[User]
 A tall blonde enters the arena, chattering on a cell phone.   "Like, you know?  It's just too out there.  I can't deal with that kind of-Oh, hold on, I gotta do this quick."   She flips her cell phone shut and clips it into her duel disc, which deploys.   "OK, so, like, let's do this."

Deck:

 Spoiler
MONSTER: 22
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
5. Cyber Eltanin (LIGHT Machine 10; ?/?)
6. Cyber Eltanin (LIGHT Machine 10; ?/?)
7. Cyber Valley (LIGHT Machine 1; 0/0)
8. Cyber Valley (LIGHT Machine 1; 0/0)
9. Cyber Valley (LIGHT Machine 1; 0/0)
10. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
11. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
12. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
13. Honest (LIGHT Fairy 4; 1100/1900)
14. Honest (LIGHT Fairy 4; 1100/1900)
15. Honest (LIGHT Fairy 4; 1100/1900)
16. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
17. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
18. Shining Angel (LIGHT Fairy 4; 1400/800)
19. Shining Angel (LIGHT Fairy 4; 1400/800)
20. Shining Angel (LIGHT Fairy 4; 1400/800)
21. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
22. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)

SPELL: 12
23. Book of Moon
24. Book of Moon
25. Double Summon
26. Future Fusion
27. Giant Trunade
28. Heavy Storm
29. Limiter Removal
30. Mystical Space Typhoon
31. Overload Fusion
32. Power Bond
33. Power Bond
34. Swords of Revealing Light

TRAP: 7
35. Bottomless Trap Hole
36. Bottomless Trap Hole
37. Call of the Haunted
38. Malevolent Catastrophe
39. Mirror Force
40. Return from the Different Dimension
41. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 Init:  (1d20)[ 20 ]
Draw:  (5d41)[ 21 ][ 29 ][ 10 ][ 23 ][ 32 ](115)
Repeat:  (3d41)[ 41 ][ 18 ][ 36 ](95)

[User]
 (1d20)[ 2 ]
 (1d40)[ 37 ]  (1d39)[ 34 ]  (1d38)[ 22 ]  (1d37)[ 36 ]  (1d36)[ 30 ]

A young man in a cloak enters the arena.  "Kch. You younglings defile the human tongue."  He says with contempt.

 Hand

 Spoiler
Torrential Tribute
Rite of Spirit
Necrovalley
Bottomless Trap Hole
Royal Tribute

 Deck

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 "Like, whatever.  Just for that, I'm totally going first."

Draw:  (1d36)[ 19 ]
 "Alright, so I, like, place these two cards face down, and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|-|Fd|-|-[/table]
MON:
3. Facedown Card
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
MON:
3.  Shining Angel  (LIGHT Fairy 4; 1400/ 800 )
S/T:
3.  Book of Moon

 Life Points:  8000

 Graveyard:  0

 Spoiler
NONE

 Remove from Play:  0

 Spoiler
NONE

 Hand:  4

 Spoiler
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
Limiter Removal
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
Power Bond

 Deck:  35

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
5. Cyber Eltanin (LIGHT Machine 10; ?/?)
6. Cyber Eltanin (LIGHT Machine 10; ?/?)
7. Cyber Valley (LIGHT Machine 1; 0/0)
8. Cyber Valley (LIGHT Machine 1; 0/0)
9. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
10. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
11. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
12. Honest (LIGHT Fairy 4; 1100/1900)
13. Honest (LIGHT Fairy 4; 1100/1900)
14. Honest (LIGHT Fairy 4; 1100/1900)
15. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
16. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
17. Shining Angel (LIGHT Fairy 4; 1400/800)
18. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
19. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
20. Book of Moon
21. Double Summon
22. Future Fusion
23. Giant Trunade
24. Heavy Storm
 >. Limiter Removal
25. Mystical Space Typhoon
26. Overload Fusion
 >. Power Bond
27. Power Bond
28. Swords of Revealing Light
29. Bottomless Trap Hole
30. Bottomless Trap Hole
31. Call of the Haunted
32. Malevolent Catastrophe
33. Mirror Force
34. Return from the Different Dimension
35. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 (1d35)[ 29 ]
 "Kch. Dissapointment. Still, If I must make do without monsters, then so must you. Come out, The Valley of the Kings, Necrovalley. I then play the Spell Card Royal Tribute, forcing us to discard all the monsters in our hands. Their souls will be kept safe in the valley."  The man discards no cards.  "I then play a facedown and end my turn."

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

 Hand

 Spoiler

Rite of Spirit
Gravekeeper's Lithograph
Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (1)

 Spoiler
Royal Tribute

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Draw:  (1d35)[ 13 ]
 "Oh, that is so not cool.  I needed those monsters.  I gotta end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|-|Fd|-|-[/table]
MON:
3. Facedown Card
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
MON:
3.  Shining Angel  (LIGHT Fairy 4; 1400/ 800 )
S/T:
3.  Book of Moon

 Life Points:  8000

 Graveyard:  2

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)

 Remove from Play:  0

 Spoiler
NONE

 Hand: 3

 Spoiler
Limiter Removal
Power Bond
Honest (LIGHT Fairy 4; 1100/1900)

 Deck:  34

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
5. Cyber Eltanin (LIGHT Machine 10; ?/?)
6. Cyber Eltanin (LIGHT Machine 10; ?/?)
7. Cyber Valley (LIGHT Machine 1; 0/0)
8. Cyber Valley (LIGHT Machine 1; 0/0)
9. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
10. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
11. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
12. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
13. Honest (LIGHT Fairy 4; 1100/1900)
14. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
15. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
16. Shining Angel (LIGHT Fairy 4; 1400/800)
17. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
18. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
19. Book of Moon
20. Double Summon
21. Future Fusion
22. Giant Trunade
23. Heavy Storm
 >. Limiter Removal
24. Mystical Space Typhoon
25. Overload Fusion
 >. Power Bond
26. Power Bond
27. Swords of Revealing Light
28. Bottomless Trap Hole
29. Bottomless Trap Hole
30. Call of the Haunted
31. Malevolent Catastrophe
32. Mirror Force
33. Return from the Different Dimension
34. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 (1d34)[ 5 ]
 "Excellent. I set a facedown. Then I summon Gravekeeper's Commandant, who attacks your facedown."

Field: Necrovalley
{table=head]1|2|3|4|5
-|-|C|-|-
-|-|F|F|-[/table]
 Commandant: 2100 /2000

 Hand (2)

 Spoiler

Rite of Spirit
Gravekeeper's Lithograph
f: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (1)

 Spoiler
Royal Tribute

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Originally Posted by Shades of Gray
  "Excellent. I set a facedown. Then I summon Gravekeeper's Commandant, who attacks your facedown."

 "Whatever.   Shining Angel  activates.  Now I've got a second Shining Angel on the field."

[User] "I end my turn then. Your move."

[User]
 Draw:  (1d34)[ 28 ]
 "No way.  I switch Shining Angel to defense mode, set another card, and end."
 Field:
{table="head"]1|2|3|4|5
-|-|SA|-|-
-|Fd|Fd|-|-[/table]
MON:
3.  Shining Angel  (LIGHT Fairy 4; 1400/ 800 )
S/T:
2. Facedown Card
3. Facedown Card

 Facedowns:

 Spoiler
S/T:
2.  Bottomless Trap Hole
3.  Book of Moon

 Life Points:  8000

 Graveyard:  3

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 Shining Angel  (LIGHT Fairy 4; 1400/800)

 Remove from Play:  0

 Spoiler
NONE

 Hand: 3

 Spoiler
Limiter Removal
Power Bond
Honest (LIGHT Fairy 4; 1100/1900)

 Deck:  32

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
5. Cyber Eltanin (LIGHT Machine 10; ?/?)
6. Cyber Eltanin (LIGHT Machine 10; ?/?)
7. Cyber Valley (LIGHT Machine 1; 0/0)
8. Cyber Valley (LIGHT Machine 1; 0/0)
9. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
10. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
11. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
12. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
13. Honest (LIGHT Fairy 4; 1100/1900)
14. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
15. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
16. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
17. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
18. Book of Moon
19. Double Summon
20. Future Fusion
21. Giant Trunade
22. Heavy Storm
 >. Limiter Removal
23. Mystical Space Typhoon
24. Overload Fusion
 >. Power Bond
25. Power Bond
26. Swords of Revealing Light
 >. Bottomless Trap Hole
27. Bottomless Trap Hole
28. Call of the Haunted
29. Malevolent Catastrophe
30. Mirror Force
31. Return from the Different Dimension
32. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 (1d33)[ 9 ]
 "My commandant will destroy your Shining Angel. Kch. I then set a facedown monster and end my turn."

Field: Necrovalley
{table=head]1|2|3|4|5
-|-|C|F|-
-|-|F|F|-[/table]
 Commandant: 2100 /2000

 Hand (2)

 Spoiler

Rite of Spirit
Gravekeeper's Lithograph
F: Gravekeeper's Guard
F: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (1)

 Spoiler
Royal Tribute

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 "I'll call another Shining Angel to the field."

Draw:  (1d32)[ 6 ]
 "Ah, this is, like, totally awful.  I'll switch to defense mode and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|SA|-|-
-|Fd|Fd|-|-[/table]
MON:
3.  Shining Angel  (LIGHT Fairy 4; 1400/ 800 )
S/T:
2. Facedown Card
3. Facedown Card

 Facedowns:

 Spoiler
S/T:
2.  Bottomless Trap Hole
3.  Book of Moon

 Life Points:  8000

 Graveyard:  4

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Shining Angel  (LIGHT Fairy 4; 1400/800)

 Remove from Play:  0

 Spoiler
NONE

 Hand:  4

 Spoiler
Limiter Removal
Power Bond
Honest (LIGHT Fairy 4; 1100/1900)
Cyber Eltanin (LIGHT Machine 10; ?/?)

 Deck:  30

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
5. Cyber Eltanin (LIGHT Machine 10; ?/?)
 >. Cyber Eltanin (LIGHT Machine 10; ?/?)
6. Cyber Valley (LIGHT Machine 1; 0/0)
7. Cyber Valley (LIGHT Machine 1; 0/0)
8. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
9. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
10. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
11. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
12. Honest (LIGHT Fairy 4; 1100/1900)
13. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
14. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
15. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
16. Book of Moon
17. Double Summon
18. Future Fusion
19. Giant Trunade
20. Heavy Storm
 >. Limiter Removal
21. Mystical Space Typhoon
22. Overload Fusion
 >. Power Bond
23. Power Bond
24. Swords of Revealing Light
 >. Bottomless Trap Hole
25. Bottomless Trap Hole
26. Call of the Haunted
27. Malevolent Catastrophe
28. Mirror Force
29. Return from the Different Dimension
30. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 (1d32)[ 29 ]
 "Kxh. I flip summon Gravekeeper's Guard, sending your Angel back to your hand. My two Gravekeepers then attack directly."

Field: Necrovalley
{table=head]1|2|3|4|5
-|-|C|G|-
-|-|F|F|-[/table]
 Commandant: 2100 /2000
 Guard: 1600 /2500

 Hand (2)

 Spoiler

Rite of Spirit
Gravekeeper's Lithograph
Mirror Force
F: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (1)

 Spoiler
Royal Tribute

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Draw:  (1d30)[ 17 ]

She looks depressed as she looks her hand over.   "One set, and I end."
 Field:
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|Fd|Fd|-|-[/table]
MON:
3. Facedown Card
S/T:
2. Facedown Card
3. Facedown Card

 Facedowns:

 Spoiler
MON:
3.  Shining Angel  (LIGHT Fairy 4; 1400/ 800 )
S/T:
2.  Bottomless Trap Hole
3.  Book of Moon

 Life Points:  4300

 Graveyard:  4

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Shining Angel  (LIGHT Fairy 4; 1400/800)

 Remove from Play:  0

 Spoiler
NONE

 Hand:  5

 Spoiler
Limiter Removal
Power Bond
Honest (LIGHT Fairy 4; 1100/1900)
Cyber Eltanin (LIGHT Machine 10; ?/?)
Double Summon

 Deck:  29

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
5. Cyber Eltanin (LIGHT Machine 10; ?/?)
 >. Cyber Eltanin (LIGHT Machine 10; ?/?)
6. Cyber Valley (LIGHT Machine 1; 0/0)
7. Cyber Valley (LIGHT Machine 1; 0/0)
8. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
9. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
10. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
11. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
12. Honest (LIGHT Fairy 4; 1100/1900)
13. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
14. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
15. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
16. Book of Moon
 >. Double Summon
17. Future Fusion
18. Giant Trunade
19. Heavy Storm
 >. Limiter Removal
20. Mystical Space Typhoon
21. Overload Fusion
 >. Power Bond
22. Power Bond
23. Swords of Revealing Light
 >. Bottomless Trap Hole
24. Bottomless Trap Hole
25. Call of the Haunted
26. Malevolent Catastrophe
27. Mirror Force
28. Return from the Different Dimension
29. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 (1d31)[ 2 ]
 "Kch. I set a facedown card and sacrifice my Gravekeeper's Guard to summon Gravekeeper's High Priest in attack mode. My Commandant will destroy your facedown, and High Priest will attack directly.l"

Field: Necrovalley
{table=head]1|2|3|4|5
-|-|C|HP|-
-|F|F|F|-[/table]
 Commandant: 2100 /2000
 High Priest: 2700 /2500

 Hand (2)

 Spoiler

Gravekeeper's Lithograph
Mirror Force
F: Rite of spirit
F: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (2)

 Spoiler
Royal Tribute
Gravekeeper's Guard

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Originally Posted by Shades of Gray
  "Kch. I set a facedown card and sacrifice my Gravekeeper's Guard to summon Gravekeeper's High Priest in attack mode. My Commandant will destroy your facedown, and High Priest will attack directly.l"

 "Like, wow, took you long enough.   Bottomless Trap Hole  trashes your High Priest.  And my facedown  Shining Angel  summons  Cyber Dragon Zwei  to the field."

[User]
 "Kch. I activate Rite of Spirit following you destroying my High Priest, it lets me re-summon Gravekeeper's Guard. The Guard will attack first and destroy your facedown, followed by Commandant destroying whatever you summon."

Field: Necrovalley
{table=head]1|2|3|4|5
-|-|C|HP|-
-|F|F|-|-[/table]
 Commandant: 2100 /2000
 Guard: 1600 /2500

 Hand (2)

 Spoiler

Gravekeeper's Lithograph
Mirror Force
F: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (2)

 Spoiler
Royal Tribute
Rite of Spirit

 RFG (1)

 Spoiler
Gravekeeper's High Priest

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Originally Posted by Shades of Gray
  "Kch. I activate Rite of Spirit following you destroying my High Priest, it lets me re-summon Gravekeeper's Guard. The Guard will attack first and destroy your facedown, followed by Commandant destroying whatever you summon."

 "Like, wow, your monsters are really persistent.  Then, my other facedown,  Book of Moon , will flip your Commandant facedown when it tries to attack CyZwei."

[User] "Kch. I end my turn."

[User]
 Draw:  (1d28)[ 14 ]
 "Like, totally awesome."   She freezes for a moment as she looks more closely at her hand.   "Err...I set a card face down and end."
 Field:
{table="head"]1|2|3|4|5
-|-|CDZ|-|-
-|-|Fd|-|-[/table]
MON:
3.  Cyber Dragon Zwei  (LIGHT Machine 4;  1500 /1000)
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
S/T:
3.  Limiter Removal

 Life Points:  4300

 Graveyard:  7

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Bottomless Trap Hole
 Book of Moon
 Shining Angel  (LIGHT Fairy 4; 1400/800)

 Remove from Play:  0

 Spoiler
NONE

 Hand:  5

 Spoiler
Power Bond
Honest (LIGHT Fairy 4; 1100/1900)
Cyber Eltanin (LIGHT Machine 10; ?/?)
Double Summon
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)

 Deck:  27

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
 >. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Eltanin (LIGHT Machine 10; ?/?)
 >. Cyber Eltanin (LIGHT Machine 10; ?/?)
5. Cyber Valley (LIGHT Machine 1; 0/0)
6. Cyber Valley (LIGHT Machine 1; 0/0)
7. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
8. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
9. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
10. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
11. Honest (LIGHT Fairy 4; 1100/1900)
12. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
13. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
14. Book of Moon
 >. Double Summon
15. Future Fusion
16. Giant Trunade
17. Heavy Storm
 >. Limiter Removal
18. Mystical Space Typhoon
19. Overload Fusion
 >. Power Bond
20. Power Bond
21. Swords of Revealing Light
 >. Bottomless Trap Hole
22. Bottomless Trap Hole
23. Call of the Haunted
24. Malevolent Catastrophe
25. Mirror Force
26. Return from the Different Dimension
27. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User]
 (1d30)[ 16 ]
 "Kch. I summon Gravekeeper's Priestess in Attack Mode. My Priestess will destroy your Zwei, and the Commandant and Guard will attack directly assuming everything works."

Field: Necrovalley
{table=head]1|2|3|4|5
-|P|C|G|-
-|F|F|-|-[/table]
 Commandant: 2300 /2000
 Guard: 1800 /2500
 Priestess: 1700/ 2000

 Hand (2)

 Spoiler

Gravekeeper's Lithograph
Mirror Force
F: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (2)

 Spoiler
Royal Tribute
Rite of Spirit

 RFG (1)

 Spoiler
Gravekeeper's High Priest

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Originally Posted by Shades of Gray
  "Kch. I summon Gravekeeper's Priestess in Attack Mode. My Priestess will destroy your Zwei, and the Commandant and Guard will attack directly assuming everything works."

As the Priestess brings her staff down on Cyber Dragon Zwei, a pair of wings suddenly erupts from it.   "I activate  Honest .  You know, like, this card makes my Cyber Dragon Zwei the strongest thing on the field until the end of your turn, and your Priestess is totally destroyed."

[User]
 "Kch. Annoyance. I switch my Guard to Defense Mode and end my turn."
 Field: Necrovalley
{table=head]1|2|3|4|5
-|-|C|G|-
-|F|F|-|-[/table]
 Commandant: 2100 /2000
 Guard:  1600/ 2500
 Hand (2)

 Spoiler

Gravekeeper's Lithograph
Mirror Force
F: Bottomless Trap Hole
F: Torrential Tribute

 Graveyard (3)

 Spoiler
Royal Tribute
Rite of Spirit
Gravekeeper's Priestess

 RFG (1)

 Spoiler
Gravekeeper's High Priest

 Deck

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Gravekeeper's Lithograph
 Rite of Spirit
 Mystical Space Typhoon
 Bottomless Trap Hole
 Solemn Judgment

[User]
 Draw:  (1d27)[ 18 ]
 "Wow, this is almost what I wanted.  Like, you know, I guess I can't put it off any more.  I'll play  Mystical Space Typhoon , destroying your facedown in slot 3.  So, what did I hit?"
 Field:
{table="head"]1|2|3|4|5
-|-|CDZ|-|-
-|-|Fd|-|-[/table]
MON:
3.  Cyber Dragon Zwei  (LIGHT Machine 4;  1500 /1000)
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
S/T:
3.  Limiter Removal

 My Life Points:  4300
 Your Life Points:  6500

 Graveyard:  8

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Bottomless Trap Hole
 Book of Moon
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Honest  (LIGHT Fairy 4; 1100/1900)

 Remove from Play:  0

 Spoiler
NONE

 Hand:  5

 Spoiler
Power Bond
Cyber Eltanin (LIGHT Machine 10; ?/?)
Double Summon
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
Mystical Space Typhoon

 Deck:  26

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
 >. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Eltanin (LIGHT Machine 10; ?/?)
 >. Cyber Eltanin (LIGHT Machine 10; ?/?)
5. Cyber Valley (LIGHT Machine 1; 0/0)
6. Cyber Valley (LIGHT Machine 1; 0/0)
7. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
8. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
9. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
10. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
11. Honest (LIGHT Fairy 4; 1100/1900)
12. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
13. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
14. Book of Moon
 >. Double Summon
15. Future Fusion
16. Giant Trunade
17. Heavy Storm
 >. Limiter Removal
 >. Mystical Space Typhoon
18. Overload Fusion
 >. Power Bond
19. Power Bond
20. Swords of Revealing Light
 >. Bottomless Trap Hole
21. Bottomless Trap Hole
22. Call of the Haunted
23. Malevolent Catastrophe
24. Mirror Force
25. Return from the Different Dimension
26. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User] "Kch. Curses, you destroyed my Torrential Tribute..."

[User]
 "Bingo!  Alright, like, sometimes, you've just gotta bet big.  I summon  The Light - Hex-Sealed Fusion  and activate Cyber Dragon Zwei's special ability.  I'll reveal my Power Bond to turn CyZwei into a big Cyber Dragon."   The dragon's glow suddenly changes from green to blue as it begins to take on a more dangerous aura.   "I only need it for this turn, 'cause I activate my Hex-Sealed Fusion and sacrifice both my monsters to special-summon  Cyber Twin Dragon .  I'll attack twice, destroying both of your monsters.  That's totally the end of my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|CTD|-|-
-|-|Fd|-|-[/table]
MON:
3.  Cyber Twin Dragon  (LIGHT Machine 8;  2800 /2100)
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
S/T:
3.  Limiter Removal

 My Life Points:  4300
 Your Life Points:  5800

 Graveyard:  11

 Spoiler
Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Bottomless Trap Hole
 Book of Moon
 Shining Angel  (LIGHT Fairy 4; 1400/800)
 Honest  (LIGHT Fairy 4; 1100/1900)
Mystical Space Typhoon
 Cyber Dragon Zwei  (LIGHT Machine 4; 1500/1000)
The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)

 Remove from Play:  0

 Spoiler
NONE

 Hand:  3

 Spoiler
Power Bond
Cyber Eltanin (LIGHT Machine 10; ?/?)
Double Summon

 Deck:  26

 Spoiler
MAIN:
1. Cyber Dragon (LIGHT Machine 5; 2100/1600)
2. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
3. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
 >. Cyber Dragon Zwei (LIGHT Machine 4; 1500/1000)
4. Cyber Eltanin (LIGHT Machine 10; ?/?)
 >. Cyber Eltanin (LIGHT Machine 10; ?/?)
5. Cyber Valley (LIGHT Machine 1; 0/0)
6. Cyber Valley (LIGHT Machine 1; 0/0)
7. Cyber Valley (LIGHT Machine 1; 0/0)
 >. Elemental Hero Prisma (LIGHT Warrior 4; 1700/1100)
8. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
9. Heavy Mech Support Platform (DARK Machine 3U; 500/500)
10. Honest (LIGHT Fairy 4; 1100/1900)
 >. Honest (LIGHT Fairy 4; 1100/1900)
11. Honest (LIGHT Fairy 4; 1100/1900)
12. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
13. Proto-Cyber Dragon (LIGHT Machine 3; 1100/600)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. Shining Angel (LIGHT Fairy 4; 1400/800)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. The Light - Hex-Sealed Fusion (LIGHT Rock 3; 1000/1600)
 >. Book of Moon
14. Book of Moon
 >. Double Summon
15. Future Fusion
16. Giant Trunade
17. Heavy Storm
 >. Limiter Removal
 >. Mystical Space Typhoon
18. Overload Fusion
 >. Power Bond
19. Power Bond
20. Swords of Revealing Light
 >. Bottomless Trap Hole
21. Bottomless Trap Hole
22. Call of the Haunted
23. Malevolent Catastrophe
24. Mirror Force
25. Return from the Different Dimension
26. Torrential Tribute

EXTRA: 12
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Fortress Dragon (DARK Machine 8; 0/0)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
Chimeratech Overdragon (DARK Machine 9; ?/?)
 Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber Twin Dragon (LIGHT Machine 8; 2800/2100)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)
Cyber End Dragon (LIGHT Machine 10; 4000/2800)

[User] "Kch. It is almost funny how wrong you are here, young one. I activate my other facedown, Bottomless Trap Hole. Kch. Your Dragon doesn't deserve to rest in the valley of the kings, so begone!"

[User]
 "Y-you...like...that's so totally unfair.  That was, like, my last trump card."   She catches herself, restoring a smile to her face that threatens to crack around the edges.   "I guess it's your win, then.  I've, like, got nothing left to stop you, with Necrovalley up."

((The funny thing is, I was betting on a Mirror Force.))

[User]
 ((The funny thing is, I had one in my hand. >>))

Good game. Your deck is pretty solid, and getting Necrovalley and Royal Tribute on the first turn was lucky on my part.

[User]
 Originally Posted by Shades of Gray
 ((The funny thing is, I had one in my hand. >>))

Good game. Your deck is pretty solid, and getting Necrovalley and Royal Tribute on the first turn was lucky on my part.

It's more skill on your part then luck, since you didn't really need Royal Tribute.  All that really did was push back the destruction of Cyber Twin Dragon a few turns, since I would have probably gambled earlier and hit one of your monster destruction traps; putting both on the field at the same time was a good move.  Without Necrovalley, I could have popped Eltanin, but it wouldn't have had enough ATK to last more than a couple turns either.  Your deck is pretty good, but are you sure you'll need three Gravekeeper's Steles?  I think replacing one with a third Necrovalley might be more helpful, though I'm no expert.

[User] The version of the deck you are looking at is after I have drawn my hand, which included my third Necrovalley. My most current update is in the OOC.

[User] Oh.   I don't think I have any more suggestions to make, then.  It looks pretty good.


[User]
 Risca , the battle hardened Dwarven Fighter.

 Bella , the quick and nimble, Gnome Scout.

 Corenna , the studious and absent minded, Elven Cleric.

and finally,

 Diego , the rude and crude Orc Barbarian.

{table] |A|B|C|D|E|F|G|H|J|K|L|M|N|O|P|Q|R|S|T|U
1||||||||||#|#|
2
3
4
5
6
7
8
9
10|#|||||||||B|C|||||||||#
11|#|||||||||R|D|||||||||#
12
13
14
15
16
17
18
19
20||||||||||#|#|
[/table]

Your group arrives in the centre of the large room , you are not sure how , you have no spells cast , but a sense of impending danger . Built out from each of the 4 walls is a large square gateway . The ceiling is 20 feet high as are each of the gateways . The room is a 100ft square . The western gate begins to swirl .

"Prepare yourself contestants" A loud obinous voice booms out from everywhere and nowhere all at once  .

You have two rounds to prepare yourself . Then roll Inititive individually for each member of your party .

[User]
 Prepatory Rounds 1 and 2.
 Risca  moves to J,11 and waits.

Diego  moves to J, 10 and will spend his next turn Shaping Soulmeld, Rageclaws, spending 1 essentia.

Bella  will stay where she is, spending one round Shaping Soulmeld, Rageclaws, spending 1 essentia, and the next round will be used to hide behind the sizeable Orc Diego.

Corenna  will take a 5' step to K,11 and cast bless on all of her party members.  She will then pull out her bow and take a defensive position.

  Initiative:
Risca  (1d20+2)[ 18 ]
Diego  (1d20+2)[ 4 ]
Bella   (1d20+5)[ 25 ]
Corenna   (1d20+2)[ 4 ]

[User]
 A gigantic Bee comes flying through the gate with a loud humming noise .
 (1d20+2)[ 20 ]

You notice the northern gate begins to swirl.

[User]
 Round 1 Actions:

Bella, seeing the gigantic bee, moves to F,9 while still hiding and moving silently from last round (I'll roll that now since I didn't before.)  While moving she will fire her crossbow, taking advantage of her skirmish class ability as she is within 30ft of the target.

[User]
 Posted the rolls improperly earlier in the previous post.

  Rolls:
 Hide:  (1d20+16)[ 25 ]
 Move Silent:  (1d20+16)[ 17 ]
 Attack:  (1d20+5)[ 8 ]
 Damage:  (1d8)[ 4 ] + (1d6)[ 6 ]

[User]
 {table] |A|B|C|D|E|F|G|H|J|K|L|M|N|O|P|Q|R|S|T|U
1||||||||||#|#|
2
3
4
5
6
7
8
9||||||B|||
10|#|||||||||||||||||||#
11|#|||||||gb|R|D|C|||||||||#
12
13
14
15
16
17
18
19
20||||||||||#|#|
[/table]

the bee advances on Risca and strikes

Sting (1d20+2)[ 7 ]
Ouch!  (1d4)[ 3 ]  and that stings (1d4)[ 2 ] (con) save dc 11(con-based)

[User]
 Actions:

As the bee approaches, Risca stands his ground, planting his feet firmly and bracing behind his shield for the impact.  The bee's stinger deflects harmlessly off of the wooden shield.

Corenna is supposed to be in K,11 and Diego is supposed to be in J,10 FYI.

Corenna maintains her position behind Risca and spends the round taking Total Defense.

Finally having time to react, Diego lets himself go, beginning his rage (as a free action) and attacks the gigantic bee that is attacking Risca.

If the bee falls in combat, Diego will take a 5 foot step to K,10. otherwise he will stay where he is.

If the bee falls Risca will move to J, 10 once Diego moves, otherwise he will remain in place.

  Rolls:
 Diego's Attack:  (1d20+9)[ 20 ]
 Diego's Damage:   (2d6+12)[ 19 ]
 Confirm Critical (if needed):   (1d20+9)[ 21 ]

[User]
 Just organising at mo

{table] |A|B|C|D|E|F|G|H|J|K|L|M|N|O|P|Q|R|S|T|U
1||||||||||#|#|
2|||||||||s|s|s|
3
4
5
6
7
8
9||||||B|||
10|#||||||||R|D||||||||||#
11|#|||||||||C||||||||||#
12
13
14
15
16
17
18
19
20||||||||||#|#|
[/table]

[User] Three skeletons come through the northern gate ini  (1d20+5)[ 21 ]  .The northern gate continues to swirl .

[User]
 Bella moves to E,6 and fires her crossbow.

Attack:  (1d20+5)[ 15 ]
Damage: (1d6)[ 6 ] + (1d8)[ 8 ]


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 Martel rubbed his head, then shook it quickly.  Oh, that must have been a wild ride last night in the desert...Wait till Bael hears about this, or Gramps, I'll never hear the end. At least the minstrel is gone..  Staring around him, he noticed the torch and the iron bars. No one was around...Well, that was okay.

All of it would be explored eventually, but he had learned to be systematic and smart from his uncle, who trained him like this. His dad was the foresty-type and all, but he did get the meals out in the desert. Placing the iron bars on the northern and southern doors, He entered his stance with halberd ready against the far wall by the western door, then fiercely tapping the door open with the edge, backing away from any possible threats that could come.

(Engage Blood in the Water, tap door with halberd, and back away so the blade isn't seen. Readied action to charge anything that comes through that door.)

EDIT: (Oh wait. Can't Charge...ready normal attack, but I should still be able to get flat-footed AC.)

[User] The door swings open, revealing a long, gloomy, empty hallway, with half a dozen mouldering wooden doors along it's length, all alike.

[User]
 Keeping his helberd ready, Mart backs a step away as the door is open, walking down the hallway 15 feet away from the closest door. Next, he taps the southern door harshly, ready for anything.

(Once again with the readied action. Should have enough room to charge this time..)

[User]
 The door to K5, I presume, the hallway only being 5ft wide?

DM Info:

 Spoiler

Random encounter info:  (1d50)[ 50 ]

[User]
 DM Info continued.

 Spoiler

Mwahahaha!
Rolling twice on table.
 (1d50)[ 37 ]
 (1d50)[ 13 ]

In the center of a large room, 25 feet long, 15 feet wide(narrowing to 10feet wide on the other side), you see a skeletal wolf. There are also three doors in the room, one leading west, two leading east.

[User] Init, after your surprise action:  (1d20+7)[ 18 ]

[User]
 Init:  (1d20+1)[ 20 ]

Ready a strike as he comes toward me, assuming he notices me. That's all I can do on a surprise action for now. Fighting defensively, to get the +2 AC dodge bonus.

Attack Roll (if he comes toward me:  (1d20+1)[ 18 ]
Damage:  (1d10+3)[ 6 ]

EDIT: Hmm...since I go first, I'll act on it's initative count, so after you. I do the same thing...but back away into the hallway with a 5-foot step, so I have both the readied and an AaO.

Attack Roll: (AaO) [roll]1d20+5[/roll]
Damage: [roll]1d10+3[/roll]

[User]
 Oops, sorry. Damn edit bull.

Attack Roll: (AaO)  (1d20+5)[ 23 ]
Damage:  (1d10+3)[ 6 ]

[User]
 You hit it twice, inflicting some damage, but he still makes it to you, with a nasty bite.

Bite Attack
Atk: (1d20+2)[ 6 ]
Dmg:  (1d6+1)[ 6 ]

[User]
 Hahahaha, come now, you'll have to do far better than that, boney.

Smash it in the skull.

Attack:  (1d20+5)[ 25 ]
Damage:  (1d10+3)[ 5 ]

[User] Nice, gl on the confirm. =)

[User]
 Well, it is undead, right?

Ah, let's see what it would have been anyway..

Confirm:  (1d20+5)[ 17 ]

[User]
 Doh, right, undead. I've been corrupted by house rules on that score.

Presuming that's bludgeoning damage, your last blow is sufficient to shatter it into dust. You gain 300 XP, and upon looting the room, you discover 500 SP.

[User]
 Yep, this is why Martel carries weapons with multiple damage types. It was part of his character initially, and it's not going anywhere now. Pick up my Halberd and the SP, close this door, and before exploring further to the door in that room, let's continue this hallway.

Once again, Halberd at the ready, Flail at the side in case he needs it. Prod the next door with his in the hallway with his weapon, like last time.

[User] Aright, Ive got you back in the main hallway, prodding the next door on the right. Nothing reacts to you.

[User] Well, let's open it and see what's there.

[User] Completely empty. Ten feet deep, 15 feet wide. It's got a door going back to the west inside.

[User] Okay, next door down the line! Probe first, wait for anything, then open.

[User] You open the door to a narrow, long hallway travelling north/south, with a somewhat damp, moist feel to it. The hallway is dotted with tiny mushrooms that glow faintly green. It extends 20 feet past your door to the right(south), and 35 feet to the left. It appears to be empty, but you can see five doors, spaced roughly equally apart, all leading east.

[User] Hmm....inspect the mushrooms with sight real quick, but Martel's not stupid enough to try eating them unless he was really strapped for food....Any distinguishing marks on the five doors or the door to the north?

[User] The mushrooms appear to be harmless enough, and the doors, when examined, reveal faded gashes in each. The northmost door has one gash, the next has two, and so on, until five.

[User]
 Hmmm....perhaps when I check the rest of that hallway...

If the flousecent mushrooms, upon checking them, continue to glow if I pull one, Martel will take one out and tuck it into the neck brace of his splint mail as a lightsource, and then head out to check the door opposite this one. Same as always; use halberd, tap door with a probe, and open it.

[User]
 Door 3.

Upon opening the door, you see a 10ft by 10ft room, with a Krenshar inside(far corner, empty 5ft space between ya'll. It looks like a dead end room, with no other doors inside.

Init:  (1d20+2)[ 12 ]

[User]
 Init:  (1d20+1)[ 6 ]

Hoping I beat the init, and if I do, Mart will charge the beast.

Attack:  (1d20+8)[ 23 ]  (+1 due to the Blood in the Water Stance, and rolling a crit earlier, even against an undead)
Damage:  (1d10+4)[ 10 ]

Edit: Or not; your go.

[User]
 Eh, if you want to keep that attack for your first turn(minus charge, of course), that's fine.

Bite:  (1d20+2)[ 14 ]
Dmg:  (1d6)[ 4 ]

Claw:  (1d20)[ 9 ]
Dmg:  (1d4)[ 4 ]

Claw:  (1d20)[ 10 ]
Dmg:  (1d4)[ 3 ]

[User] I'll take that roll, and definately do that damage.  None of those hit. ^_^

[User] Aright, after it's clawing, you beat it up pretty badly...so badly, in fact, that it resorts to using it's screech to try to frighten you off. Will DC 13, if successful, you are shaken for one round. If not, frightened for 3 rounds.

[User]
 Sadly, I recall what one does and the other doesn't. Really, I only want the one round with the -2....Using Moment of Perfect Mind as a counter: I replace the Will Save bonus with my Concentration check roll instead.

Will Save (MoPM):  (1d20+6)[ 14 ]

[User] That'll save then, back to your turn w a -2 only.

[User]
 5-foot adjust for the reach weapon, and attack.

Attack:  (1d20+3)[ 10 ]
Damage:  (1d10+3)[ 8 ]

[User]
 As his screech can't be used again due to your successful save, he's down to attacking you the old fashioned way. 5ft adjust and full attack.

Krenshar:
Bite:  (1d20+2)[ 19 ]
Dmg: (1d6)[ 4 ]

Claw:  (1d20)[ 6 ]
Dmg: (1d4)[ 4 ]

Claw:  (1d20)[ 15 ]
Dmg: (1d4)[ 2 ]

[User]
 Two strikes in, 6/13 HP damage done. 7 left.

Alright, 5-foot adjust and attack again. We'll try normal. Next would be the Sapphire N.Blade...

Attack:  (1d20+5)[ 24 ]
Damage:  (1d10+3)[ 13 ]

[User]
 He dies instantly under your blade. +300 XP

Searching body, 70 GP found.

[User]
 Recover my maneuvers, gain 4 HP due to Vital Recovery, and I'll search the room a little. Why they put just that there, I'll never know. Taking 20 on it, after I close the door.

What was in the room again after I finished the thing?

[User] Nothing else in the room, and no doors out. Bit of a dead end, actually.

[User] Alright, next door down the hall. Same as always: probe and open.

[User]
 Door 2. No traps on the door, so you go inside.

You open the door, surprising a baboon(G13) with five feet of space between you. Your keen eyes also take in a door leading east on the far side, and a treasure chest made of stone(H13).

[User] Surprise, huh? Let's see. Too far away to attack?

[User] Well, it's only a five foot space, you can adjust if you like.

[User]
 Okay, Adjust and attack.

Attack:  (1d20+5)[ 20 ]
Damage:  (1d10+3)[ 12 ]

[User]
 Well, that was easy enough. +150 XP.

10Gp and a climbers kit found as loot from the encounter.

[User]
 Climber's Kit....interesting.

Take it all, and let's see about the chest, no?

Edit: Close door, search it (Take 20) and take care in opening it. ^_^

[User]
 Looks untrapped.

Inside you find 70 GP, 1 flask of alchemist's fire.

[User]
 Oh nice. More burning when I'm not a burner. Brother would be so proud.

He takes it all...how many rooms left on this hallway?

[User] Three more. You took out doors 2 and 3. 1, 4, and 5 are all uncleared.

[User] Hmm, okay head back to 1. Check what's there...I don't exactly recall...

[User]
 As you cautiously open the battered door with a crude "1" scratched in it, you see a square room, 15 feet on each side before you. Two doors lead north(C12, C14), and a door leads east(E14). Of course, there's the door you're looking in from the west as well. Inside, you see two ghouls ambling about casually(C14, E14). Your keen eyes also note the existance of a rusted metal treasure chest secured to the eastern wall(D14).

Due to abysmal checks on the part of the ghouls, you have taken them unawares.

[User] How far away am I from them? Might be able to Steel Wind them both quickly.

[User] Your door opens from E11 to E12, so you can slip into E12 before they notice you. At that point, five foot adjust to D13, and you're in stabbing range of both.

[User]
 Alrighty then. 5-foot into the room so both are in range, and Steel Wind. Two attacks against two opponents.

Attack 1:  (1d20+5)[ 20 ]
Damage:  (1d10+3)[ 9 ]

Attack 2:  (1d20+5)[ 6 ]
Damage:  (1d10+3)[ 10 ]

Initative:  (1d20+1)[ 7 ]

[User]
 Attack #1 seems to cause quite a bit of damage, but #2 isn't so fortunate.

Both are still up however, and angry.

Init, wounded first:
 (1d20+2)[ 3 ]
 (1d20+2)[ 17 ]

[User]
 The uninjured ghoul attempts to chew on you a bit w a full attack.

Bite:  (1d20+2)[ 15 ]
Dmg:  (1d6+1)[ 5 ]  +DC 12 paralysis save.

Claw:  (1d20)[ 10 ]
Dmg:  (1d3)[ 1 ]  +DC 12 paralysis save.

Claw:  (1d20)[ 15 ]
Dmg:  (1d3)[ 3 ]  +DC 12 paralysis save.

[User]
 And...ties go to the defender! Whoo!

move (if possible, will use 5-foot if possible) away from the uninjured one so it can't full-attack me without giving an AaO to him. Sapphire Nightmare Blade on the injured one. Make a Concentration Check against the DC as his AC. I make it, the ghoul counts as flatfooted and I deal +1d6 points of damage. I don't make it, -2 to attack and deals normal.

Concentration Check:  (1d20+6)[ 21 ]
Attack Roll:  (1d20+5)[ 9 ]
Damage:  (1d10+3)[ 4 ]
Extra Damage (if applicable):  (1d6)[ 4 ]

[User]
 Are you immune to paralysis?
Otherwise, where are your saves, or is your AC 16+?

Your concentration check is easily made, but your attack roll is exactly what it looks like.

So.
CCBCCB
 (1d20+0)[ 7 ]   (1d3)[ 3 ]  plus paralysis (Fort Save to resist)
 (1d20+0)[ 13 ]   (1d3)[ 2 ]  plus paralysis (Fort Save to resist)
 (1d20+2)[ 22 ]   (1d6+1)[ 4 ]  plus paralysis (Fort Save to resist)
 (1d20+0)[ 13 ]   (1d3)[ 3 ]  plus paralysis (Fort Save to resist)
 (1d20+0)[ 7 ]   (1d3)[ 2 ]  plus paralysis (Fort Save to resist)
 (1d20+2)[ 3 ]   (1d6+1)[ 2 ]  plus paralysis (Fort Save to resist)

Once the attacks are resolved, you may go.

[User]
 Crit confirm (on the first bite):
 (1d20+2)[ 21 ]   (1d6+1)[ 5 ]

[User]
 No, not immune and a 15 AC, +4 Fort, +3 Reflex, +1 Will...although only one attack hits. And that was the crit, of course. 11/13. I wish I had better armor and stuff that could have been bought with the early gear. Oh, Fort Save, don't fail me now.

Fort Save:  (1d20+4)[ 19 ]

If I succeed; swift action to recover maneuvers and gain 4 HP back due to Vital Recovery, and then move away towards the open door so that only one can hit me. Throw a Alchemist's Fire on both of them.

[User]
 Thrown at the weaker one for the direct hit; the other should be close enough to receive the splash.

Attack (Range Touch):  (1d20+2)[ 13 ]
Damage (1 to all within splash):  (1d6)[ 5 ]
Extra Damage: (Next Round after hit; DC15 Reflex to extinguish flames to negate damage, full-round action to do so)  (1d6)[ 4 ]

[User]
 The direct hit slays the ghoul in a burst of fire, and the flames licking at the other ghoul appear to damage it a bit as well.

Undeterred, the other ghoul moves up to you and attempts to bite you again.

Bite: (1d20+2)[ 5 ]
Dmg: (1d6+1)[ 5 ]  +paralysis save.

[User]
 Miss. Sapphire Nightmare Blade, which will be recovered at the end of the encounter anyway.

Concentration Check:  (1d20+6)[ 11 ]
Attack Roll (against Flatfoot is Conentration succeeds, -2 if fails):  (1d20+5)[ 20 ]
Damage Roll:  (1d10+3)[ 5 ]
Extra Damage:  (1d6)[ 4 ]

[User]
 As your halberd slashes into the torso of the ghoul it howls and thrashes out in attempts to finish you.

 (1d20+2)[ 17 ]  Bite
 (1d6)[ 3 ]  Damage

[User]
 Good hit, but not enough to take me down. 4/13. 5-foot adjust back, and strike again.

Attack:  (1d20+5)[ 21 ]
Damage:  (1d10+3)[ 5 ]

Also, did the other DM go somewhere?

[User]
 You end up dropping the ghoul so long as you make the fort save DC 12.

Should you make it you gain 900 exp but sadly find no loot on the bodies, the chest, on the other hand, shines brightly in the dark as if waiting for you to go to it.

Other DM's are occupied or offline. I just finished floor one so I am helping out.

DM's Note

 Spoiler

Ghoul Fever save in 1 day DC 12 fort

[User]
 Fort Save:  (1d20+4)[ 14 ]  Come on, Come on...

If so, be careful with the chest; search it for Mechanical Traps by Taking 20. If nothing, then open it.

EDIT: Ah, and also Level 2. I need to adjust that when I get near a Tome of Battle.

[User] You find a bladed trap that looks deadly.

[User] How is it bladed? What would happen specifically? I need to know to come up with a proper counter without destroying the contents.

[User] My bad mixed up traps. You do find one and it is connected to opening the chest.

[User]
 Ah okay. So I should be able to bash open the top without opening it, and therefore not trigger it, no?

If so, I will have him first attempt to bar the remaining doors  in this room so that things can't come through. I then have Mart here take out his Flail and bash open the top so I don't have to trigger the latch and open it the way the trap intended. I should be able to get the items inside with triggering anything.


[User]
 Onto the arena steps somebody who looks like they just stepped off the set of an old sci-fi show - futuristic blue space suit, without a helmet, and what appears to be a jetpack.

 "On my honor I,   Captain Gordon, Defender of Earth!  , shall defeat you!"

[User]
 "Engage Duel Mode!"

Instantly, a holographic duel disk appears, followed by five holographic cards which float above it.

Initiative:  (1d20)[ 5 ]
Hand: (1d40)[ 33 ]  (1d39)[ 10 ]  (1d38)[ 10 ]  (1d37)[ 22 ]  (1d36)[ 2 ]

 Spoiler
Deck

 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Sparkman
5.  Elemental Hero Bladedge
6.  Elemental Hero Bladedge
7.  Elemental Hero Necroshade
8.  Elemental Hero Necroshade
9.  Elemental Hero Stratos
10. Elemental Hero Wildheart
11. Elemental Hero Wildheart
12. Elemental Hero Woodsman
13. Elemental Hero Woodsman
14. Elemental Hero Ocean
15. Elemental Hero Ocean
16. Elemental Hero Prisma
17. Elemental Hero Prisma
18. King of the Swamp
19. King of the Swamp
20. King of the Swamp
21. E - Emergency Call
22. E - Emergency Call
23. Fifth Hope
24. Future Fusion
25. Miracle Fusion
26. Miracle Fusion
27. Polymerization
28. Polymerization
29. R - Righteous Justice
30. R - Righteous Justice
31. Mirror Force
32. Dimensional Prison
33. Dimensional Prison
34. Dimensional Prison
35. Hero Signal
36. Hero Signal
37. Dark Bribe
38. Dark Bribe
39. Bottomless Trap Hole
40. Bottomless Trap Hole

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 A young man with a cloak looks at Gordon.  "Hardly likely."  Instead of a dueldisk he has a large spellbook, which is glowing.

 (1d20)[ 10 ]
 (1d40)[ 11 ]  (1d39)[ 31 ]  (1d38)[ 22 ]  (1d37)[ 19 ]  (1d36)[ 27 ]
 Hand

 Spoiler
Gravekeeper's Guard
Royal Tribute
Necrovalley
Allure of Darkness
Gravekeeper's Lithograph

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User]
 (1d35)[ 28 ]
 "First I activate Allure of Darkness, drawing two cards and removing from play one dark monster."
 Hand

 Spoiler
Gravekeeper's Guard
Royal Tribute
Necrovalley
Allure of Darkness
Gravekeeper's Lithograph
Rite of Spirit

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User]
 (1d34)[ 22 ]  (1d33)[ 10 ]
 "I remove from play Gravekeeper's Guard in my hand. I cast the Valley of the Kings, Necrovalley. All graveyards are now off limits. I set a monster, then I activate Royal Tribute, forcing us to discard all monsters in our hands. I then place a facedown."

Field: Necrovalley (Nothing can target cards in the graveyard. Gravekeepers get +500 ATK and DEF
{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|-|-[/table]

 Hand (1)

 Spoiler

F: Magician's Circle
Gravekeeper's Lithograph
F: Gravekeeper's Guard
F: Rite of Spirit

 Graveyard (2)

 Spoiler
Allure of Darkness
Royal Tribute

 Remove From Play (1)

 Spoiler
Gravekeeper's Guard

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User]
 (1d35)[ 1 ]
 "A devistating opening gambit, but the 37 th  Defender of Earth will not be discouraged!  I shall play one card face down, and set a monster face down as well!  You would be wise to reconsider taking on someone as famous as me, for I will not disappoint my fans with failure!"
 Lifepoints:  8000

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

FD - Face down

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Sparkman
2.  Elemental Hero Sparkman
3.  Elemental Hero Bladedge
4.  Elemental Hero Bladedge
5.  Elemental Hero Necroshade
6.  Elemental Hero Necroshade
7.  Elemental Hero Stratos
8. Elemental Hero Woodsman
9. Elemental Hero Woodsman
10. Elemental Hero Ocean
11. Elemental Hero Ocean
12. Elemental Hero Prisma
13. Elemental Hero Prisma
14. King of the Swamp
15. King of the Swamp
16. King of the Swamp
17. E - Emergency Call
18. E - Emergency Call
19. Fifth Hope
20. Miracle Fusion
21. Miracle Fusion
22. Polymerization
23. Polymerization
24. R - Righteous Justice
25. R - Righteous Justice
26. Mirror Force
27. Dimensional Prison
28. Dimensional Prison
29. Hero Signal
30. Hero Signal
31. Dark Bribe
32. Dark Bribe
33. Bottomless Trap Hole
34. Bottomless Trap Hole

Graveyard:  3
 Spoiler
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Avian

Hand:  1
 Spoiler
Future Fusion

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Elemental Hero Avian
Dimensional Prison

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 (1d32)[ 1 ]
 "I flip summon the Gravekeeper's Guard. His effect returns your monster to your hand. He will attack you directly, I activate Magician's Circle when he attacks so I can summon Gravekeeper's Visionary to the field. He will attack directly as well."

Field: Necrovalley (Nothing can target cards in the graveyard. Gravekeepers get +500 ATK and DEF
{table=head]1|2|3|4|5
-|-|G|V|-
-|-|-|-|-[/table]
 Guard: 1600 /2500
 Visionary: 2500 /2300

 Hand (2)

 Spoiler

Gravekeeper's Lithograph
Gravekeeper's Visionary

 Graveyard (2)

 Spoiler
Allure of Darkness
Royal Tribute

 Remove From Play (1)

 Spoiler
Gravekeeper's Guard

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User]
 "Surely my good looks and incredibly shiny teeth will prevent me from being damaged."

*is hit by Gravekeeper's Guard's attack*

 " Apparently not.   HOWEVER!  My Dimensional Prison trap will!  Begone, foul spellcaster, to the far reaches of the universe!  Trouble me with your evil no more!!!"

Lifepoints:  6400

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

[User]
 "Kch. Annoyance. During my second main phase I shall tribute my Guard to summon a Visionary from my hand. End turn."

Field: Necrovalley (Nothing can target cards in the graveyard. Gravekeepers get +500 ATK and DEF
{table=head]1|2|3|4|5
-|-|G|V|-
-|-|-|-|-[/table]
 Guard: 1600 /2500
 Visionary: 2700 /2300

 Hand (1)

 Spoiler

Gravekeeper's Lithograph

 Graveyard (3)

 Spoiler
Allure of Darkness
Royal Tribute
Gravekeeper's Guard

 Remove From Play (2)

 Spoiler
Gravekeeper's Guard
Gravekeeper's Visionary

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User]
 (1d34)[ 13 ]
 "Very well.  First I play another monster face down.  Then I activate  Future Fusion , sending  Sparkman  and  Bladedge  to the Graveyard in order for  Plasma Vice  to come to my aid soon.   Please hurry. "
 Lifepoints:  6400

Field:
{table="head]1|2|3|4|5
-|-|FD|-|-
-|-|FF|-|-
[/table]

FD - Face Down
FF -  Future Fusion  - Count 0

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Sparkman
2.  Elemental Hero Bladedge
3.  Elemental Hero Necroshade
4.  Elemental Hero Necroshade
5.  Elemental Hero Stratos
6.  Elemental Hero Woodsman
7.  Elemental Hero Woodsman
8.  Elemental Hero Ocean
9.  Elemental Hero Ocean
10. Elemental Hero Prisma
11. King of the Swamp
12. King of the Swamp
13. King of the Swamp
14. E - Emergency Call
15. E - Emergency Call
16. Fifth Hope
17. Miracle Fusion
18. Miracle Fusion
19. Polymerization
20. Polymerization
21. R - Righteous Justice
22. R - Righteous Justice
23. Mirror Force
24. Dimensional Prison
25. Dimensional Prison
26. Hero Signal
27. Hero Signal
28. Dark Bribe
29. Dark Bribe
30. Bottomless Trap Hole
31. Bottomless Trap Hole

Graveyard:  6
 Spoiler
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Avian
Dimensional Prison
Elemental Hero Sparkman
Elemental Hero Bladedge

Hand:  1
 Spoiler
Elemental Hero Prisma

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Elemental Hero Avian

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 (1d30)[ 9 ]
 "My Visionary will destroy your facedown. Assuming all goes well, I will set a monster in my second main phase and end my turn."

Field: Necrovalley (Nothing can target cards in the graveyard. Gravekeepers get +500 ATK and DEF
{table=head]1|2|3|4|5
-|-|F|V|-
-|-|-|-|-[/table]
 Visionary: 2700 /2300

 Hand (1)

 Spoiler

Gravekeeper's Lithograph
F: Gravekeeper's Spy

 Graveyard (3)

 Spoiler
Allure of Darkness
Royal Tribute
Gravekeeper's Guard

 Remove From Play (2)

 Spoiler
Gravekeeper's Guard
Gravekeeper's Visionary

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User]
 (1d31)[ 31 ]
 "It was too bad for  Avian , but his sacrifice shall not be in vain!  I set another monster, and place another card facedown."
 Lifepoints:  6400

Field:
{table="head]1|2|3|4|5
-|-|FD|-|-
-|-|FF|FD|-
[/table]

FF -  Future Fusion  - Count 1

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Sparkman
2.  Elemental Hero Bladedge
3.  Elemental Hero Necroshade
4.  Elemental Hero Necroshade
5.  Elemental Hero Stratos
6.  Elemental Hero Woodsman
7.  Elemental Hero Woodsman
8.  Elemental Hero Ocean
9.  Elemental Hero Ocean
10. Elemental Hero Prisma
11. King of the Swamp
12. King of the Swamp
13. King of the Swamp
14. E - Emergency Call
15. E - Emergency Call
16. Fifth Hope
17. Miracle Fusion
18. Miracle Fusion
19. Polymerization
20. Polymerization
21. R - Righteous Justice
22. R - Righteous Justice
23. Mirror Force
24. Dimensional Prison
25. Dimensional Prison
26. Hero Signal
27. Hero Signal
28. Dark Bribe
29. Dark Bribe
30. Bottomless Trap Hole

Graveyard:  7
 Spoiler
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Avian
Dimensional Prison
Elemental Hero Sparkman
Elemental Hero Bladedge
Elemental Hero Avian

Hand:  0
 Spoiler
Empty

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Elemental Hero Prisma
Bottomless Trap Hole

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 (1d29)[ 7 ]
 "I flip summon my Gravekeeper's Spy, which lets me summon my Gravekeeper's Descendant to the field. I summon Gravekeeper's Guard. I tribute the Guard to Destroy your monster. my Visionary, Spy, and Descendant will attack directly for a total of 6600 damage. Kch. Enough to defeat you."

Field: Necrovalley (Nothing can target cards in the graveyard. Gravekeepers get +500 ATK and DEF
{table=head]1|2|3|4|5
-|D|-|V|-
-|-|-|-|-[/table]
 Visionary: 2500 /2300
 Descendant: 2000 /2000

 Hand (2)

 Spoiler
Gravekeeper's Guard
Gravekeeper's Spy

 Graveyard (3)

 Spoiler
Allure of Darkness
Royal Tribute
Gravekeeper's Guard

 Remove From Play (2)

 Spoiler
Gravekeeper's Guard
Gravekeeper's Visionary

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User] "Not so fast!  I activate my Bottomless Trap Hole to remove Gravekeeper's Descendant from play when he was summoned!  He too can exist in the void outside space and time!"

[User]
 "Very well then. In that case I will not summon the Gravekeeper's Guard, instead my Spy will destroy your facedown and my Visionary shall attack directly."

Field: Necrovalley (Nothing can target cards in the graveyard. Gravekeepers get +500 ATK and DEF
{table=head]1|2|3|4|5
-|-|S|V|-
-|-|-|-|-[/table]
 Visionary: 2700 /2300
 Spy: 1700 /2500

 Hand (2)

 Spoiler

Gravekeeper's Lithograph
Gravekeeper's Guard

 Graveyard (3)

 Spoiler
Allure of Darkness
Royal Tribute
Gravekeeper's Guard

 Remove From Play (3)

 Spoiler
Gravekeeper's Guard
Gravekeeper's Visionary
Gravekeeper's Descendant

 Gravekeepers (Revised)

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Descendant
 Gravekeeper's Guard
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Gravekeeper's Priestess
 Gravekeeper's Priestess
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Solidarity
 Solidarity
 Gravekeeper's Lithograph
 Royal Tribute
 Rite of Spirit
 Mirror Force
 Mystical Space Typhoon
 Torrential Tribute
 Bottomless Trap Hole
 Bottomless Trap Hole
 Solemn Judgment

[User] "You destroyed my facedown  E. Hero Prisma , and even my manly body cannot block your Visionary's attack, which leaves me at 3700 Lifepoints, if I'm not mistaken, with an empty field.  Do you continue?"

[User] "Kch. I end my turn there. And believe me when I say I am ready for your Plasma Vice next turn.."

[User]
 "Perhaps.  But a true Defender of Earth, like myself, can pull miracles from even the direst of situations."
 (1d30)[ 8 ]
 "Very well.  It appears that  Elemental Hero Plasma Vice  has arrived!  He too is a Defender of Earth, and I can activate his effect by discarding  Elemental Hero Ocean  to the grave to destroy your Visionary.  Too bad he didn't see his own end coming.  Plasma Vice, attack his Gravekeeper's Spy!  Defender's Shocking Punch!!"
 Lifepoints:  3700

Field:
{table="head]1|2|3|4|5
-|-|PV|-|-
-|-|FF|-|-
[/table]

FF -  Future Fusion

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Sparkman
2.  Elemental Hero Bladedge
3.  Elemental Hero Necroshade
4.  Elemental Hero Necroshade
5.  Elemental Hero Stratos
6.  Elemental Hero Woodsman
7.  Elemental Hero Woodsman
8.  Elemental Hero Ocean
9. Elemental Hero Prisma
10. King of the Swamp
11. King of the Swamp
12. King of the Swamp
13. E - Emergency Call
14. E - Emergency Call
15. Fifth Hope
16. Miracle Fusion
17. Miracle Fusion
18. Polymerization
19. Polymerization
20. R - Righteous Justice
21. R - Righteous Justice
22. Mirror Force
23. Dimensional Prison
24. Dimensional Prison
25. Hero Signal
26. Hero Signal
27. Dark Bribe
28. Dark Bribe
29. Bottomless Trap Hole

Graveyard:  7
 Spoiler
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Avian
Dimensional Prison
Elemental Hero Sparkman
Elemental Hero Bladedge
Elemental Hero Avian
Elemental Hero Ocean

Hand:  0
 Spoiler
Empty

Removed From Play:  0
 Spoiler
Empty

Field

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User] The man laughs.  "The High Priest shall not be defeated so easily."  The Visionary raises his hand and the man's spellbook glows. Out of the book comes Gravekeeper's Guard.  "By discarding the Guard I can negate the destruction of Visionary. In addition, he gains 200 attack points now that there is yet another Gravekeeper in the grave. Do you still continue your attack?"

[User]
 "Yes I do.  I then concede defeat, for there is no way for me to defeat you at this point.  Well played!  You too could be a Defender of Earth, if you were to devote your powers to justice!  Now, you understand, I have a reputation to maintain.  I must ask you to never speak of this match ever again, for if the forces of evil were to hear that I was defeated, they would attack all at once, and even though I,   Captain Gordon, Defender of Earth!   could defeat them all with ease, innocents could harmed before I rescued them."

Gordon begins to walk off.

 "Manager!  I must confiscate all records of this duel, in the name of   Captain Gordon, Defender of Earth!  "


[User]
 It is a cold and overcast day in New York. You have just climbed off the boat, and immediately wish you were back in the U.S.S.R.
There are dirty people every where. The poor line the streets, their sunken eyes pleading with you.
You have a bit of paper with a phone number and a nickel, time to find a pay phone.
The ship leaves behind you, and you are assaulted for the first, and far from the last, time by the smell of America. One giant pig sty.


[User] You are in the city of Greyhaven nestled in the foothills of the Red mountains. For the past few years there has been a rise in cultist activity in the town with demon attacks happening on almost a weekly basis. Due to its advantaegous strategic location the inquisition is worried that if the demons do manage to take it over it will be able to serve as a stronghold for them to attack the rest of the world from. You have each been sent from your respective churches to try and find the leader of the demonic cult and bring him to justice. The inquisiton have warned you that the previous inquisitors here used less than orthodox methods and have caused the town to be very untrusting of inquisitors. They have told you to try and avoid doing anything that might anger the people because the last thing they want is to start a riot and allow the cultists to gain more power. They have also warned you that you should expect to face threats of serious physciall and mental harm while you are there as the cultists have had a great deal of practice in finding and removing inquisitors. You have been told that as long as you keep your heads down and don't do anything to raise suspicion you should be fine.

[User]
 When one was attempting to avoid suspicion, there were a few things to remember. Being loud and obnoxious was obviously going to get you in trouble, but on the other hand, complete isolation in the corner was just as likely to get you suspicious looks and make people not trust you.

Above all you had to be normal. Not too thin, not too fat. Not too loud, not too quiet. Be open to talking, but never leave anyone with much of an impression. This was the key to espionage. Make yourself friendly, but be no one's friend.

With this is in mind, Rissou chats quietly with the other bar patrons, dressed in stout, but well cut, traveling clothes with a floppy hat on his head. His hair was of the same length, but dulled from its' usual rusty red-brown to a flat dirt color, his weapons in his magical haversack beside him. He was slightly unshaven and slouched over the bar, nursing a drink.

He looks to most anyone like a traveling merchant. Perfectly normal. And no one really minds talking with traveling merchants.

 Spoiler
Disguise and Gather Information check. Any information in general about the demon attacks and where they might be coming from. Disguise has to be made in secret, but my skill is at +12 and my hat of Disguise gives me another +10.

Rolling Gather Information:

 (1d20+8)[ 16 ]

[User] They told her to be inconspicuos. With Gemma, that is a rare comodity. Freindly and always willing to learn, puttting coppers in beggars bowls, not realy Covert operation type. Rolling into town on the cart with nibbles didnt exactly maker conspicuos though...

[User] The town library would naturally be the best plawhace to start. Try to blend in they told him. Dias did just that, most of his gear was in his bag. Not disguised in any way at all, but still blending in.

[User]
 After succesfully disuising himself as a merchant Rissou discovers from some of the villagers that the demon attacks started over a year ago a few months after a group of inquisitors was sent to the city. There was a lot of suspicion for a while that the inquisition might have been infiltrated by the cultists but it turned out that the people spreading these rumours were actually demon cultists trying to undermine the inquisition's authority and were put to death by the inquisitors. The demon attacks tended to start in the sotuheastern distric of the city known for its high crime rates and hostile nature. The citry guard were able to defeat the early demons with ease as they were rarely more than imps but as time progressed the demons grew stronger and more numerous and more and more of the guardsmen were killed in the fighting.

This seems odd because you would have thought the inquisition would have told you if they had sent inquisitors there before you.

[User]
 "Humph. 'Don't raise suspicion'. Funny."

Rather than go into a building and investigate, Kothar was on the rooftops. Up here, he felt free.

 "Have to keep focus, though. It's necessary."

Kothar finds a place overlooking the marketplace to watch it, unseen, and keep an eye out for anything suspicious.

 Spoiler

Taking 10:
Hide (to not be seen by anyone looking up): 19
Spot: 19

[User]
 Dias yip Casneth realised he was lost,   "Time to ask around for some info then, better keep a cover in place"

 Spoiler

Gather Infomation  (1d20+14)[ 15 ]

Will bluff only if questioned and say he is a travelling scholar.
Bluff  (1d20+19)[ 22 ]

[User]
 Spoiler
 roll for gather information  (1d20+1)[ 2 ]


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

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

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

DM notes:
 Spoiler
 Sheet

[User]
 Furious at suddenly waking up in a strange room Magnus stands up and Magnus slowly looks around to get a bearing on his surroundings. He checks his gear for any damage, and readies himself for a fight, if need be.

He inspects the walls and room, while quietly listening to the dropping water and any other possible sounds as best he can. He then swings his Spiked Chain around the room to make sure nothing invisible is standing near him.

Search  (1d20+4)[ 23 ]
Listen  (1d20+3)[ 8 ]

He looks carefully at his surroundings to see if he can identify any familiar structures or cave patterns.
Knowledge (Dungeoneering)  (1d20+5)[ 21 ]
Knowledge (Architecture and Engineering) (1d20+4)[ 21 ]

Magnus carefully approaches the door at C-4 and carefully looks it over to see if there is anything different about it that might even shine some light on his current situation.

Search (1d20+4)[ 13 ]

Finally, he walks next to the door, presses his ear against it (assuming he didn't notice something dangerous about the door) and attempts to listen to anything that might be on the other side.

Listen  (1d20+3)[ 12 ]

[User] Nothing at all interesting. The room appears to be an underground cavern, carved out of solid rock.

[User]
 [[Guess I hear nothing too.]]

Magnus opens the door slowly while standing against the wall. He looks into the area outside the room carefully.

Spot  (1d20+3)[ 18 ]

[User] The corridor outside is unlit. Any interesting vision modes?

[User]
 [[Nope.]]

Magnus retrieves the lit torch from the room and begins walking down the corridor with his spiked chain in hand and trying not to make too much noise.

most silently  (1d20)[ 2 ]

[User]
 You pull on the torch, and

 Spoiler
It comes free of the sconce.  Seems safe enough.

Your new light illuminates the passage, revealing the hall runs to the south and east.  Your chain clinks fairly loudly as you step into the hallway.
To the east: After 10', the corridor splits north and south. After 30', there's a door on the north wall. The corridor continues outside of your sight.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

Which way are you going?

[User] [[Sorry, but I'm a bit confused by the map directions you gave. Does it look like this?]]

[User] Uploaded with  ImageShack.us

[User]
 Magnus swings his chain back over his shoulder to make less noise. He walks 10ft east towards next to the door to the north while looking east and south down the hallway.

He checks the door for traps and then (probably) put his ear to the door to listen to anything inside.

Search  (1d20+4)[ 18 ]
Listen  (1d20+3)[ 19 ]

[User]
 I'm a tad confused where you are.  Are you moving 10' east to the 4-way intersection?  And moving towards the door that leads north?

Looking south from the 4-way intersection, you see a door as in Term1nally's map.  Looking north, the path turns right after 20'.

[User]
 [[ohp, i thought that path was a door]]

After putting his face up against it, Magnus realizes what he thought was a door was actually a hallway. He walks 20ft east and repeats the process checking and listening.

Search  (1d20+4)[ 23 ]
Listen  (1d20+3)[ 16 ]

[User]
 Ah.  Yes, the little rectangles on the walls are doors, not the cutoff hallways.

Halfway to the door,

 Spoiler
The floor drops away from under you.

Make a reflex save.

[User]
 [[wow, no search check?]]

reflex save  (1d20+3)[ 9 ]

[[ouch, forgot to use Cunning Insight. hope this doesn't kill me]]

[User]
 Unfortunately, your search check didn't find anything despite the really high roll.  There's a search DC, but it's up there.

You fall 20' into a 5'-wide pit.
  Dmg  - (2d6)[ 3 ]

[User]
 Magnus shakes himself off, lets loose a series of profanities and pulls out his rope and grapling hook. He throws the grapling hook up towards the top of the pit until it latches on properly.

He then spends some time trying to climb back up.

(repeat climb checks in case of failure)
climb  (1d20+1)[ 18 ]
climb  (1d20+1)[ 13 ]
climb  (1d20+1)[ 11 ]
climb  (1d20+1)[ 15 ]
climb  (1d20+1)[ 4 ]
climb  (1d20+1)[ 3 ]
climb  (1d20+1)[ 15 ]
climb  (1d20+1)[ 17 ]

Once he's back on the top, he rolls up his rope and puts it back into his bag along with the grapling hook. He pulls out his spiked chain again, then walks up to the door.

He first scans the space in front of it, then checks out the door and listens inside.

search (space)  (1d20+4)[ 19 ]
search (door)  (1d20+4)[ 18 ]
listen  (1d20+3)[ 19 ]

[User]
 You can take 10 on things like that to save on time.  You also would need to roll Use Rope to place the grappling hook, but I'll just say you took 10 on that one since you'll barely reach the DC14 with the silk rope bonus.

I also assume you want to come out on the east side of the pit? 😁
You climb out easily and make it to the door.

You find no traps.  It's difficult to make out much through the sliding slab of heavy metals that passes for a door in here.

[User]
 Magnus opens the door with his back against the wall next to it. He leans over and peers inside.

spot  (1d20+3)[ 17 ]
listen  (1d20+3)[ 20 ]

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

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.  You are outside A5 south.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative:  (1d20+1)[ 17 ]

[User] Initiative  (1d20+2)[ 9 ]

[User]
 He breathes a gout of flame at you that clings to you even as it singes your flesh.
  Fire  - (1d3)[ 2 ]  (Ref. save for 1/2, minimum 1)

If you take any damage (I see no evasion or fire resistance), you're  entangled .  You're limited to half-speed.

He then retreats to the far corner of the room (E1).

[User]
 Reflex  (1d20+2)[ 8 ]  (Don't know the DC)

Magnus charges at the enemy and attacks with his spiked chain. (Or just closes the distance.)

attack (charge)  (1d20+6)[ 25 ]

damage  (2d4+4)[ 8 ]

-2 AC

[User]
 You fail the save.

Since you're entangled, you can't charge.  Or attack it, apparently.  I guess you close the distance.  Where to?

 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||L
2|||||
3|||||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.

[User] If that's the case, then Magnus stays outside of the room and moves to where B6 would be in the hallway.

[User]
 You take ongoing fire damage from the lizard guy's breath.    Fire  - (1d6)[ 5 ]
The fire and entanglement will last for  (1d4-1)[ 0 ]  more rounds.

You wait just outside the door, but he doesn't seem to pursue.