  brutes ."

[User]
 Atul

Gritting his teeth against the pain of his burns, Atul moves forward and takes a swing at the centermost Agustus, hoping to either get lucky or disrupt the spell.

 Spoiler
Move to E-12, attack the image in E-11. If it's not the real Agustus, the spell should (may? Mirror Image is a poorly worded spell) poof, since the images aren't within 5 feet of each other anymore. If not, Atul points out that his target is real.

Attack:  (1d20+9)[ 23 ]  for  (1d8+6)[ 8 ]  damage plus  (1d8+2)[ 10 ]  hemolurgic strike damage. If it hits the real Agustus, hemolurgic strike imposes a -1 penalty to dexterity, and Atul gains 1 dexterity.

[User]
 Map:

 Spoiler

Gray squares are fog. A creature within the fog has partial concealment if it's adjacent to you, or total concealment if it's farther.

Atul's blade bites into Augustus's flesh, punching right through the invisible layer of force protecting it. The mage's eyes widen in pain and horror, and his legs buckle. Looking down at his blood-soaked clothes, he manages something between a sigh and a violent cough, and stumbles his way through one last spell before sinking to his knees.

 "...Not bad. It seems that..."  he lapses into another coughing fit,  "...he's your problem now. Good luck..."

Around him, the air starts to thicken with cool fog. A fine haze soon becomes a billowing cloud so thick as to be almost completely opaque. Rayne, Khan, and Erazzus see nothing but vapor, but hear clearly the disturbing sound of flesh tearing and a throttled choking noise that gives way to a wet slither.

 Atul:

 Spoiler
Atul sees only a silhouette through the fog, but it's more than the others are privileged to, for better or worse. Augustus's body begins violently convulsing, and seems to literally tear itself apart from the inside in a flurry of gore. A pulsing mass of ropey tendrils heaves itself from the ravaged corpse, and undulates eerily.

[User]
 Khan

The conjurer keeps his dagger in hand, Khan steps to the west 5' to c10 and summons caltrops into the square where he figures Augustus to be.

ooc:  as a FYI - Khan was supposed to be in c11.
cast caltrops into e10.

If he is there or walks through the square...

 Spoiler

  Attack  - (1d20)[ 10 ]  no shield, deflection, or armor bonus (+2 if boots)
1 point and half move only until Heal DC 15

 Stat Bar

 Spoiler

Lvl 2 Fire Elf Conjurer
 Initiative  14
 HP  1/8   AC  14 (touch14; flat10)   Abrupt Jaunts : 5/5
 Fort  +1(+2);  Ref  +4(+5);  Will  +2(+3)
 Str  8;  Dex  18;  Con  12;  Int  20;  Wis  8;  Cha  4
 0-lvl:  caltrops,  caltrops,  detect magic, resistance
 1st:   grease, color spray , wall of smoke,  nightshield, expeditious retreat  BAB:  +1 (-2 melee; +5 ranged)
 Sense Motive:  -1
 Conditions : resist fire 5; sleep immunity

[User]
 Atul

Atul howls something unintelligible from within the mist - something between a cry shock and one of joy.

Eurus:
 Spoiler
Attack the new creature.  (1d20+8)[ 20 ]  for  (1d8+6)[ 8 ]  slashing damage.

Crit confirm, if necessary:  (1d20+8)[ 22 ]  for  (1d8+6)[ 7 ]


[User]
 Arena Tournament, Round 99:  Tir  vs.  Ro-Gayn
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tir  - Rahas
 Ro-Gayn  - bakkan

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

[User]
 Ro-Gayn
  Initiative  - (1d20+8)[ 22 ]

No current purchases, perhaps reactionary

[User]
 Init -  (1d20+2)[ 20 ]

Purchases - 1 cl1 Potion of resist Fire  50 gp

[User]
 No reactionary purchases

 Ro-Gayn: Round 1

Actions (Refs/LoS)

 Spoiler

Begin in  Y14  with a lit bullseye lantern in my left hand and my scythe on my back.

 No Action:  5-ft step to X15, pointing lantern West

 Standard Action:  Cast a spell, DC 20 Spellcraft check to identify

 Spoiler

Kelogre's Fire Bolt, targeted on Tir

 Tir:   Take  (5d6)[ 19 ]  fire damage, Reflex save DC 14 half.

Turn not done, need to see result of spell.

Stats and Status

 Spoiler

Position:  X15 , pointing bullseye lantern to the west

HP: 8/8
AC: 14 (Touch 14, Flat-footed 10)

Spells Prepared

 Spoiler

0th - Electric Jolt, Electric Jolt, Sonic Snap
1st -  Kelgore's Fire Bolt , Burning Hands, Sunstroke
2nd - Scorching Ray

[User] Reflex Save -  (1d20+4)[ 18 ]

[User]
 OK, that's 9 damage for you.

Actions (Refs/LoS)

 Spoiler

 Free Action:  Set the bullseye lantern down in  W16/X15 , pointing west.

 Move Action:  Draw scythe

You see (at least) a cone of bright light emanating west from  W16/X15  for a distance of 60 feet, with another 60 feet of shadowy illumination beyond that.  You are currently in shadowy ilumination.  If you have no light source or very long-range darkvision, you do not see Ro-Gayn.

Turn done.

[User] I surrender the match.

[User]
 Master Ref PsiDog
 Ro-Gayn advances as his opponent sees the light.


[User]
 Arena Tournament, Round 99:  Barberration  vs.  Ro-Gayn
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Barberration  - TheFallenOne
 Ro-Gayn  - Bakkan

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

[User]
 Barberration Initiative  (1d20-5)[ 3 ]

Potion Protection from Fire CL1 50 GP

need to review previous matches to make sure my potion and sunrod count on the sheet is correct

[User]
 Ro-Gayn
  Initiative  - (1d20+8)[ 20 ]

Doing the same and updating sheet.

[User]
 OK, reviewing previous matches, I have 2 Faith Healings and two unused sunrods remaining.

I buy
1 more sunrod 2 GP
3 slings with masterwork bullets 18 GP

that's all except reactionary

Refs/Spectators

 Spoiler
he'll probably try Colour Spray this time. That gives him only 2 Kelgores, which I can tank with potions. Everything else he has is short-range and he can't jump over the gaps, so I win a ranged fight. Bit unusual for Barberration, but whatever works
course, he may get some scrolls to shake things up...

[User]
 I buy:

1 scroll of Expeditious Retreat (25 gp)
1 scroll of Slide (25 gp)

How does holding something in your mouth work?  What sort of action is it to put something in your mouth/retrieve something from your mouth?

[User]
 you can hold 1(and only one) item in your mouth, which prevents you from speaking. Switching items between mouth, hands or changing the grip on an item are free actions

where is Slide from?

[User] Spell Compendium

[User]
 hm, quite the nice spell for this map. No reactionaries

As you probably expected, again a tent in B13-14 to prevent early death from sudden heat exposure. Tent exits are closed

Preparations

 Spoiler
Barberration is in B14, potion Resist Energy and potion Faith Healingx1 in hands, as well as 3 lit sunrods and a lit bullseye lantern

your go

[User]
 Ro-Gayn: Round 1

Actions(Refs/LoS)

 Spoiler

Begin in  Y14  with a lit bullseye lantern in left hand, a scroll in my mouth, and a scroll in my right hand.

 Spoiler

Mouth scroll: Slide.  Hand scroll: Expeditious Retreat

 Move Action:  Move to  X16
 Free Action:  Drop Bullseye Lantern in  W16/X15 , pointing West

 Standard Action:  Move to  X18

Moving silently on both movements:
  Move Silently  - (1d20+6)[ 10 ]
  Move Silently  - (1d20+6)[ 9 ]

Turn done.

Stats and Status (Refs)

 Spoiler

Position:  X18

HP: 8/8
AC: 14 (Touch 14, Flat-Footed 10)

Spells Prepared

 Spoiler

0th - Light, Dancing Lights, Acid Splash
1st - Kelgore's Fire Bolt, Burning Hands, Color Spray
2nd - Scorching Ray

[User]
 When you come out, you see
 Spoiler
a 60-ft cone of bright light and another 60 feet of shadowy light emanating west from W16/X15

[User]
 Barberration Turn 1

LoS

 Spoiler

Location: B14
Swift: Activate Travel Devotion
Standard: drink potion Resist Fire, drop vial
 sunrod to mouth, lit bullseye lantern pointing south  CP failure, wanted that removed. Though technically it counts I guess as posted
move: open southern exit of tent

 done

Stats

 Spoiler
HP 13/13
AC 16, Touch 11, FF 15
Travel Devotion 10/10
Resist Fire 100/100

Nothing comes out of the tent(I'm working on the assumption that opening the tents exit is a move action). If you have LoS on the southern edge of the tent

 Spoiler
you see the exit open. Beating Hide  (1d20)[ 17 ]  + distance penalty reveals Barberratation in B14. There is an empty vial on the ground

held items if Spot successful

 Spoiler
another potion, lit bullseye lantern, 3 lit sunrods

you see light equivalent to a sunrod emanating from B14/C15 if nothing else. That should be enough for us to not need a LoS check

edit: actually light equivalent to a lit bullseye lantern pointing south too

[User]
 Ro-Gayn: Round 2

Actions(Refs/LoS)

 Spoiler

Begin in  X18  a scroll in my mouth and a scroll in my right hand.

 Spoiler

Mouth scroll: Slide. Hand scroll: Expeditious Retreat

 Free Action:  Move scroll in mouth to left hand

 Standard Action:  Cast spell from scroll in right hand

 Spoiler

Expeditious Retreat

 Move Action:  Hide in  X18
  Hide  - (1d20+6)[ 25 ]

Turn done.

Stats and Status (Refs)

 Spoiler

Position:  X18

HP: 8/8
AC: 14 (Touch 14, Flat-Footed 10)

Expeditious Retreat: 10/10 rounds remaining

Spells Prepared

 Spoiler

0th - Light, Dancing Lights, Acid Splash
1st - Kelgore's Fire Bolt, Burning Hands, Color Spray
2nd - Scorching Ray

[User]
 Barberration Turn 2

no need to spoiler, you'll see me somewhere along the way

swift: emerge from tent into B15, then onward to I15
free: drop 1 sunrod in I15/J16
items held: lit sunrod in mouth, in hands a potion, sunrod, bullseye lantern

the lantern is pointing eastwards from I15/J14

If that doesn't give me LoS, I take a partial move to O15, which would give me LoS unless you used Expeditious Retreat turn 1 and jumped to another platform turn 2

[User] You may have LoS, you need to make 2 Spot checks.

[User]
 why two? 🤨
  Spot  - (1d20+4)[ 12 ]
  Spot  - (1d20+4)[ 10 ]

keep in mind that you need cover or concealment to hide. If I have bright illumination on your square through lantern/sunrods and nothing else gives you cover, the hiding is broken

[User] Ah, my mistake, I didn't notice that I would actually be clearly illuminated from your ending location.  You do not see me from I15, but you do see me once you get to O15.  I am standing in X18 with a scroll in my left hand.  A bullseye lantern sits in W16/X15

[User]
 hm, no triggered readied action, curious. Did you cast Expeditous Retreat and now plan to finish me with a point blank Colour Spray or Slide?

Finish move to Q16
free as part of move: draw sling with masterwork bullet
drop sunrod in Q16/R17
held items: sling right hand, lantern left hand, potion mouth
Free: Whirling Frenzy
Standard: sling attack on Ro-Gayn   attack  - (1d20+2)[ 18 ]
  damage  - (1d4+8)[ 9 ]
drop sling

 done

Stats

 Spoiler
HP 13/13
AC 19, Touch 13, FF 16
Travel Devotion 9/10
Resist Fire 99/100
Whirling Frenzy 5/5

[User] Nah, I was trying to do something fancy that didn't work out.  Good match.

[User]
 nice match 🙂

Care to tell me what the plan was? I have to admit, that Slide scroll and probability of you prepping Colour Spray had me quite worried about coming too close to you

[User] That was basically it, lure you in and either slide you off or color spray + scythe coup de grace.  I spent the last round casting Expeditious retreat on myself in order to give myself more movement, but I think I should have gone for a readied Slide instead.  I would have cast Expeditious retreat at the beginning of the first round, but that would have caused the force pane under me to disappear, right?

[User]
 exactly, casting it first would result in suicide. Moving onto the proper platforms and then casting it would've worked though, first turn there was nothing to fear from me with the tent closed and my need to drink the Resist potion

I actually would never have come close to you, without Shield or Mage Armor simple slings work well enough. Just stay in the center of a platform to avoid Slide, and be outside Colour Spray range unless you jump onto my platform inside Gore AoO range.
Still, nice melee repellant when even a beatstick like Barberration doesn't dare to approach

[User]
 High Ref Sallera
 Barberration takes the match.


[User]
 Character, Halfling Bard.

[rollv]4d6[/rollv]
[rollv]4d6[/rollv]
[rollv]4d6[/rollv]
[rollv]4d6[/rollv]
[rollv]4d6[/rollv]
[rollv]4d6[/rollv]

[User]
 (4d6)[ 1 ][ 2 ][ 3 ][ 6 ](12)
 (4d6)[ 4 ][ 3 ][ 5 ][ 2 ](14)
 (4d6)[ 2 ][ 4 ][ 5 ][ 6 ](17)
 (4d6)[ 3 ][ 1 ][ 4 ][ 4 ](12)
 (4d6)[ 5 ][ 3 ][ 6 ][ 2 ](16)
 (4d6)[ 3 ][ 3 ][ 1 ][ 4 ](11)


[User]
 200 ft Arena,starting 50ft from the edge(so 100ft beetwenn us)
Buff Rounds  (1d4+1)[ 3 ]

[User]
 Buff Rounds  (1d4+1)[ 2 ]

Initiative  (1d20+10)[ 26 ]

[User]
 Initiative  (1d20+4)[ 21 ]

Buff Round 1: Casts Haste on self
Buff Round 2:Enter Fiery Assault Stance

[User]
 Buff Round 1: Stand there.
Buff Round 2: Stand there.

1st Round of combat: Ready action to teleport 15' ahead and 180 degrees around if attacked. To you, it looks like I'm standing there.

[User] 1st Round:Walks 60ft towards you and draw weapons (move action)

[User] Round 2: Same ready action, still standing there.

[User]
 Round 2: Moves 20ft and casts Magic Missile on Dresil
Missile 1 [roll0]
Missile 2 [roll1]
Missile 3 [roll2]
Missile 4 [roll3]
Missile 5 [roll4]

[User]
 Roll did not got as planned...
Missile 1  (1d4+1)[ 5 ]
Missile 2  (1d4+1)[ 5 ]
Missile 3  (1d4+1)[ 4 ]
Missile 4  (1d4+1)[ 3 ]
Missile 5  (1d4+1)[ 2 ]

[User] Walk 15' up and use Wholeness of Body to heal wounds.

[User]
 make a Full Attack Action
the extra attack goes to Muramasa
Muramasa 1 [/roll]1d20+26[/roll]
Muramasa 2 [/roll]1d20+21[/roll]
Muramasa 3 [/roll]1d20+16[/roll]
Muramasa 4 [/roll]1d20+11[/roll]
Muramasa 5 [/roll]1d20+26[/roll]
Mitsurugi 1   [/roll]1d20+26[/roll]

Crit Confirm
Muramasa 1 [/roll]1d20+26[/roll]
Muramasa 2 [/roll]1d20+21[/roll]
Muramasa 3 [/roll]1d20+16[/roll]
Muramasa 4 [/roll]1d20+11[/roll]
Muramasa 5 [/roll]1d20+26[/roll]
Mitsurugi 1   [/roll]1d20+26[/roll]

Damage
Muramasa 1 [/roll]1d10+10[/roll]
Muramasa 2 [/roll]1d10+10[/roll]
Muramasa 3 [/roll]1d10+10[/roll]
Muramasa 4 [/roll]1d10+10[/roll]
Muramasa 5 [/roll]1d10+10[/roll]
Mitsurugi 1   [/roll]1d10+7[/roll]+ (1d6+7)[ 11 ]

[User]
 ok,this is not my day...
 Muramasa 1  (1d20+26)[ 40 ]
 Muramasa 2  (1d20+21)[ 36 ]
 Muramasa 3  (1d20+16)[ 22 ]
Muramasa 4  (1d20+11)[ 31 ] Natural 20
 Muramasa 5  (1d20+26)[ 42 ]
 Mitsurugi 1  (1d20+26)[ 42 ]

Crit Confirm
 Muramasa 1  (1d20+26)[ 27 ]
 Muramasa 2  (1d20+21)[ 30 ]
 Muramasa 3  (1d20+16)[ 20 ]
 Muramasa 4  (1d20+11)[ 27 ]
 Muramasa 5  (1d20+26)[ 29 ]
 Mitsurugi 1  (1d20+26)[ 37 ]

Damage
 Muramasa 1  (1d10+10)[ 16 ]
 Muramasa 2  (1d10+10)[ 20 ]
 Muramasa 3  (1d10+10)[ 15 ]
Muramasa 4  (1d10+10)[ 18 ]
 Muramasa 5  (1d10+10)[ 13 ]
 Mitsurugi 1  (1d10+7)[ 15 ] +11

[User]
 18 damage, 106 remains.

Flurry of Blows as Response.

 (1d20+25)[ 35 ]
 (1d20+25)[ 39 ]
 (1d20+25)[ 37 ]
 (1d20+20)[ 23 ]
 (1d20+15)[ 28 ]

Crit Confirm

 (1d20+25)[ 36 ]
 (1d20+25)[ 37 ]
 (1d20+25)[ 35 ]
 (1d20+20)[ 40 ]
 (1d20+15)[ 29 ]

Damage
 (2d10+9)[ 21 ]
 (2d10+9)[ 16 ]
 (2d10+9)[ 20 ]
 (2d10+9)[ 22 ]
 (2d10+9)[ 26 ]

[User]
 cross the ones that did not hit plz ^^ Haste is giving me AC 30 so atks 1,2 e 3
57 damagem, 49 remaining

5foot step(don't provoke attack)
casts Antimagi Field

BBA +19/+14/+9/+4
Damage Muramasa 1d10+2 Mitsurugi 1d10+1
AC 11

[User]
 5' forward, then Quivering Palm

 (1d20+18)[ 32 ]

Crit Chance

 (1d20+18)[ 23 ]

Damage

 (2d10+2)[ 12 ]

Fort save DC 30 or die.

[User]
 I am pretty much dead so...

 (1d20+12)[ 32 ]

[User]
 lol,I survived,can't believe it...
aniway

I initiate Greater Insightful Strike,its Extraordinary so it works,I make a meelee atack and if it hits I trade the "normal damage" for 2x a Concentration check

Attack Roll  (1d20+19)[ 29 ]

Damage  (1d20+25)[ 29 ]  x2

[User]
 Flurry of blows again:

 (1d20+18)[ 37 ]
 (1d20+18)[ 31 ]
 (1d20+18)[ 23 ]
 (1d20+11)[ 15 ]
 (1d20+8)[ 20 ]

Crit Chance

 (1d20+18)[ 35 ]
 (1d20+18)[ 32 ]
 (1d20+18)[ 30 ]
 (1d20+11)[ 21 ]
 (1d20+8)[ 19 ]

Damage

 (2d10+2)[ 12 ]
 (2d10+2)[ 9 ]
 (2d10+2)[ 14 ]
 (2d10+2)[ 20 ]
 (2d10+2)[ 15 ]

[User] First one crits due to Improved Critical


[User]
 Arena Tournament, Round 83:  Kobold McDragon  vs.  Harry
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Xiagu - Kobold McDragon
 Scoot - Harry
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Initiative   (1d20-6)[ 2 ]
 Still need to make purchases.

Edit: Buying 3 Harpoons (45gp, 15ea)

[User]
 No purchases.

  Init  - (1d20+4)[ 22 ]

Edit: Also, taking my armor and leaving the riding dog, crossbow, and bolts behind this match.

[User]
 ...so yeahhh. I'd like to say I won't take so long next time, but that probably won't be true 😩
 Kobold McDragon, Round 1

Start in M4.

Swift action: Activate Animal Devotion (Hawk's Flight)

Double move up at a 60deg angle to M7, 30 feet off the ground (traveling 34.641 (call it 35) feet at half speed = 70 feet out of 80 for a double move), then 10 feet forward to M9.

Stats:
 Spoiler
Current location: M9, +30 ft elevation

HP: 11/11
AC: 21, flat-footed 17, touch 15 (+3 armor, +2 shield, +4 Dex, +1 size, +1 natural)

Hawk's Flight round 1/10, 9 remaining

Finished.

[User] Unfortunately, you have to use D&D movement rules to determine distance traveled, not trig, so it takes the full 80ft to reach M7+30.

[User] I've never seen any rules for moving at upwards angles (besides 45 degrees). How do these work?

[User] You use the maximum upward angle as usual, but you calculate distance as though you were passing through all the squares a line between start and end would.  However, it seems I miscalculated, and the 70 was correct, so the initial movement is valid.

[User]
 Thanks, I never knew that.

According to that, the path is valid if you're willing to call 63.4 degrees "about 60." All the other paths, including flying at exactly 60 degrees, take 80 feet or more. I'm fine with stopping at M7+30 if I have to.

[User]
 *goes and fiddles with lines*

Hm.  So apparently that isn't a good way of explaining it.  I need to try these things before I post them...  What I meant to say was that you still calculate your movement one square at a time, and only use the max upward angle between start and end to determine whether a particular straight-line path is valid.

[User]
 Harry Round 1

Start in  M23  with a harpoon in my hands.

Double move to  J14  (I'm assuming the double movement for stairs means it takes 10ft per square?)

 End Turn

stats

 Spoiler
HP 14/14
AC 12 T10 FF12

[User]
 I'm still confuzzled about flying movement, but okay.

 Kobold McDragon, round 2

Move: Fly from M9+30 -> M11+30 -> J14+30.

Standard: Use Breath Weapon (30 ft line) with Entangling Exhalation targeting J14.
Half of   Damage  - (1d6)[ 4 ]  fire damage, Reflex 13 half (again).
  Duration  - (1d4)[ 4 ]  round duration.

Free: Hope Harry rolls really badly when skewering me 😛

Stats:
 Spoiler
Current Location: J14+30ft

HP: 11/11
AC: 21, flat-footed 17, touch 15 (+3 armor, +2 shield, +4 Dex, +1 size, +1 natural)

Hawk's Flight round 2/10, 8 remaining

Finished.

[User]
 Harry Round 2
 Reflex   (1d20)[ 4 ]
(What does Entangling Exhalation do? Make the fire persist?)

And then I rage,

And heave a harpoon at McDragon.

Attack  (1d20+9)[ 17 ]
Damage (1d10+7)[ 9 ]
Crit Confirm (1d20+9)[ 26 ]
Extra Crit Damage (1d10+7)[ 8 ]

End Turn

stats

 Spoiler
12/16
10AC 8F 10FF
Rage 7/8

Edit: Putting in damage to me.

[User]
 Entangling Exhalation makes the breath weapon persist on stuff it damages, dealing 1d6 damage/round on my turn, and it  entangles  you. It also halves the initial breath weapon damage when used.

 Kobold McDragon, round 3

The harpoon misses.

Harry takes   EntExDmg  - (1d6)[ 3 ]  fire damage from the breath weapon stuck on him. (that was round 1/4)

Since EE was ruled to not stack with itself, I'll just use a normal breath weapon this round.
  Damage  - (1d6)[ 3 ]  fire damage, Reflex 13 half.

Move: Fly from J14+30 to G14+45.

Stats:
 Spoiler
Current Location: G14+45ft

HP: 11/11
AC: 21, flat-footed 17, touch 15 (+3 armor, +2 shield, +4 Dex, +1 size, +1 natural)

Hawk's Flight round 3/10, 7 remaining

Finished.

[User]
 Harry Round 3
Reflex (1d20)[ 8 ]

Move to  G14 ,

Free action to draw a harpoon.

And desperatly heave it.

Attack (1d20+3)[ 4 ]
Damage (1d10+7)[ 8 ]
Crit Confirm (1d20+3)[ 19 ]
Extra Crit Damage (1d10+7)[ 17 ]
 End Turn

stats

 Spoiler
HP 8/16
AC 10 T8 FF10
Rage 6/8
Entangled

Edit: Put in damage.

[User]
 Not that it matters, but shouldn't that attack roll be at +5? +1 BAB, +7 Str (+2 from rage), -2 entangled, and -2 range penalty?

 Kobold McDragon, round 4

Harry takes   EntExDmg  - (1d6)[ 4 ]  fire damage from the entangling breath weapon. (Round 2/4)

Move: Fly down 20 feet to G14+25.

Standard: Use my breath weapon again.
  Damage  - (1d6)[ 6 ]  fire damage, Reflex 13 half.

Stats:
 Spoiler
Current Location: G14+25ft

HP: 11/11
AC: 21, flat-footed 17, touch 15 (+3 armor, +2 shield, +4 Dex, +1 size, +1 natural)

Hawk's Flight round 4/10, 6 remaining

Finished.

[User]
 +1 Primitive Weapons, but yes, that would be only 1 increment, I factored in 2.

 Harry Round 4

Reflex  (1d20)[ 10 ]
 Need to see result.

Harry is now a nicely blackened crisp.

Good fight.

[User]
 High Ref Sallera
 McDragon continues to emulate his namesake, and incinerates another opponent from on high.


[User]
 Map: Any preference?

Buff Rounds: I'd prefer 3+All Day, that sound good?

[User]
 3 rounds + All-days is good for buffs.

For the map, I propose this:

 {table=head] |A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 ||||||||||||
 22 ||| C | C ||||| C | C ||
 23 ||| C | C ||||| C | C ||
 24 |
 25 |||||||||||[/table]
Arena is of worked stone, with a ceiling 60 feet high. Columns and walls run floor-to-ceiling. Arena is lit by a mysterious light equivalent to an overcast day, and there is no wind. Contestants start in either the top three or bottom three rows.

If that is acceptable, I call the bottom, in:

 Spoiler
E23, elevation +30

[User]
 I previewed that, so I needed another post for these rolls:

Buffs:

 Spoiler
Multi-day buffs:
Spell Phylactery with Scroll of Protection from Chaos set to activate "When I am affected by a charm or compulsion".
Extended Energy Immunity: Electricity
Extended Energy Immunity: Cold
Extended Heart of Air
Extended Heart of Water
Extended Heart of Earth
Extended Heart of Fire
Extended Scent
Extended Magic Vestment +4 on normal clothes
Extended Adept Spirit
Extended Tyche's Touch

All-day buffs:

Create Magic Tattoo for +1 CL
DMM Southern Magicked Persistent Suffer the Flesh +5
Cast Fox's Cunning on Familiar
Drink Terran Brandy, having cast Lesser Restoration to survive it.
Use Bead of Karma
Cast Guidance of the Avatar
Familiar casts Harmonic Chorus from scroll
Activate Adept Spirit
Activate Ankh of Ascension, sacrificing Quest
Use Ruby Skull of Wee Jas and Elder Giant Magic to cast Extended Power leech at CL 36 on familiar, exclusively targeting intelligence.
Cast 7 Restorations from scrolls during the process of the spell
Cast Owl's Wisdom, Eagle's Splendor, and Cat's Grace on familiar
Cast Scroll of Arcane Spellsurge
On the next round, Activate Sanctified Spell, and cast Extended Power Leech on familiar, exclusively targeting Wisdom. Swift action spent on casting an arcane Extended Power Leech on familiar, exclusively targeting charisma.
Immediately cast Celerity, followed by Extended Power Leech, exclusively targeting Dexterity.
27 more scrolls of Restoration used during the courses of the spells.
DMM Persist Southern Magicked See Invisibility
DMM Persist Southern Magicked Greater Blink
DMM Persist Southern Magicked Bladeweave
DMM Persist Southern Magicked Arcane Sight
DMM Persist Lesser Holy Transformation
DMM Persist Battlemagic Perception
DMM Persist Divine Power
DMM Persist Vision of the Omniscient Eye
Scroll of Primal Hunter
Scroll of Primal Instinct
Scroll of Primal Senses
Domain Draught of Balance
Autohypnosis check for 78 temporary hit points
Autohypnosis check for DR 2/-
Endure Elements
Anticipate Teleportation
Cast Adept Spirit
Familiar hidden in Familiar Pocket

Round 1: Arcane Spellsurge from Scroll, activate Adept Spirit

Round 2: Thunderlance, True Seeing

Round 3: Spell Resistance, Death Ward

  Initiative  - (1d20+72)[ 84 ]

[User]
 I am in
 Spoiler
D2

Buffs:
 Spoiler
 All Day:
Use First Bead of Karma
Cast Superior Resistance
Cast Extended GMW on Greatsword
Cast DMM Persist Righteous Might
Cast DMM Persist Divine Power
Cast GMW on armor spikes
Cast GMW on shield spikes
Cast MV on armor
Cast MV on shield
Use Scroll of Persisted Heroism [Shock Trooper]
Cast Heroes' Feast
Eat Heroes' Feast
 Every 4 hours:
Extended Conviction
 Every 2 hours:
Shield of Faith
 Round 1:
Psicrystal: Use Power Stone of Control Body on me
Physical Standard: Activate Second Bead of Karma
Mental Standard: Manifest Schism
 Round 2:
Physical Standard: Drink Potion of Barkskin
Mental Standard: Cast Shield of Warding
Schism: Manifest Share Pain
 Round 3:
Physical Standard: Ready an action to charge anyone who comes within my range
Mental Standard: Manifest Vigor (16pp)
Schism: Manifest Touchsight (9pp)

What senses do you have?  I have touchsight to 80ft plus normal senses.

Initiative:  (1d20)[ 16 ]

[User]
 True Seeing, see Invisibility, Arcane Sight, and normal senses with high modifiers.

Since it seems I go first:

 Spoiler
Move to B18

I now have LoS to columns A, B, and C. Do I see you in any of these spaces?

Turn is not over.

[User] Not if you can't see through walls.

[User]
 I don't know what you mean. I has LoS even to C1 and 2. If you're on the Ethereal, my sight does extend to that plane, as I am Blinking.

If you're just not in any of those squares, I continue my move:

 Spoiler
End in A10.

I now have LoS to all your eligible starting squares except Rows D, E, K, and L. And J2.

[User]
 Ah, I am in C1-D2.  You see a large man in dulled metallic armor.  In his hand he wields a large two handed sword.

EDIT: I forgot to ask: What tier is your character?  Mine is estimated at around Tier 2.

[User]
 You see and feel what appears to be a tall winged humanoid with long golden hair and glowing blue eyes. He wears no armor, but has several scrolls and miscellaneous items on his person. In his hands he wields a 10' spear of pulsing magical energy. A number of glowing magical sigils orbit his head, and the air around him crackles with magical energy. He is blinking in and out of the material plane.

I would like to know of any magical auras on your person, and the strength and dominant school(s) of each. I would also like to know of any observable magical effects on your person. My spellcraft modifier is approximately +yes, so I recognize pretty much anything on sight. Also, I'd like to know which Knowledge skill will yield information about your race/type.

You may make a spot check, three Knowledge (Arcana) checks, a Knowledge (the Planes) check, and five spellcraft checks.

The rest of my actions depend on what I see and know.

Edit: I would say Tier 1 or so.

[User]
 Heck, just open my buff list.  Doesn't really matter to me.  However, when I see you, my readied action goes off.

Partial Charge:

 (1d20+26)[ 44 ]  melee touch attack
Damage:  (3d6+66)[ 83 ]
 (1d20+21)[ 37 ]  melee touch attack
Damage:  (3d6+66)[ 79 ]
 (1d20+16)[ 25 ]  melee attack
Damage:  (3d6+66)[ 74 ]

You see a few minor conjuration, transmutation, and abjuration items on me.  I haven't really spent too much of my gold yet...

EDIT: I'm heading in for the night.

[User]
 I forgot to mention that I'm in A10, 30 feet up, flying with my wings. That's my destination. You first see me in B18, from which I fly to A10.

I also forgot to mention that you see a spell component pouch and that I'm holding a holy symbol of Wee Jas. You are entitled to knowledge, spot, and spellcraft checks, as noted above, to gain information about me. What knowledge skill will gain information about you? This is relevant because I have Knowledge Devotion.

For your auras, I'm really looking for strong abjuration auras. Do I see any? Remember that enchantment auras will ping as abjuration in the ToS.

How did you ready an action when I went first, and you can't ready actions during buff rounds that go off after the buff rounds? And how are you charging when you can't partial charge unless you're restricted to a move or standard, and don't have a clear line to me for a charge?

[User]
 Nope, no spell turning or anything.

Didn't realize that about buff rounds, should have been obvious in retrospect.

Knowledge (Local) works on me.

Spot  (1d20+3)[ 7 ]
Knowledge (Arcana)  (1d20+19)[ 35 ]
Knowledge (Arcana)  (1d20+19)[ 25 ]
Knowledge (Arcana)  (1d20+19)[ 29 ]
Knowledge (The Planes)  (1d20+19)[ 36 ]
Spellcraft  (1d20+19)[ 35 ]
Spellcraft  (1d20+19)[ 23 ]
Spellcraft  (1d20+19)[ 22 ]
Spellcraft  (1d20+19)[ 31 ]
Spellcraft  (1d20+19)[ 23 ]

[User]
 Those rolls are good enough to know that you're looking at a Protectar, but also that there is a spell (Lesser Holy Transformation) that partially transforms the caster into one. You suspect that's what you're dealing with, since your opponent has Illumian power sigils orbiting his head, which persist through form-altering effects. You also recognize that he is wielding a Thunderlance.

I cast Dolorous Motes as a swift action, filling A1-H4 floor-to-ceiling, except for D1 and D2, which are clear from floor-to-ceiling. Make a DC 52 will save vs. daze.

OO:

 Spoiler
  Wisdom Damage  - (1d3)[ 3 ]

Activate Mysticism domain power

End Turn.

[User]
 ...Jesus Christ.

Will Save  (1d20+26)[ 44 ]

[User]
 I guess it goes back to me then. Make another save before I act, same DC.

I fly to D2, elevation +30, and attack you.

  Attack Roll  - (1d20+79)[ 85 ]
  Damage  - (3d6+97)[ 108 ]

Add another 5 to both attack and damage if you happen to be from Mulan, in Faerun.

Turn not over. I want to know if you seem at all damaged by that, and if you succeed on your save you might be able to use an immediate counter of some sort.

[User]
 Will Save  (1d20+26)[ 37 ]

He appears injured but still looks relatively fine.

[User]
 I cast Flesh to Ice on you, DC 54.

If you survive that, make a DC 51 will save at the end of my turn, or be dazed for a round. Though I guess we can just skip that since you're already dazed.

Edit: I would like to amend my altitude to +25. I got confused about what constitutes 30 feet in the air.

End Turn

[User]
 Fortitude Save  (1d20+22)[ 28 ]

OK, I'm iced...

[User]
 I cast greater Dispel Magic on the ice statue.

Rolls:

 Spoiler
  Dispel Check 1  - (1d20+24)[ 29 ]
  Dispel Check 2  - (1d20+24)[ 42 ]
  Dispel Check 3  - (1d20+24)[ 43 ]
  Dispel Check 4  - (1d20+24)[ 37 ]
  Dispel Check 5  - (1d20+24)[ 43 ]
  Dispel Check 6  - (1d20+24)[ 30 ]
  Dispel Check 7  - (1d20+24)[ 43 ]
  Dispel Check 8  - (1d20+24)[ 31 ]
  Dispel Check 9  - (1d20+24)[ 25 ]
  Dispel Check 10  - (1d20+24)[ 41 ]
  Dispel Check 11  - (1d20+24)[ 31 ]
  Dispel Check 12  - (1d20+24)[ 31 ]
  Dispel Check 13  - (1d20+24)[ 44 ]
  Dispel Check 14  - (1d20+24)[ 38 ]
  Dispel Check 15  - (1d20+24)[ 26 ]
  Dispel Check 16  - (1d20+24)[ 29 ]
  Dispel Check 17  - (1d20+24)[ 26 ]
  Dispel Check 18  - (1d20+24)[ 42 ]
  Dispel Check 19  - (1d20+24)[ 38 ]
  Dispel Check 20  - (1d20+24)[ 39 ]

I remove the head of the statue with a hacksaw, and use a scroll of Ice to Flesh on the body. If you can survive the decapitation, we can continue. If not, I guess it's game.

[User] I technically can...but it's kinda pointless.  I can't withstand firepower of that magnitude.

[User]
 Really? How can you do that without Trollshape?

I guess it's irrelevant, since I just realized that in all likelihood I can not kill you again. I persisted Bladeweave, but not the only weapon I could ever use it with. 😩

I'll just leave you as a statue. I only really need to unfreeze people if it's a qualifier anyway, and I don't think I'll ever take this guy to a qualification match.

[User] Craft Contingent Delay Death keeps me alive for a few more rounds.


[User]
 An ominous tune can be heard playing throughout the caverns, creating a sense of foreboding not even a Fiend could match. The the beat of the eerie music, an army of... Brooms marches, each carrying two buckets of water. Except these weren't a mistake by some Sorcerer's Apprentice. These were made for a much more malicious purpose. Outside the tunnels is a prosporous village. And unless they are stopped- the Village will be the first of many to fall.
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
2.	Destiny Hero - Plasma
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Crusader of Endymion
6.	Summoner Monk
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Breaker the Magical Warrior
10.	Jester Confit
11.	Jester Confit
12.	Jester Confit
13.	Defender, the Magical Knight
14.	Defender, the Magical Knight
15.	Defender, the Magical Knight
16.	Kycoo the Ghost Destroyer
17.	Kycoo the Ghost Destroyer
18.	Kycoo the Ghost Destroyer
19.	Chaos Sorcerer
20.	Chaos Sorcerer
21.	Secret Village of the Spellcasters
22.	Secret Village of the Spellcasters
23.	Secret Village of the Spellcasters
24.	Terraforming
25.	Terraforming
26.	Terraforming
27.	Swords of Revealing Light
28.	Brain Control
29.	Nightmare’s Steelcage
30.	Nightmare’s Steelcage
31.	Mystical Space Typhoon
32.	Heavy Storm
33.	Book of Moon
34.	Book of Moon
35.	Book of Moon
36.	Magical Dimension
37.	Magical Dimension
38.	Royal Decree
39.	Royal Decree
40.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler

Face Downs:

[User]
 A little girl wearing a biege cloak stands in there way and says,  "You really ought to be careful where you take that much water. You might irritate people like me."

Init: (1d20)[ 3 ]
Hand:  (5d42)[ 30 ][ 15 ][ 14 ][ 28 ][ 25 ](112)
Extras:  (3d42)[ 28 ][ 22 ][ 40 ](90)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

Life Points 8000

 Spoiler

Hand-5
 Spoiler
 UFO Turtle
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer

facedowns
 Spoiler

-

1.	Deck-Candle Light-37
 Spoiler
1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Gravity Bind
15.	Level Limit - Area B
16.	Threatening Roar
17.	Raging Flame Sprite
18.	Raging Flame Sprite
19.	Raging Flame Sprite
20.	Fox Fire
21.	Fox Fire
22.	Fox Fire
23.	Hiita the Fire Charmer
24.	Threatening Roar
25.	UFO Turtle
26.	DNA Transplant
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Lightning Vortex
32.	Dark Bribe
33.	Dark Bribe
34.	Dark Bribe
35.	Pot of Avarice
36.	Mirror Force
37.	Swords of Revealing Light
 UFO Turtle
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer

Graveyard
 Spoiler

-

[User]
 The Brooms wordlessly march on. The tune continues.
 (1d20)[ 4 ]
 (5d40)[ 10 ][ 31 ][ 24 ][ 18 ][ 23 ](106)
 (3d40)[ 26 ][ 38 ][ 14 ](78)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
2.	Destiny Hero - Plasma
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Crusader of Endymion
6.	Summoner Monk
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Breaker the Magical Warrior
11.	Jester Confit
12.	Jester Confit
13.	Defender, the Magical Knight
14.	Defender, the Magical Knight
15.	Defender, the Magical Knight
16.	Kycoo the Ghost Destroyer
17.	Kycoo the Ghost Destroyer
19.	Chaos Sorcerer
20.	Chaos Sorcerer
21.	Secret Village of the Spellcasters
22.	Secret Village of the Spellcasters
25.	Terraforming
26.	Terraforming
27.	Swords of Revealing Light
28.	Brain Control
29.	Nightmare’s Steelcage
30.	Nightmare’s Steelcage
32.	Heavy Storm
33.	Book of Moon
34.	Book of Moon
35.	Book of Moon
36.	Magical Dimension
37.	Magical Dimension
38.	Royal Decree
39.	Royal Decree
40.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Jester Confit
-Mystical Space Typhoon
-Terraforming
-Kycoo the Ghost Destroyer
-Secret Village of the Spellcasters
Face Downs:

[User]
 (1d35)[ 2 ]
Without a sound, the magic card  Terraforming  appears above the Brooms, as the ones at the front have to stop, delaying the march.
 You then suddenly feel paralysed, as if you cannot use your magic.
Then, a  Strange man, half his face obscured by a mask , appears before the March, forcing you back slightly, and letting the Brooms carry on a bit more. The Music goes on as they appear to end their turn.
{table="head]1|2|3|4|5
-|-|K|-|-
-|-|-|-|-[/table]
K= Kycoo the Ghost Destroyer, ATK=1800
Field= Secret Village of the Spellcasters

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Crusader of Endymion
6.	Summoner Monk
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Breaker the Magical Warrior
10.	Jester Confit
11.	Jester Confit
12.	Defender, the Magical Knight
13.	Defender, the Magical Knight
14.	Defender, the Magical Knight
15.	Kycoo the Ghost Destroyer
16.	Kycoo the Ghost Destroyer
17.	Chaos Sorcerer
18.	Chaos Sorcerer
19.	Secret Village of the Spellcasters
21.	Terraforming
22.	Terraforming
23.	Swords of Revealing Light
24.	Brain Control
25.	Nightmare’s Steelcage
26.	Nightmare’s Steelcage
27.	Heavy Storm
28.	Book of Moon
29.	Book of Moon
30.	Book of Moon
31.	Magical Dimension
32.	Magical Dimension
33.	Royal Decree
34.	Royal Decree
35.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Terraforming

Removed from Play:
 Spoiler
*nothing*

Hand- 4

 Spoiler
-Jester Confit
-Mystical Space Typhoon
-Secret Village of the Spellcasters
-Destiny Hero - Plasma
Face Downs:

[User]
 That will be obnoxious.

Hand:  (1d37)[ 31 ]
{table="head]1|2|3|4|5
-|-|f|-|-
-|-|-|-|-[/table]

Life Points 8000
[/spoiler]
Graveyard
 Spoiler

-

 One facedown monster shall be all.
((copying out spoilered stuff due to wierdness.))

[User]
 {table="head]1|2|3|4|5
-|-|f|-|-
-|-|-|-|-[/table]

Life Points 8000

 Spoiler

Hand-5
 Spoiler
 Lightning Vortex
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer

facedowns
 Spoiler
UFO Turtle
-

1.	Deck-Candle Light-37
 Spoiler
1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Gravity Bind
15.	Level Limit - Area B
16.	Threatening Roar
17.	Raging Flame Sprite
18.	Raging Flame Sprite
19.	Raging Flame Sprite
20.	Fox Fire
21.	Fox Fire
22.	Fox Fire
23.	Hiita the Fire Charmer
24.	Threatening Roar
25.	UFO Turtle
26.	DNA Transplant
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Dark Bribe
32.	Dark Bribe
33.	Dark Bribe
34.	Pot of Avarice
35.	Mirror Force
36.	Swords of Revealing Light
 UFO Turtle
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer
Lightning Vortex

Graveyard
 Spoiler

-

(Transfered everything to this post.)

[User]
 [Wierd thing with the coding there...]
 (1d33)[ 22 ]
The spellcaster destroys your monster. The Brooms march on.
(End Turn)
{table="head]1|2|3|4|5
-|-|K|-|-
-|-|-|-|-[/table]
K= Kycoo the Ghost Destroyer, ATK=1800
Field= Secret Village of the Spellcasters

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
2.	Crusader of Endymion
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Summoner Monk
6.	Breaker the Magical Warrior
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Jester Confit
10.	Jester Confit
11.	Defender, the Magical Knight
12.	Defender, the Magical Knight
13.	Defender, the Magical Knight
14.	Kycoo the Ghost Destroyer
15.	Kycoo the Ghost Destroyer
16.	Chaos Sorcerer
17.	Chaos Sorcerer
18.	Secret Village of the Spellcasters
19.	Terraforming
20.	Terraforming
21.	Swords of Revealing Light
23.	Nightmare’s Steelcage
24.	Nightmare’s Steelcage
25.	Heavy Storm
26.	Book of Moon
27.	Book of Moon
28.	Book of Moon
29.	Magical Dimension
30.	Magical Dimension
31.	Royal Decree
32.	Royal Decree
33.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Terraforming

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Jester Confit
-Mystical Space Typhoon
-Secret Village of the Spellcasters
-Destiny Hero - Plasma
-Brain Control
Face Downs:

[User]
 Facedown was UFO turtle who shall bring out Little chimera

Draw:  (1d35)[ 14 ]

(Happened again. Reposting info in next post.)

[User]
 (Fiddling)

{table="head"]1|2|3|4|5
-|-|LC|UFO|-
-|-|f|-|-[/table]
LC-Little Chimera- 1100 /550
UFO- UFO Turtle-  1900 /1200

Life Points 8000

 Spoiler

Hand-5
 Spoiler
 Lightning Vortex
Molten Destruction
Molten Destruction
Hiita the Fire Charmer

facedowns
 Spoiler
c.Gravity Bind

Deck-Candle Light-34
 Spoiler
1.	Little Chimera
2.	Little Chimera
3.	Swords of Revealing Light
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Mirror Force
15.	Level Limit - Area B
16.	Threatening Roar
17.	Raging Flame Sprite
18.	Raging Flame Sprite
19.	Raging Flame Sprite
20.	Fox Fire
21.	Fox Fire
22.	Fox Fire
23.	Hiita the Fire Charmer
24.	Threatening Roar
25.	UFO Turtle
26.	DNA Transplant
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Dark Bribe
32.	Dark Bribe
33.	Dark Bribe
34.	Pot of Avarice
 UFO Turtle
Little Chimera
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer
Lightning Vortex

Graveyard
 Spoiler

-

 I shall now summon another UFO turtle who will attack Kycoo. Followed by a direct attack by the Little Chimera. Followed by a facedown and then the end of my turn.
(Found error. What a difference a " can make.)

[User]
 (1d32)[ 16 ]
First,  A crazy looking Jester  appears, and  takes control of UFO Turtle .
The Turtle than destroys your Chimera, while the Jester watches, and wiats to be retaliated against by the Turtle.
[End Turn... Wow, Little Chimera screwed up my plans a little, I've now has to pretty much sacrifice my Jester and quite a few life points to stay in the game >.<]
{table="head]1|2|3|4|5
-|-|JC|-|-
-|-|-|-|-[/table]
JC= Jester Confit, ATK=0
Field= Secret Village of the Spellcasters

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
2.	Crusader of Endymion
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Summoner Monk
6.	Breaker the Magical Warrior
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Jester Confit
10.	Jester Confit
11.	Defender, the Magical Knight
12.	Defender, the Magical Knight
13.	Defender, the Magical Knight
14.	Kycoo the Ghost Destroyer
15.	Kycoo the Ghost Destroyer
17.	Chaos Sorcerer
18.	Secret Village of the Spellcasters
19.	Terraforming
20.	Terraforming
21.	Swords of Revealing Light
22.	Nightmare’s Steelcage
23.	Nightmare’s Steelcage
24.	Heavy Storm
25.	Book of Moon
26.	Book of Moon
27.	Book of Moon
28.	Magical Dimension
29.	Magical Dimension
30.	Royal Decree
31.	Royal Decree
32.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 6000
Graveyard:
 Spoiler
-Terraforming
-Kycoo, The Ghost Destroyer
-Brain Control

Removed from Play:
 Spoiler
*nothing*

Hand- 4

 Spoiler
-Mystical Space Typhoon
-Secret Village of the Spellcasters
-Destiny Hero - Plasma
-Chaos Sorcerer
Face Downs:

[User] Not so fast for I activate Gravity Bind. Which will prevent the turtle from attacking. How does that change your move?

[User] As a response to Gravity Bind,  A bolt of lightning destroys it, coming from the Brooms' 'hand'

[User]
 Oh thats no fun.

Draw:  (1d34)[ 25 ]

{table="head"]1|2|3|4|5
-|-|UFO|UFO|-
-|-|-|-|-[/table]
Field:Molten Destruction
UFO- UFO Turtle-  1900 /800

Life Points 7200

 Spoiler

Hand-5
 Spoiler
 Lightning Vortex
Molten Destruction
Hiita the Fire Charmer

facedowns
Deck-Candle Light-33
 Spoiler
1.	Little Chimera
2.	Little Chimera
3.	Swords of Revealing Light
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Mirror Force
15.	Level Limit - Area B
16.	Threatening Roar
17.	Raging Flame Sprite
18.	Raging Flame Sprite
19.	Raging Flame Sprite
20.	Fox Fire
21.	Fox Fire
22.	Fox Fire
23.	Hiita the Fire Charmer
24.	Threatening Roar
25.	Pot of Avarice
26.	DNA Transplant
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Dark Bribe
32.	Dark Bribe
33.	Dark Bribe
 UFO Turtle
UFO Turtle
Little Chimera
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer
Lightning Vortex

Graveyard
 Spoiler
Little Chimera
Gravity Bind

 I summon another UFO turtle. One shall attack your monster the other you (2800 total damage). Then I will replace your village with Molten Destruction.

[User]
 (1d31)[ 26 ]
The Village reappears, and a face down materialises.
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|F|-|-[/table]
Field= Secret Village of the Spellcasters

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
2.	Crusader of Endymion
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Summoner Monk
6.	Breaker the Magical Warrior
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Jester Confit
10.	Jester Confit
11.	Defender, the Magical Knight
12.	Defender, the Magical Knight
13.	Defender, the Magical Knight
14.	Kycoo the Ghost Destroyer
15.	Kycoo the Ghost Destroyer
16.	Chaos Sorcerer
17.	Secret Village of the Spellcasters
18.	Terraforming
19.	Terraforming
20.	Swords of Revealing Light
21.	Nightmare’s Steelcage
22.	Nightmare’s Steelcage
23.	Heavy Storm
24.	Book of Moon
25.	Book of Moon
27.	Magical Dimension
28.	Magical Dimension
29.	Royal Decree
30.	Royal Decree
31.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 3200
Graveyard:
 Spoiler
-Terraforming
-Kycoo, The Ghost Destroyer
-Brain Control
-Mystical Space Typhoon
-Jester Confit

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Destiny Hero - Plasma
-Chaos Sorcerer
Face Downs:
-Book of Moon

[User]
 Come on draw.

Draw:  (1d33)[ 18 ]

{table="head"]1|2|3|4|5
-|-|UFO|f|-
-|-|-|-|-[/table]
Field:Molten Destruction
UFO- UFO Turtle-  1900 /800

Life Points 7200

 Spoiler

Hand-2
 Spoiler
 Raging Flame Sprite
Lightning Vortex

facedowns
 Spoiler
d.UFO Turtle
b.Hiita the Fire Charmer

Deck-Candle Light-32
 Spoiler
1.	Little Chimera
2.	Little Chimera
3.	Swords of Revealing Light
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Mirror Force
15.	Level Limit - Area B
16.	Threatening Roar
17.	Raging Flame Sprite
18.	Dark Bribe
19.	Raging Flame Sprite
20.	Fox Fire
21.	Fox Fire
22.	Fox Fire
23.	Hiita the Fire Charmer
24.	Threatening Roar
25.	Pot of Avarice
26.	DNA Transplant
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Dark Bribe
32.	Dark Bribe

 UFO Turtle
Raging Flame Sprite
UFO Turtle
Little Chimera
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer
Lightning Vortex

Graveyard
 Spoiler

Molten Destruction
Little Chimera
Gravity Bind

 I'll play another of my field spell as well. Then if there is no response my turtle's shall attack for the game. After your tricks I shall set one more monster facedown. And then end my turn.

[User] While the first Turtle succeeds, the second is thwarted by  Book of Moon  and sent face down- how does the move play out after that?

[User] (move edited in above)

[User]
 The Brooms march on, the endless tune still repeating
 (1d30)[ 6 ]
 A warrior appears, who proceeds to remove the firey energy (molten destruction) around the battlefield  It then destroys your face down that isn't UFO turtle.
[End Turn]
{table="head]1|2|3|4|5
-|-|B|-|-
-|-|-|-|-[/table]
B= Breaker the Magical Warrior, ATK=1600

 Spoiler
Deck:

 Spoiler
1.	Destiny Hero - Plasma
2.	Crusader of Endymion
3.	Crusader of Endymion
4.	Crusader of Endymion
5.	Summoner Monk
7.	Breaker the Magical Warrior
8.	Breaker the Magical Warrior
9.	Jester Confit
10.	Jester Confit
11.	Defender, the Magical Knight
12.	Defender, the Magical Knight
13.	Defender, the Magical Knight
14.	Kycoo the Ghost Destroyer
15.	Kycoo the Ghost Destroyer
16.	Chaos Sorcerer
17.	Secret Village of the Spellcasters
18.	Terraforming
19.	Terraforming
20.	Swords of Revealing Light
21.	Nightmare’s Steelcage
22.	Nightmare’s Steelcage
23.	Heavy Storm
24.	Book of Moon
25.	Book of Moon
26.	Magical Dimension
27.	Magical Dimension
28.	Royal Decree
29.	Royal Decree
30.	Royal Decree

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 1300
Graveyard:
 Spoiler
-Terraforming
-Kycoo, The Ghost Destroyer
-Brain Control
-Mystical Space Typhoon
-Jester Confit
-Book of Moon

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Destiny Hero - Plasma
-Chaos Sorcerer
Face Downs:

[User]
 Oh thats not very good. Facedown was Firecharmer Hiita.
Draw:  (1d32)[ 21 ]

{table="head"]1|2|3|4|5
-|-|UFO|UFO|-
-|-|-|-|-[/table]

UFO- UFO Turtle-  1400 /1200

Life Points 7200

 Spoiler

Hand-2
 Spoiler
 Raging Flame Sprite

facedowns
 Spoiler
-

Deck-Candle Light-31
 Spoiler
1.	Little Chimera
2.	Little Chimera
3.	Swords of Revealing Light
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Mirror Force
15.	Level Limit - Area B
16.	Threatening Roar
17.	Raging Flame Sprite
18.	Dark Bribe
19.	Raging Flame Sprite
20.	Fox Fire
21.	Dark Bribe
22.	Fox Fire
23.	Hiita the Fire Charmer
24.	Threatening Roar
25.	Pot of Avarice
26.	DNA Transplant
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Dark Bribe

 UFO Turtle
Raging Flame Sprite
UFO Turtle
Little Chimera
Molten Destruction
Molten Destruction
UFO Turtle
Hiita the Fire Charmer
Lightning Vortex

Graveyard
 Spoiler
Molten Destruction
Molten Destruction
Little Chimera
Gravity Bind
Hiita the Fire Charmer
Lightning Vortex
Fox Fire

 Anyway I play Lightning Vortex, discarding Fox Fire to destroy Breaker. Then I shall flip my turtle back faceup and have the pair attack your life points for the game. Again.

[User]
 The music stops.
The Brooms, just a few feet from the tunnels' end, fall to the ground, lifeless. The water they were carrying floods the tunnels. The Fire Charmer only just makes her escape, as the water closes off the caverns completely.