[User]
 (How ironic that I would be using the same persona as I used against your last Exodia Deck.  It's nothing personal, I had been planning to use him for this deck long before your challenge.)

A man with spiky black hair walks into the arena, smiling calmly.  He wears a dark blue coat with silver trimmings, and black shirt & pants.

 "Hello.  I'm Alister.  I believe it's Duelist Ettique to shake hands at the start of the duel is it not?"   He says, reaching out his hand.

(Not rolling here because I don't think you can on the 1st post, & I'm short on time, so I won't be back online for a while after this.)

[User]
 A great archway opens, covered in ancient Egyptian runes. Out of it steps an elf shrouded in half-light, his face lavender, a mix between the pale-faced moon elves and ebony drow.  I am the Tombkeeper of The Forbidden One. Pleased to make your acquaintance!  says the elf, taking the man's outstretched hand and shaking it.  Though I hope you did not come here expecting to win. That is a distinctly unlikely possibility.  He steps back to his side of the field, arming his archaic-looking sable dueldisk. He rolls a die and draws his hand.

Inish:  (1d20)[ 19 ]
Draw:  (5d40)[ 6 ][ 13 ][ 17 ][ 15 ][ 33 ](84)
Rerolls:  (3d40)[ 22 ][ 28 ][ 24 ](74)

[User]
 "Short of actions, long of words, hmm?"   The man says, taking out and equipping a gray & black Duel Disk on his left arm.  The Duel Disk then shoots out a die, while he draws his first 5 cards.

Initiative:   (1d20)[ 10 ](10)
Draws:  Screwed up & only rolled for 1 draw.  Got a 17.  Drawing other four cards next post.
REROLLS:   (3d50)[ 48 ][ 18 ][ 23 ](89)

Deck:
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Mobius the Frost Monarch
6.Zaborg the Thunder Monarch
7.Zaborg the Thunder Monarch
8.Doomcaliber Knight
9.Doomcaliber Knight
10.Ninja Grandmaster Sasuke
11.Ninja Grandmaster Sasuke
12.D.D Assailant
13.Disciple of the Forbidden Spell
14.Disciple of the Forbidden Spell
15.Disciple of the Forbidden Spell
16.Breaker the Magical Warrior
17.Breaker the Magical Warrior
18.Drillroid
19.Drillroid
20.Nanobreaker
21.Nanobreaker
22.D.D. Warrior Lady
23.D.D. Warrior Lady
24.Newdoria
25.Newdoria
26.Roulette Barrel
27.Heavy Storm
28.Lightning Vortex
29.Mage Power
30.Mystical Space Typhoon
31.Soul Exchange
32.Soul Exchange
33.Soul Exchange
34.Swords of Revealing Light
35.United We Stand
36.Blast Held by a Tribute
37.Blast With Chain
38.Blast With Chain
39.Bottomless Trap Hole
40.Bottomless Trap Hole
41.Chain Destruction
42.Dimensional Prison
43.Dimensional Prison
44.Dust Tornado
45.Dust Tornado
46.Malevolent Catastrophe
47.Mirror Force
48.Needle Wall
49.Sakuretsu Armor
50.Torrential Tribute

 "And as for the comment about winning, I just came here to have fun.  Winning is a secondary goal."

[User]
 OTHER DRAWS:   (4d50)[ 46 ][ 45 ][ 15 ][ 33 ](139)

 Spoiler

Hand: 5
 Spoiler

Breaker the Magical Warrior
Soul Exchange
Dust Tornado
Malevolent Catastrophe
Disciple of the Forbidden Spell

Deck:
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Mobius the Frost Monarch
6.Zaborg the Thunder Monarch
7.Zaborg the Thunder Monarch
8.Doomcaliber Knight
9.Doomcaliber Knight
10.Ninja Grandmaster Sasuke
11.Ninja Grandmaster Sasuke
12.D.D Assailant
13.Disciple of the Forbidden Spell
14.Disciple of the Forbidden Spell
15.Breaker the Magical Warrior
16.Drillroid
17.Drillroid
18.Nanobreaker
19.Nanobreaker
20.D.D. Warrior Lady
21.D.D. Warrior Lady
22.Newdoria
23.Newdoria
24.Roulette Barrel
25.Heavy Storm
26.Lightning Vortex
27.Mage Power
28.Mystical Space Typhoon
29.Soul Exchange
30.Soul Exchange
31.Swords of Revealing Light
32.United We Stand
33.Blast Held by a Tribute
34.Blast With Chain
35.Blast With Chain
36.Bottomless Trap Hole
37.Bottomless Trap Hole
38.Chain Destruction
39.Dimensional Prison
40.Dimensional Prison
41.Dust Tornado
42.Mirror Force
43.Needle Wall
44.Sakuretsu Armor
45.Torrential Tribute

Extra Deck:
 Spoiler

none

Graveyard:
 Spoiler

none

Removed From Play:
 Spoiler

none

Face Downs:
 Spoiler

none

Stats: 8000 Life Points

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

(Anyway, I believe you get to go first.  Or choose who.  I can't remember which.)

[User]
 I will begin. After I draw, I activate Upstart Goblin, which gives you 1000 life points and lets me draw again.

Draw:  (1d40)[ 37 ]
Goblin:  (1d40)[ 35 ]
Rerolls:  (4d40)[ 15 ][ 6 ][ 31 ][ 30 ](82)
 I set a monster and two cards. I end my turn. Go right ahead!

Field Magic: None
{table=”head”] 1 | 2 | 3 | 4 | 5
-- | -- | FD | -- | --
-- | -- | FD | FD | --[/table]
FD = Facedown

Lifepoints: 8000

Hand: 3

 Spoiler
Pot of Avarice
Chainsaw Insect
Cup of Ace

Facedowns: 3

 Spoiler
Spot 3: Sangan
Spot 3: Legacy of Yata Garasu
Spot 4: Pharaoh's Treasure

Graveyard: 1

 Spoiler
Upstart Goblin

Out of Play: 0

 Spoiler
0

Deck: 33

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
 06. Sangan
07. Jar of Greed
08. Jar of Greed
09. Jar of Greed
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
 13. Upstart Goblin
14. Legacy of Yata-Garasu
 15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Chainsaw Insect
18. Chainsaw Insect
19. Chainsaw Insect
20. Destiny Hero - Defender
21. Destiny Hero - Defender
22. Destiny Hero - Defender
23. Dekoichi the Battlechanted Locomotive
24. Dekoichi the Battlechanted Locomotive
25. Dekoichi the Battlechanted Locomotive
26. Marshmallon
27. Skelengel
28. Skelengel
29. Swords of Revealing Light
30. Appropriate
31. Appropriate
32. Appropriate
 33. Cup of Ace
34. Cup of Ace
 35. Pharaoh’s Treasure
36. Pharaoh’s Treasure
 37. Pot of Avarice
38. Pot of Avarice
39. Chorus of Sanctuary
40. Chorus of Sanctuary

[User]
 Spoiler

Hand: 4
 Spoiler

Soul Exchange
Malevolent Catastrophe
Disciple of the Forbidden Spell
Lightning Vortex

Deck: 44 Cards after my Draw Phase.
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Mobius the Frost Monarch
6.Zaborg the Thunder Monarch
7.Zaborg the Thunder Monarch
8.Doomcaliber Knight
9.Doomcaliber Knight
10.Ninja Grandmaster Sasuke
11.Ninja Grandmaster Sasuke
12.D.D Assailant
13.Disciple of the Forbidden Spell
14.Disciple of the Forbidden Spell
15.Breaker the Magical Warrior
16.Drillroid
17.Drillroid
18.Nanobreaker
19.Nanobreaker
20.D.D. Warrior Lady
21.D.D. Warrior Lady
22.Newdoria
23.Newdoria
24.Roulette Barrel
25.Heavy Storm
26.Mage Power
27.Mystical Space Typhoon
28.Soul Exchange
29.Soul Exchange
30.Swords of Revealing Light
31.United We Stand
32.Blast Held by a Tribute
33.Blast With Chain
34.Blast With Chain
35.Bottomless Trap Hole
36.Bottomless Trap Hole
37.Chain Destruction
38.Dimensional Prison
39.Dimensional Prison
40.Dust Tornado
41.Mirror Force
42.Needle Wall
43.Sakuretsu Armor
44.Torrential Tribute

Extra Deck:
 Spoiler

none

Graveyard:
 Spoiler

none

Removed From Play:
 Spoiler

none

Face Downs:
 Spoiler

Dust Tornado

Stats: 9000 Life Points

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

BTMW=Breaker the Magical Warrior.   1600 ATK /1000 DEF

 "I draw."
 (1d45)[ 26 ](26)
 "Hmm.  I set one card Face-Down."
"Then, I summon Breaker the Magical Warrior, who's effect I will activate immediately, to destroy your Face-Down Spell or Trap Card in column 3.  Then I will attack with him and end my turn."   Alister says calmly.

Breaker fires a magical blast which explodes, destroying the Spell or Trap & charges forward, his sword slashing majestically through the Face-Down monster.

[User]
 I chain the card you are about to destroy, Legacy of Yata-Garasu, allowing me to draw another card, and essentially making Breaker's effect useless! My destroyed Sangan then brings Exodia the Forbidden One to my hand, provided I do not by some stroke of luck draw it with Legacy. If your turn is otherwise done, I will draw a card at my Draw Phase as well.

Yata-Garasu:  (1d40)[ 34 ]
Draw:  (1d40)[ 4 ]
Rerolls:  (4d40)[ 10 ][ 27 ][ 1 ][ 35 ](73)

[User]
 I summon Chainsaw Insect, in attack mode, and I end my turn. Go right ahead!

Field Magic: None
{table=”head”] 1 | 2 | 3 | 4 | 5
-- | -- | CI | -- | --
-- | -- | -- | FD | --[/table]
CI = Chainsaw Insect,  2400 /0
FD = Facedown

Lifepoints: 8000

Hand: 3

 Spoiler
Pot of Avarice
Chainsaw Insect
Cup of Ace x2
Exodia the Forbidden One
Right Arm of the Forbidden One

Facedowns: 1

 Spoiler
Spot 4: Pharaoh's Treasure

Graveyard: 3

 Spoiler
Upstart Goblin
Sangan
Legacy of Yata-Garasu

Out of Play: 0

 Spoiler
0

Deck: 30

 Spoiler
 01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
 04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
 06. Sangan
07. Jar of Greed
08. Jar of Greed
09. Jar of Greed
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
 13. Upstart Goblin
14. Legacy of Yata-Garasu
 15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Chainsaw Insect
18. Chainsaw Insect
19. Chainsaw Insect
20. Destiny Hero - Defender
21. Destiny Hero - Defender
22. Destiny Hero - Defender
23. Dekoichi the Battlechanted Locomotive
24. Dekoichi the Battlechanted Locomotive
25. Dekoichi the Battlechanted Locomotive
26. Marshmallon
27. Skelengel
28. Skelengel
29. Swords of Revealing Light
30. Appropriate
31. Appropriate
32. Appropriate
 33. Cup of Ace
 34. Cup of Ace
 35. Pharaoh’s Treasure
36. Pharaoh’s Treasure
 37. Pot of Avarice
38. Pot of Avarice
39. Chorus of Sanctuary
40. Chorus of Sanctuary

[User]
 Spoiler

Hand: 4
 Spoiler

Soul Exchange
Malevolent Catastrophe
Disciple of the Forbidden Spell
Lightning Vortex
Nanobreaker

Deck: 43 Cards after my Draw Phase.
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Mobius the Frost Monarch
6.Zaborg the Thunder Monarch
7.Zaborg the Thunder Monarch
8.Doomcaliber Knight
9.Doomcaliber Knight
10.Ninja Grandmaster Sasuke
11.Ninja Grandmaster Sasuke
12.D.D Assailant
13.Disciple of the Forbidden Spell
14.Disciple of the Forbidden Spell
15.Breaker the Magical Warrior
16.Drillroid
17.Drillroid
18.Nanobreaker
19.D.D. Warrior Lady
20.D.D. Warrior Lady
21.Newdoria
22.Newdoria
23.Roulette Barrel
24.Heavy Storm
25.Mage Power
26.Mystical Space Typhoon
27.Soul Exchange
28.Soul Exchange
29.Swords of Revealing Light
30.United We Stand
31.Blast Held by a Tribute
32.Blast With Chain
33.Blast With Chain
34.Bottomless Trap Hole
35.Bottomless Trap Hole
36.Chain Destruction
37.Dimensional Prison
38.Dimensional Prison
39.Dust Tornado
40.Mirror Force
41.Needle Wall
42.Sakuretsu Armor
43.Torrential Tribute

Extra Deck:
 Spoiler

none

Graveyard:
 Spoiler

Dust Tornado
Disciple of the Forbidden Spell
Lightning Vortex

Removed From Play:
 Spoiler

none

Face Downs:
 Spoiler

Dust Tornado

Stats: 9000 Life Points

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

BtMW=Breaker the Magical Warrior:  1600 ATK/1000 DEF
N=Nanobreaker:  1600 ATK/1800 DEF

 "Hmm, it appears you forgot to attack.  Anyway, during your turn, I activate my Face-Down Dust Tornado, to destroy whatever your other Face-Down is.  Meanwhile, I draw."   Alister says, almost sounding mildly annoyed.

(Dust Tornado activation posted here because I wanted to wait to see if you would place anything else.)

 (1d44)[ 19 ](19)
 "Nothing that can kill that bug on raw force alone.  I guess I'll just have to "magic" it away."   He says, annoyance turning to mild excitement.

 "I ACTIVATE LIGHTNING VORTEX!!  Now, I discard my Disciple of the Forbidden Spell so that I can get your Chainsaw Insect out of the way!  HAHAHA, TAKE THIS, PATHETIC INSECT!!"   A bit too excited perhaps....

Lightning comes down, far too much of it for one monster, and annihilates the insect in a massive, "thundery" explosion.

 "Then, I summon Nanobreaker and she and Breaker will attack you directly!  DOUBLE-BREAKER COMBO ATTACK!!"

Breaker the Magical Warrior & Nanobreaker rush at their opponent and both slash him with their swords trails of electricity & magic following them & their swords, creating an enormous "X" shape for a brief moment.

 "Your move."   Alister says excitedly, after having watched his monster's combo attack.

(Summary:  Dust Tornado, Lightning Vortex, attack directly for 3200 damage.)

[User]
 My facedown is Pharaoh's Treasure, which, I believe, fakes-out your destruction spell yet again as it returns to my deck, though you may correct me if I am wrong. After that, I shall draw a card!

Draw:  (1d40)[ 38 ]
Rerolls:  (3d40)[ 28 ][ 39 ][ 29 ](96)

Field Magic: None
{table=”head”] 1 | 2 | 3 | 4 | 5
-- | -- | -- | -- | --
-- | -- | -- | -- | --[/table]
FD = Facedown

Lifepoints: 4800

Hand: 5

 Spoiler
Pot of Avarice x2
Cup of Ace x2
Exodia the Forbidden One
Right Arm of the Forbidden One

Facedowns: 0

 Spoiler
0

Graveyard: 3

 Spoiler
Upstart Goblin
Sangan
Legacy of Yata-Garasu
Chainsaw Insect

Out of Play: 0

 Spoiler
0

Deck: 30

 Spoiler
 01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
 04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
 06. Sangan
07. Jar of Greed
08. Jar of Greed
09. Jar of Greed
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
 13. Upstart Goblin
14. Legacy of Yata-Garasu
 15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Chainsaw Insect
18. Chainsaw Insect
19. Chainsaw Insect
20. Destiny Hero - Defender
21. Destiny Hero - Defender
22. Destiny Hero - Defender
23. Dekoichi the Battlechanted Locomotive
24. Dekoichi the Battlechanted Locomotive
25. Dekoichi the Battlechanted Locomotive
26. Marshmallon
27. Skelengel
28. Skelengel
29. Swords of Revealing Light
30. Appropriate
31. Appropriate
32. Appropriate
 33. Cup of Ace
 34. Cup of Ace
35. Pharaoh’s Treasure (Activated)
36. Pharaoh’s Treasure
 37. Pot of Avarice
 38. Pot of Avarice
39. Chorus of Sanctuary
40. Chorus of Sanctuary

[User]
 I activate my Cup of Ace! First, I flip a coin. On a 1, you draw two cards. On a 2, I draw 2 cards!
 (1d2)[ 1 ]

If its a 2, I draw 2 cards:
 (2d40)[ 39 ][ 39 ](78)
Rerolls:  (4d40)[ 28 ][ 32 ][ 10 ][ 21 ](91)

[User]
 Spoiler

Hand: 4
 Spoiler

Soul Exchange
Malevolent Catastrophe
Mobius the Frost Monarch
Bottomless Trap Hole

Deck: 43 Cards after my Draw Phase.
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Zaborg the Thunder Monarch
6.Zaborg the Thunder Monarch
7.Doomcaliber Knight
8.Doomcaliber Knight
9.Ninja Grandmaster Sasuke
10.Ninja Grandmaster Sasuke
11.D.D Assailant
12.Disciple of the Forbidden Spell
13.Disciple of the Forbidden Spell
14.Breaker the Magical Warrior
15.Drillroid
16.Drillroid
17.Nanobreaker
18.D.D. Warrior Lady
19.D.D. Warrior Lady
20.Newdoria
21.Newdoria
22.Roulette Barrel
23.Heavy Storm
24.Mage Power
25.Mystical Space Typhoon
26.Soul Exchange
27.Soul Exchange
28.Swords of Revealing Light
29.United We Stand
30.Blast Held by a Tribute
31.Blast With Chain
32.Blast With Chain
33.Bottomless Trap Hole
34.Chain Destruction
35.Dimensional Prison
36.Dimensional Prison
37.Dust Tornado
38.Mirror Force
39.Needle Wall
40.Sakuretsu Armor
41.Torrential Tribute

Extra Deck:
 Spoiler

none

Graveyard:
 Spoiler

Dust Tornado
Disciple of the Forbidden Spell
Lightning Vortex

Removed From Play:
 Spoiler

none

Face Downs:
 Spoiler

Dust Tornado

Stats: 9000 Life Points

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

Alister looks at his opponent, amused.   "Heh.  Extra Life Points, now extra draws?  What are you going to start giving me next?  Extra monsters?"
 (2d43)[ 5 ][ 35 ](40)

[User]
 I activate yet another Cup of Ace, as my first one failed me! Same deal.
 (1d2)[ 1 ]

If its a 2, I draw:  (2d40)[ 35 ][ 10 ](45)
Rerolls:  (4d40)[ 9 ][ 1 ][ 10 ][ 24 ](44)
 Argh, no! Not again! I am forced to end my turn, utterly defenseless! Well, I suppose desperate times call for desperate measures. I set a monster facedown, to prevent me from being  totally  defenseless...

Faceodowns: 1

 Spoiler
Exodia the Forbidden One

[User]
 Spoiler

Hand: 5
 Spoiler

Soul Exchange
Soul Exchange
Malevolent Catastrophe
Mobius the Frost Monarch
Swords of Revealing Light

Deck: 38 Cards after my Draw Phase.  4 Cards drawn from 2 of my opponent's Cups of Ace plus 1 card during my Draw Phase.
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Zaborg the Thunder Monarch
6.Zaborg the Thunder Monarch
7.Doomcaliber Knight
8.Ninja Grandmaster Sasuke
9.Ninja Grandmaster Sasuke
10.D.D Assailant
11.Disciple of the Forbidden Spell
12.Disciple of the Forbidden Spell
13.Breaker the Magical Warrior
14.Drillroid
15.Drillroid
16.Nanobreaker
17.D.D. Warrior Lady
18.D.D. Warrior Lady
19.Newdoria
20.Newdoria
21.Roulette Barrel
22.Heavy Storm
23.Mage Power
24.Mystical Space Typhoon
25.Soul Exchange
26.United We Stand
27.Blast Held by a Tribute
28.Blast With Chain
29.Blast With Chain
30.Bottomless Trap Hole
31.Chain Destruction
32.Dimensional Prison
33.Dimensional Prison
34.Dust Tornado
35.Mirror Force
36.Needle Wall
37.Sakuretsu Armor
38.Torrential Tribute

Extra Deck:
 Spoiler

none

Graveyard:
 Spoiler

Dust Tornado
Disciple of the Forbidden Spell
Lightning Vortex

Removed From Play:
 Spoiler

none

Face Downs:
 Spoiler

Doomcaliber Knight
Bottomless Trap Hole

Stats: 9000 Life Points

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

Alister bursts out laughing.   "Oh dear HIGHER POWERS, this is pathetic.  HAHAHA."
"Hey, look on the bright side:  At least you managed to clog up my hand."

Cup of Ace Draws:   (2d41)[ 8 ][ 28 ](36)
Normal Draw Phase Draws: (1d39)[ 26 ](26)
 "....Anyway, I set a monster and a card in my Spell & Trap Card Zone, and then I'll attack with Breaker the Magical Warrior.  If it's Level 3 or lower, and it somehow survives, I'll attack with Nanobreaker, who's effect will auto-kill it without damage calculation.  If it doesn't survive at all, I attack directly with Nanobreaker.  If it DOES survive & is Level 4 or somehow higher, then I'll end my turn.  Phew, that was a lot to say."   He says, and then wipes his brow.

 "Your turn."

(Also, Dust Tornado isn't a spell.  IT'S A TRAP!!  Just ask Admiral Ackbar.)

[User]
 You destroy one of the five keys to my master's prison, Exodia the Forbidden One! I then bear Nanobreaker's direct attack.

Draw:  (1d40)[ 4 ]
Rerolls:  (3d40)[ 18 ][ 9 ][ 34 ](61)
 I summon Chainsaw Insect, in attack mode. Not wanting to risk my only monster, I end my turn. Go ahead!

Field Magic: None
{table=”head”] 1 | 2 | 3 | 4 | 5
-- | -- | CI | -- | --
-- | -- | -- | -- | --[/table]
CI = Chainsaw Insect,  2400 /0. When chainsaw insect battles, you draw 1 card.
FD = Facedown

Lifepoints: 3200

Hand: 3

 Spoiler
Pot of Avarice x2
Right Arm of the Forbidden One

Facedowns: 0

 Spoiler
0

Graveyard: 7

 Spoiler
Upstart Goblin
Sangan
Legacy of Yata-Garasu
Chainsaw Insect
Cup of Ace x2
Exodia the Forbidden One

Out of Play: 0

 Spoiler
0

Deck: 29

 Spoiler
 01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
 04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
 06. Sangan
07. Jar of Greed
08. Jar of Greed
09. Jar of Greed
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
 13. Upstart Goblin
14. Legacy of Yata-Garasu
 15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Chainsaw Insect
 18. Chainsaw Insect
19. Chainsaw Insect
20. Destiny Hero - Defender
21. Destiny Hero - Defender
22. Destiny Hero - Defender
23. Dekoichi the Battlechanted Locomotive
24. Dekoichi the Battlechanted Locomotive
25. Dekoichi the Battlechanted Locomotive
26. Marshmallon
27. Skelengel
28. Skelengel
29. Swords of Revealing Light
30. Appropriate
31. Appropriate
32. Appropriate
 33. Cup of Ace
 34. Cup of Ace
35. Pharaoh’s Treasure (Activated)
36. Pharaoh’s Treasure
 37. Pot of Avarice
 38. Pot of Avarice
39. Chorus of Sanctuary
40. Chorus of Sanctuary

[User]
 Spoiler

Hand: 5
 Spoiler

Soul Exchange
Soul Exchange
Malevolent Catastrophe
Mobius the Frost Monarch
Swords of Revealing Light
38.Torrential Tribute

Deck: 37 Cards after my Draw Phase.
 Spoiler

1.Caius the Shadow Monarch
2.Caius the Shadow Monarch
3.Caius the Shadow Monarch
4.Mobius the Frost Monarch
5.Zaborg the Thunder Monarch
6.Zaborg the Thunder Monarch
7.Doomcaliber Knight
8.Ninja Grandmaster Sasuke
9.Ninja Grandmaster Sasuke
10.D.D Assailant
11.Disciple of the Forbidden Spell
12.Disciple of the Forbidden Spell
13.Breaker the Magical Warrior
14.Drillroid
15.Drillroid
16.Nanobreaker
17.D.D. Warrior Lady
18.D.D. Warrior Lady
19.Newdoria
20.Newdoria
21.Roulette Barrel
22.Heavy Storm
23.Mage Power
24.Mystical Space Typhoon
25.Soul Exchange
26.United We Stand
27.Blast Held by a Tribute
28.Blast With Chain
29.Blast With Chain
30.Bottomless Trap Hole
31.Chain Destruction
32.Dimensional Prison
33.Dimensional Prison
34.Dust Tornado
35.Mirror Force
36.Needle Wall
37.Sakuretsu Armor

Extra Deck:
 Spoiler

none

Graveyard:
 Spoiler

Dust Tornado
Disciple of the Forbidden Spell
Lightning Vortex

Removed From Play:
 Spoiler

none

Face Downs:
 Spoiler

Doomcaliber Knight

Stats: 9000 Life Points

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

Alister flips up his Face-Down card, smiling maliciously. "Too bad, it's going to die anyway.  BOTTOMLESS TRAP HOLE!!"
 (1d38)[ 4 ](4)
 "Now then, I sacrifice my Face-Down Doomcaliber Knight to summon MOBIUS THE FROST MONARCH!!  ALL MONSTERS, ATTACK AND WIN!!"

Mobius launches an enormous blast of ice at Alister's opponent, which is followed by Breaker the Magical Warrior's & Nanobreaker's combo attack, as they slash through the now frozen opponent, not killing him because they're holograms.

 "Unless you have 1 or 2 Kuriboh's and/or 1 or 2 Necro Guardna's in your hand and/or Graveyard, I believe that's game.  I guess you were wrong about me not going to win.  I enjoyed this, adios."   Alister says, smiling, before walking out of the arena.

[User]
 That's game, then. If only my Cups of Ace had not failed me so, things may have been different...

((Okay... that was quick and suicidal! A lot of bad luck on my part, but your deck seems pretty solid.))

[User]
 (If I had to reccomend some things, they would be Dark Mimic LV 1, Dark Mimic LV 3, & Defense Draw.)

 http://yugioh.wikia.com/wiki/Defense_Draw
 http://yugioh.wikia.com/wiki/Dark_Mimic_LV1
 http://yugioh.wikia.com/wiki/Dark_Mimic_LV3

(Also, Helping Robo For Combat  might  help.   http://yugioh.wikia.com/wiki/Helping_Robo_For_Combat

Nightmare's Steelcage can help stall, and shouldn't hinder you, since you probably won't be doing much attacking with this deck.   http://yugioh.wikia.com/wiki/Nightmare's_Steelcage   It's also great for making full use of the Dark Mimics, and is Unlimited.  Oh & you should probably put in some stalling monsters like Spirit Reaper & Marshmallon, if they're not already in there, of course.)


[User]
 Arena Tournament, Round 51:  Dense  vs  Kik-ka-Rik
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Dense  - Psionic Dog
 Kik-ka-Rik  - Exit

 All Gladiators, please declare final purchases (if any) and roll initiative.

[User]
 Rolling Initiative

 (1d20+4)[ 15 ]

[User] Also, no additional purchases.

[User]
 I'll pass on supplemental purchases as well.

  Initiative  - (1d20+3)[ 11 ]

[User]
 Okay then. LOS established, yes?

 Kik - Round 1 :

 Spoiler

Start: Y13
Move: Q13

Stat:

 Spoiler

HP: 10/10
AC: 20, 16 Flat-Footed, 15 Touch AC
Saves: +3/+4/-1

[User]
 Yah, LoS should have been established (everything in here is transparent glass after all).

Would you mind unspoilering anything I can see?

Dense is a fat gnome bundled in studded leather armor wearing spiked gauntlets. He has a buckler strapped to an arm and a loaded heavy crossbow in his hands.

I'll post starting location and round 1 actions once I knows how much (or how little) he can see.

[User]
 Oh, okay. This is my first fight, so I'm still trying to figure out the appropriate format.

Kik-Ka-Rik is a small, red-skinned kobold. She's wrapped in chain shirt with darts hanging off her belt. She wields a rapier in one hand.

Start: Y13
Move: Q13

[User]
 Post one of the waiting room has a brief description of format, but basically, any action or status everyone can see isn't spoilered: anything that contains information that not everyone could know is spoilered.

 Dense Round 1

Start: B13
Move to G11

Stats

 Spoiler
 HP 16/16
AC 18 [Touch 14 FF 15] +1size +3armor +3dex +1shield

Currently in G11

Done.

[User]
 Kik Round 2

Start: Q13
Move: L11

Stats

 Spoiler

HP: 10/10
AC: 21, 17 Flat-Footed, 16 Touch AC (4 armor + 4 dex + 1 natural + 1 size + 1 dodge bonus from feat)
Saves: +3/+4/-1

[User]
 I'm assuming that concluded your turn.

 Dense Round 2

Move Action: G11 -> K13
Standard Action: Fire Crossbow

  Attack  - (1d20+7)[ 26 ]    Damage  - (1d8+1)[ 7 ]

I believe there is no cover between L11 and K13.

Stats

 Spoiler

+7 attack = +5 base range, +1 point blank, +1 racial attack vs kobolds

 HP 16/16
AC 18 [Touch 14 FF 15] +1size +3armor +3dex +1shield

Currently in K11
Bolts remaining: 19

Done.

[User]
 Hey! A critical threat:
  Crit Confirm  - (1d20+7)[ 25 ]    Crit Damage  - (1d8)[ 4 ]

[User]
 Okay, that luck was just absurd.

Kik drops to the ground.

Stat

 Spoiler

HP: -1/10
AC: 21, 17 Flat-Footed, 16 Touch AC (4 armor + 4 dex + 1 natural + 1 size + 1 dodge bonus from feat)
Saves: +3/+4/-1

[User]
 High Ref Talic
 Dense wins, by virtue of critical hit!


[User]
 Arena Tournament, Round 51:  Flamel Zeal  vs  Savannah
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Flamel Zeal  - ZaneLaCoix
 Savannah  - SoD

 All Gladiators, please declare final purchases (if any) and roll initiative.

[User]
 Just initiative, no purchases.
 (1d20+3)[ 20 ]

[User]
 High Ref Talic
 Flamel Zeal Wins, by virtue of good attendance!


[User]
 Arena Tournament, Round 51:  Yo Sun  vs  McToughy
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Yo Sun  - Bakkan
 McToughy  - Alter Form

 All Gladiators, please declare final purchases (if any) and roll initiative.

[User]
 McToughy Init  - (1d20+1)[ 17 ]

No purchases yet.

[User]
 High Ref Talic
 McToughy Wins, by virtue of good attendance!


[User]
 (Sorry about the wait guys)

The city of Hammerfell was alive with the sounds of merchants selling their wares in the markets, priests calling out to the masses proclaiming the greatness of their gods, and common folk going about their lives, working, gossiping, living. In the central market, the largest open are in the city, filled with stalls and carts and dominated by a statue of 4 human battling a great giant in the center, Hammerfell is the center of heroes. There are at least 3 guilds dedicated to heroes; Mages guild, which deals with both arcane and divine spellcasters, though divine spellcasters often defer to the variou temples instead; the Fighter's guild, where warriors of all walks of life meet, spar and discuss their style and adventures; and the Cyndicate, a repository of skill as the many rouges, artisans, theives and experts meet and hone their individual skills.

The city of Hammerfell has over one-hundred thousand people. There are supposedly 300 heroes within the city, though that number changes constantly as the adventurers come and go. This is the beginning of a great story for a particular group of adventurers. They have no idea the wonders that await them.

[User]
 Edward de Corona
 "Well and then I jumped from my horse, drew steel and struck down the first of them"  Edward was telling his grand and with time even grander victory over three pennyless villains with a dagger between them. His version however was somewhat different.

 "The others quickly circled around me, as vultures. I could see in their eyes they would cut out my heart if given the chance. Eat it if they felt like it."  The Girl that was on his arm was entranced and the people sharing his table were listening intently.

 "But I pulled through, parrying their blows and sending some of their weapons flying. Though they were strong swordsman and when three of them crossed my blade together mine was send flying. I thought it was my last moment..."

[User]
 Pitch Totter

Hands covering his eyes from the sun, Pitch stood in the market place scanning the crowd for wealthy potential. Upon seeing a suitable candidate he sauntered over to them.

 "Excuse me, friend. What would such an intelligent amd good looking individual like yourself be doing at this fine emporium? Perhaps you are in the process of obtaining goods or services, yes?"

[User]
 OOC: I'm going to start seperate from the rest of the party. In fact, I'm going to start with Second-Story work immediately. Sorry if I love spoilers, but for a multi-check task... I need them!

 Current Encumbrance:

 Spoiler

Knife Vest----------2 lbs
12 Daggers----------6 lbs
Rope----------------5 lbs
Grappling Hook------2 lbs
Full Cape-----------3 lbs
Combat Dagger-------1 lbs
Thieving Helm-------1 lbs
MW Thieves Tools----2 lbs
Silent Shoes--------1 lbs
Ascender/Slider-----1 lbs
Magnet+Mirror-------1 lbs
HousebreakerHarness-2 lbs
4 Belt Pouches------2 lbs
 Empty Backpack------2 lbs
 Total--Light-Load--31 lbs

  Devon Aidendale

In one of Daggerfall's upper-class districts, Devon Aidendale, the thief, slinks into one of the alleys between the large urban manors, looking around to make sure he wasn't followed. Looking and listening carefully to make sure there was nobody to witness him (listen/spot check from GM plz), he flips open his grappling hook and ties it to the rope. From his position on the ground, he attempts to look for a purchase for his rope, either a drain, a gargoyle, or anything jutting from an upper-story window between the houses. Upon seeing a suitable purchase for his rope, Devon spins the rope, building the centrifugal force needed to hurl the rope up to it and secure it tightly.

Use Rope check:  (1d20+5)[ 10 ]


[User]
 Arena Tournament, Round 74:  Fyrin Mull  vs.  That Guy With the Horse
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Fyrin Mull  - gigz
 That Guy With the Horse  - Introbulus

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

[User]
 Last purchases:

Sold: Scale Mail
Bought: Breastplate
Bought: Potion of Shield of Faith (+2)

Initiative:

 (1d20+7)[ 24 ]

[User]
 No purchases here

Initiative:  (1d20-4)[ 13 ]

Pretty sure you go first. :D

[User]
 Indeed.  It was impossible for you to win that roll, but only fair for me to wait.

Now for my turn...

 Spoiler

 Alright Gary, our first match didn't end so well, and our other match was called off, but we're sure to win THIS one!  Now, just like we practiced...

With his  Lance  at the ready, That Guy opened the double doors into the Arena.  His Horse, the moment the gates were open, began a full-on charge towards the altar.  At exactly the right moment to gain enough height, the rider gave the horse its signal to leap, making a spectacular jumping attempt to arc straight over the altar and to the other side!  Assuming a successful jump, it wound then race clear to the other side of the Arena, right outside their opponent's door!

((I need to make sure this is all a legal use of my actions before Gigz takes his turn.  I'm pretty sure I'm allowed to take a move action and still have my steed moving as a full move, AND have him jump over the altar as part of the move action, provided he can make the jump check.  His current bonus to jump is determined by his strength bonus (+3), his bonus from the "Run" feat(+4), and a +4 bonus for every +10 ft. of movement speed beyond 30 ft. (total +12).  I'm not sure what the Jump DC would be to clear the Altar, but I imagine a Ride check should also be made in advance, in case this attempt runs the risk of me falling off my horse or the both of us toppling over.  So, without further adeu...

Horse's Jump Check:  (1d20+19)[ 31 ]
Guy's Ride Check:  (1d20+7)[ 17 ]

Stats:

 Spoiler

That Guy's HP:  10/10
That Guy's AC: 18 (5 Armor, 3 dex)  (15 Flatfooted, 13 Touch)

Position: (Assuming successful Jump): M23/N22

Not done.  Need a ruling from the refs.

[User]
 Refs:
 Spoiler
Listen for Fyrin:  (1d20+2)[ 19 ]

TGWtH:
 Spoiler
That is legal, and the DC was 20 for a 5ft high jump, so that succeeds.  However, both you and the horse get hit with a DC15 Doom for crossing the altar.

Fyrin:
 Spoiler
You hear movement to the south.

[User]
 Spoiler
Incidentally, I thought I was on the other side of the arena.  As I'm sure you know, I'm really supposed to be at M5/N4 right now.  I'll make a note of that in my improved stat block after I make two will saves to resist Doom.

Guy:  (1d20-1)[ 3 ]
Horse:  (1d20+2)[ 14 ]

Stat Block:

 Spoiler

That Guy's HP: 10/10
That Guy's AC: 18 (5 Armor, 3 dex) (15 Flatfooted, 13 Touch)
That Guy's Special Conditions:  DOOM  (Shaken for 6 rounds: 6/6)
That Guy's Horse:  DOOM  (Also Shaken.  6/6)

Position: (Assuming successful Jump): M5/N4

End of Turn

[User]
 Fyrin, round 1

 Spoiler

Fyrin will start in N2 and will open the door. Then ready an action to cast a Sudden Maximized and Empowered Magic Missile if LoS is established.

Done. LoS?

Stats:

 Spoiler

HP 9
AC 17 (t 12 FF 15)
F+2/R+2/W+2
Spells: 0(5) 1(4)

[User] LoS is established as Fyrin opens the door.  TGWtH is standing on his horse at M4/N5.

[User]
 Yickes... check that then. After Fyrin opens the door, he will take a 5 foot step to N1, then unleash the fury with a Sudden Empowered Maximized Magic Missile at his oponent.
 (1d4+13)[ 16 ]

[User]
 Ouch...curse you wizards and your ability to cause massive damage at low levels!

Well...with 16 undodgable damage, That Guy is rendered helpless on his horse.  Regardless of the Horse's action, I'm pretty sure that means you win.

[User]
 High Ref Sallera
 That Guy's horse carries him with impressive rapidity straight towards his doom, and Fyrin takes the victory.

[User] I must remember from now on to hide behind corners or something.  This is not a good trend.


[User]
 Arena Tournament, Round 71:  Siriona  vs.  Liquid Orc
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Siriona  - Tyndmyr
 Liquid Orc  - Ladorak

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

[User]
 Hey there🙂

Let's see...

Sell 10 javelins,
Buy Masterwork Longsword, buy 6 Shortspears, buy psionic tattoo: Control light, buy thinking cap (MW tool: Concentration).

 That should about do it

Buy Locked gauntlet

Init:  (d20+1)[ 10 ]

[User]
 Purchases: None.

Init:  (1d20+10)[ 21 ]

Spells Prepared:

 Spoiler

Domain Spells:
0 - Light
1 - Magic Missile

Regular and Bonus Spells:
0 - Resistance
0 - Acid Splash
0 - Detect Magic
1 - Mage Armor
1 - Color Spray
1 - Magic Missile

[User]
 Turn 1:

(whoever can see me)

 Spoiler

Start: Y10
Move: Y7

Readied action to cast Magic Missile on Liquid Orc if seen within range and LOS.

[User]
 Liquid turn 1

 Spoiler

Start with shield and shortspear. Soulmeld active.
Begin in B-10, double move to H-6

End turn. Need LoS

Stats:

 Spoiler
@H-6
HP: 15
AC: 18

[User]
 Init Ref Tinker

LoS established as LO enters about E8.  Siriona's readied action is triggered, Liquid Orc may revise turn if he chooses.  (after the readied action is resolved).

Liquid Orc has a shield and shortspear.  Siriona did not declare that she is holding anything.

[User] Obviously I'll wait till I know what that action is before I revise/not revise. Also could you let me know where Siriona is Tyndmyr?

[User]
 Sure, I'm in Y7, nothing in hands at the moment.

Readied action: Magic Missile.

Damage:  (1d4+1)[ 2 ]

[User]
 In that case I won't change my turn.

Liquid ends turn in H-6

Stats:

 Spoiler
@H-6
HP: 13/15
AC: 18

[User]
 Siriona's Turn

 Spoiler

Assuming I can still see Liquid Orc, which seems probable, I'll cast sleep on 'im. Given that it's a full round casting time spell, no other actions this turn. DC 15 will to negate.

[User] Don't we still have LoS?

[User]
 Yes, you still have LoS, continue.

Siriona:
 Spoiler
The spell has a 1-round casting time, not full-round, so it will come into effect just before your next turn.

[User] Sorry if I'm being a bit dense but is it my turn now?

[User] Yes, its your turn, near as I can tell.  Your opponent is casting a spell.  Go.

[User]
 Thanks Tink

 Liquid turn 2

Use feat:

 Spoiler
Animal devotion, wings

Move to M-6
Throw spear: (Range 55 feet -4 to hit roll)

Attack:  (d20+3)[ 20 ]
Damage:  (1d6+6)[ 9 ]

End turn

Stats:

 Spoiler
@M-6
HP: 13/15
AC: 18

[User]
 High Ref Scorer
 By lack of attendance, Luiquid Orc (Ladorak) emerges victorious! You may claim your loot on your way out!

[User] Doh, looks like I'm too late. My bad, and congrats!


[User]
 Arena Tournament, Round 72:  Chile IV  vs.  Revel Redmane
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Chilepepper - Chile IV
 Kyeudo- Revel Redmane
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 I don't think there is anything I can purchase to help me here, so

Initive: (1d20-4)[ 11 ]

[User]
 Initiative  (1d20+5)[ 23 ]

No purchases.

[User]
 Round 1 - Chile

 Spoiler

Start in M1
Tent in M2-N2

Cast Mage Armor from scroll.
Hide  (1d20+7)[ 13 ]

You (probably) hear spellcasting.

Stats
 Spoiler

HP: 6/6
AC/Touch/Flat: 19/15/14 (4 armor, 5 dex)
Position: M1, hiding
In Hand: Scroll, Wand // empty
Effects: Mage Armor 1/1200
Tent in M2/N2

Done.

[User]
 Revel Redmane - Round 1

 Spoiler

Start in M25 with my glaive equipped. Double move to N10

Stats:

 Spoiler

Hp: 17/17
AC: 17 (+5 armor, +2 Dex)
Location: N10

 Manuvers Readied
Steely Strike
Shadow Blade Technique

 Soulmelds Shaped
Rageclaws

Done. We'll probably want an LoS check.

[User]
 Refs:

 Spoiler
Listen for Revel to hear the spellcasting, DC0, distance makes that 4.
 (1d20-1)[ 12 ]

 LoS:

Revel:

 Spoiler
You hear Spellcasting to your west, you can't make out the spell being cast.

Chile:

 Spoiler
No LoS.

[User]
 Round 2 - Chile

 Spoiler
I just realized I don't have Mage Armor on my scroll, so I will have cast it as a sorcerer instead.  Doesn't change anything so no need for a rewind.

Cast Shield from scroll (which is actually on the scroll).
Hide  (1d20+7)[ 12 ]

Stats
 Spoiler

HP: 6/6
AC/Touch/Flat: 23/15(23)/18 (4 armor, 4 shield, 5 dex)
Position: M1, hiding
In Hand: Scroll, Wand // empty
Effects: Mage Armor 2/1200
...Shield 1/20
Tent in M2/N2

{table]Level||Sorcerer|Warmage
0||3|5
1||4|4
[/table]

Done.

edit: You (probably) heard spellcasting again.

[User]
 @Refs

 Spoiler
Actually at time of casting that mage armor spell would have been at distance +11, although nothing changed in this case.

  Revel listen  - (1d20-1)[ 4 ]  vs spellcasting DC 4 after modifiers

  Chile Listen  - (1d20+4)[ 5 ]  vs RR movement: DC 5 after modifiers

@Chile IV

 Spoiler
No LoS, you heard movement east-ish of yourself.

@Revel

 Spoiler
No LoS, you hear more speech that you can't quite make out in the western direction.

[User]
 Revel Redmane - Round 2

 Spoiler

Move to N3.

Stats:

 Spoiler

Hp: 17/17
AC: 17 (+5 armor, +2 Dex)
Location: N10

 Manuvers Readied
Steely Strike
Shadow Blade Technique

 Soulmelds Shaped
Rageclaws

Not Done. Need LoS.

[User]
 Chile IV

 Spoiler
No LoS.

By the way, just to double check: The tent ruling was that any creature inside has full cover against those outside and vise-versa correct?

Revel Redman

 Spoiler
There is a tent in M2/N2. No other LoS

[User]
 @refs
 Spoiler
Yes..

[User]
 Revel Redmane - Round 2 Continued

You know, I should have figured that tent ruling would one day come back to haunt me.

 Spoiler

Activate Death Devotion.

Attack against tent:  (1d20+5)[ 16 ]
Damage: (1d10+4)[ 12 ]

Chile gets to hear the sound of cloth ripping and see my glaive going through his wall. 😏

Stats:

 Spoiler

Hp: 17/17
AC: 17 (+5 armor, +2 Dex)
Location: N3

 Buffs
Death Devotion 10/10

 Manuvers Readied
Steely Strike
Shadow Blade Technique

 Soulmelds Shaped
Rageclaws

Done.

[User]
 Well, first of all, you're assuming I can see my tent from where I am.  Secondly, I'm not going to let you destroy my tent that easily.  Beware my Rule-Fu.

The description of a tent simply says 'sleeps two', from which we've extrapolated that it is a 1x2 space.

It does not indicate the substance it is made from.  It could arguably be cloth or hide.  I say hide.  Hide has hardness 2, and 5hp/inch.  I'll concede that it's not more than an inch thick, so 5hp.

However:

 Very large objects have separate hit point totals for different sections.  For example, you can attack and ruin a wagon wheel without destroying the whole wagon.

From precedent (Paladin Lathum) wagons are 2x2.  If a wagon's wheel has it's own hp, then each 5' section of tent should have it's own hp as well.  There are, therefore, 6 sections of tent to damage before the tent as a whole is destroyed.  This is also similar to the way glass walls are handled in the Arena in two separate instances.

[User] Alright then. I'll let you have the point unless a ref wants to contradict. I put that large hole in the N2 eastern section.

[User]
 Round 3 - Chile

 Spoiler
Swift action: Activate Law devotion- ac
Non: Switch wand to free hand
Standard: Ready an action to use my wand if Revel does a standard action
Continue Hiding  (1d20+7)[ 11 ]

Stats
 Spoiler

HP: 6/6
AC/Touch/Flat: 26/18(26)/21 (4 armor, 4 shield, 5 dex, 3 sacred)
Position: M1, hiding, readied action
In Hand: Scroll // Wand
Effects: Mage Armor 3/1200
...Shield 2/20
Tent in M2/N2, damaged in round 2

{table]Level||Sorcerer|Warmage
0||3|5
1||4|4
[/table]

Done.

[User]
 Hi Ref Scorer
 And so the big boss gets zapped by the Ref Lightning and Chile IV (Chilepepper) gets the victory and loot!

[User]
 Well, that was interesting. This got buried somehow in my subscriptions. I was still waiting for Chile to post.

Oh well. Good luck to you in the next match!

[User] It's okay, Chile IV is looking forward to a rematch against Drago, so I'll see you again soon enough.


[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 fairly spacious 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, three torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_
1||||||||
2||||||||
3||||||||
4|||N|||||
5||||||||
6||||||||
7||||||||[/table]

There is a door at B-1, another at A-5, and a third at E-7.

DM notes:
 Spoiler
6, 6, 20

[User] Nar the dread knight looks around and moves toward the door(A-5) and proceeds to open it. He wonders what awaits him behind this door. Monsters? traps? he came to test his skills and this should prove interesting.

[User]
 As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly. The door squeaks as you push it open, not revealing much. What little you can see seems to be a narrow, unlit hallway leading off to the south, but your eyes can't make out more than a few yards of it.

 Spoiler
You take 1 point of electric damage.

[User]
 Nar looks around, the electrical shock announced already the kind of place that he had been put into. He puts his hand on his chest, giving himself some negative energy from his charnel touch. He then proceeds to lit up his lamp. Some illumination might help see further down that hall.

 Spoiler
 Heal for 1 point of damage from charnel touch.

[User] The corridor continues as far south as your lantern's light allows you to see.

[User] Nar goes down the hall looking around occasionally. Wondering where this hall leads to.

[User]
 You walk down the hall, blissfully unaware of the tripwire in your path. Your leg snaps the hair-thin wire with ease. A rumbling groan can be made out to the south, like stones rubbing roughly against other stones.

At the same point that you snap the tripwire, you see the end of the corridor, thirty feet away. It veers off to the east at a sharp angle.

[User] Nar begin running to the apparent only way ahead to the east and wonders how fast those rocks are going to be moving.

[User] The sound of grinding rocks fades away as you run south. The corridor takes a sharp eastern bend, then continues for another twenty feet before turning north.

[User] Keep following the corridor and turns north wondering what await him further into that place.

[User] Five feet away from the northern bend, there is a door on the north side of the hall. The sound of a heated argument can be heard on the other side.

[User]
 Nar moves closer to the door and listen to the argument.

 Spoiler

rolls
Listen=
 (1d20)[ 9 ]
Move silently=
 (1d20)[ 20 ]

[User] You don't understand the language being shouted.

[User] Nar opens the door then, at least try to, hoping to get the jump on whoever is behind the door.

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_
1||1|||||
2||||2|||
3|||||||
[/table]

Accidentally edited this out. ☹

[User]
 Nar's Looking inside the room:

spot=
 (1d20)[ 7 ]

[User]
 You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. His face is currently twisted in outrage, and he is gesturing emphatically at human 2.

Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles at the elf, a chilling expression that never reaches his eyes.

You have a surprise round.

[User]
 According to what you said I am right out of D3 so #2 is right next to me.

Initiative=
 (1d20+2)[ 6 ]

Nar slashes the human right in front of him, having no time for petty argument and finding out what they were talking about.

 (1d20+3)[ 8 ]

[User]
 That's a miss.

Elf init:  (1d20+1)[ 16 ]
Mr. Toothy init:  (1d20+2)[ 16 ]

[User] alright waiting on their actions with my initiative putting me at the low end.

[User] Mr. Toothy stands up and 5-ft steps away from you to E-1. A moment later, mist fills the room, obscuring all vision more than five feet away. You hear the sound of shuffling from the general direction of the elf.

[User]
 Nar casts  Bane. , then move 5 ft. forward inside of the room.

 Spoiler

Will Save dc versus fear of 14.

[User]
 (1d20-1)[ 18 ]
 (1d20+1)[ 14 ]

You see nothing but mist.

[User]
 He moves 10 ft. forward and if he can see a silhouette 5 ft from him, he will attack, if not just ready action to attack, if he can see anybody in melee range.

In case of if attack occurs this round:

 (1d20+3)[ 12 ]
 (2d4+3)[ 10 ]

[User] Spot check, please.

[User]
 spot check
 (1d20)[ 20 ]

[User] You see Mr. Toothy in E-1. It looks like he was trying to hide from you. The mist still grants him concealment, so it's up to you whether you attack or not.

[User] I'll attack him. Suppose I don't need to do another attack roll.

[User]
 The attack misses.

Mr. Toothy glares at you, then slinks off into the mist somewhere.

Another spot check, please.

[User]
 Nar glares back at the escaping human.
spot
 (1d20)[ 2 ]

[User]
 You see nothing, until an elf appears out of the mist at C-2 and attacks you with his longsword, catching you flatfooted.

Attack:  (1d20+2)[ 3 ]
Damage:  (1d8+1)[ 8 ]
Concealment (miss on 1-20):  (1d100)[ 9 ]

[User]
 He turns back looking at the elf and slashes at him.

 (1d20+3)[ 22 ]
 (2d4+3)[ 5 ]
Miss chance 20% (1-20):  (1d100)[ 38 ]

[User]
 Dead elf.

Will save, please.

[User]
 Will Save
 (1d20+2)[ 9 ]

[User] You take  (1d6)[ 2 ]  nonlethal damage, and Mr. Toothy appears next to you in the mist.

[User]
 He turns around looking at him and grins then swings his scythe again.

 (1d20+3)[ 8 ]
 (2d4+3)[ 7 ]
Miss chance (1-20):  (1d100)[ 76 ]

[User]
 Miss.

Spot check again.

[User]
 Nar looks around.

Spot check
 (1d20)[ 6 ]

[User]
 You see nothing.

Mr. Toothy appears next to you again, attacking you with his rapier and catching you flatfooted.

Attack:  (1d20+2)[ 3 ]
Damage:  (1d6)[ 2 ]

[User]
 He looks at the human feeble attempts to hit him. He slashes again.

 (1d20+3)[ 5 ]
 (2d4+3)[ 10 ]
miss chance (1-20):  (1d100)[ 90 ]

[User] Same deal as before. Spot check please.

[User]
 spot check
 (1d20)[ 12 ]

[User]
 You see Mr. Toothy appear in the mist beside you again. He tries stabbing you with his rapier again, though he doesn't catch you flatfooted this time.

 (1d20+2)[ 13 ]
Damage:  (1d6)[ 5 ]

[User]
 Nar is annoyed by the human dancing around him.

 (1d20+3)[ 19 ]
 (2d4+3)[ 10 ]
Miss chance:  (1d100)[ 95 ]

[User]
 And he's dead.

After a half a minute or so, the mist clears.

That's 150 xp for you, along with the following loot:

One set of nice studded leather, one set of less-nice studded leather, one longsword, one longbow, one rapier, one buckler, one light crossbow, twenty arrows, ten crossbow bolts, 12 gp and 460 sp.

Keep in mind that every 50 coins weigh one pound.

[User]
 Nar observes the loot, picks up all the coin, as they would serve for later on. Among the equipment, he picks up the longsword, the longbow with the arrows and the buckler then the nice looking set of studded leather. The rest wouldn't serve him for the moment.

He takes advantage of this break to heal the 2 non lethal damage with his charnel touch. Then proceeds toward the door at e-1.

 Spoiler
 current weight total 100.6, so still in the light load range, so no encumbrance.

[User] Nothing bars your way to the door. Did you want to touch it?

[User] Yeah, let's do this. Nar opens the door confidently.

[User]
 Zap! You get another shock of electric damage identical to the first trap you set off.

If you open the door:
 Spoiler
You see a hallway that runs to the north and east.

To the east, the hall runs for 20 feet away from the door you left, ending in a northern bend. There is a north-running hall 10 feet from the door you left. There is a five-foot wide pit 15 feet from the door you left. On the east face of the northern bend, there is another door.

To the north, the hall runs for another 20 feet before taking a bend to the east. There is a door on the west side of the hall, five feet from the door you left.

[User]
 Nar heals up again with his charnel touch from the zap. Getting a bit used to getting shock by lightning at this rate.
He looks at the door not too far from him, this might be worth his time to explore it. He opens the door on the west.

[User]
 Zap! Another jolt of electricity.

It opens into the room you started in.

[User]
 Nar touches his hand again with a charnel touch, then proceeds north until he reaches a door or something stopping his progress. He observes the hall for any possible tripwire like last time.

 (1d20)[ 17 ]

[User]
 The hall turns east fifteen feet from the door.

If you follow that:
 Spoiler
The hall goes east for forty more feet before turning north.

If you follow that:
 Spoiler
Spot check, please.

[User]
 He looks around and follows the hall.

Spot check
 (1d20)[ 19 ]

[User]
 You see three pairs of glowing red eyes on the walls down the hall, outside the range of your bright illumination.

Roll initiative.

 (1d20+3)[ 13 ]
 (1d20+3)[ 22 ]
 (1d20+3)[ 23 ]

[User]
 Initiative:
 (1d20+2)[ 14 ]

ooc: my next post will be tomorrow callin' it a night.

[User]
 You're currently at the bend of this hallway:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|-|-|-|-|-|-|
2|-|-|-|-|-|-|
3|-|-|-|-|-|-|
4|-|-|-|-|-||
5|-|-|-|-|-|-|sss
5|-|-|-|-|-|-|
5|-|-|-|-|-|-|
5|-|-|-|-|-|-|
5|-|-|-|-|-|-|
5|||||||N
[/table]

The squirrels are on the walls, two of them on the east at +5 and +15 elevation, while the other is on the west at +10 elevation. You can see that the hallway splits off to the side five feet behind them, or else continues beyond the range of your light source.

One of the squirrels moves forward, and suddenly your torch sputters and dims, unable to penetrate the shadows that seem to have come out of nowehere. He, and one of his companions, then disappear. You hear chittering coming from down the hallway.

Fort save, please.

Edit: The one that moved was on the eastern wall at +15 elevation. The other that disappeared was the one on the west wall. You still see the one on the east wall at +5.

[User]
 Squirrels? lol
Fort Save=
 (1d20+4)[ 19 ]

[User]
 Nothing happens, except that the third squirrel also disappears from your vision. You continue to hear chittering, but without a listen check you can't narrow it down further.

Edit: Sorry, forgot to mention that they're a bit larger than normal squirrels (still Tiny sized), and have pitch black fur and red eyes.

[User]
 Nar attempts to listen and possibly pinpoint them.
 (1d20)[ 17 ]

[User] The chittering is coming from the east and west walls. Two of the sources are at approximately your head level, while the other is above your head level.

[User] Nar heads toward the east wall first to get close to the chittering and possibly attacks whatever come out of the dark.

[User] Fifteen feet down the hall, you realize that one of the chittering sounds is coming from the wall directly in front of and to the west of you. You can't see the squirrel, though. Nothing else happens.

[User]
 {ooc: sorry was considering the situation}

Nar looks around not able to see the squirrels and obviously those creatures aren't here to greet him. He puts his hand in the air .

 "Nerull feed me their lives!"

Use 2 rebuke attempts to use profane lifeleech, 30 ft burst, it does 1d6 damage to all creatures [each rolled separately] in the burst and heal me for that amount of damage, no saves.

[User]
 (1d6)[ 2 ]
 (1d6)[ 3 ]
 (1d6)[ 3 ]

Two squirrels fall off the walls, unconscious. Another one does too a moment later.

Fort save.

[User]
 Nar seems satisfied to see the unconscious squirrels.
fort save=
 (1d20+4)[ 23 ]

[User] Nothing else happens. The squirrels are still alive, though, just knocked out.

[User]
 Alright, Nar would take his time to coup de grace each of them before proceeding.
(unless you want me to roll for this).

[User] 150 xp, and you find what seems to be an orb of solid shadows near one of the squirrels.

[User] I take the orb and proceed in the corridor forward.

[User] Was that north or west that you wanted to go?

[User] oops sorry I meant going North.

[User]
 The hall continues north from the split for forty feet before turning west.

If you follow that:
 Spoiler
The hall continues to the west for twenty feet before turning north.

If you follow that:
 Spoiler
The hall continues north for ten feet before teeing to the east and west.

[User] I'll keep going north then west and west again.

[User]
 At the split you see that the hall continues to the east for twenty feet before turning north, and west for twenty feet before turning south.

If you went west:
 Spoiler
You trip over a tripwire ten feet down the hall. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.

If you continue on to the bend:
 Spoiler
You see that the hall continues south for thirty feet before ending in a blank wall.


[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 fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3||||||||
4|||H|||||
5||||||||
6||||||||[/table]

There is a door at G-3, and another at F-6.

DM notes:
 Spoiler
3, 10, 18

[User]
 "Wow, that's what they must call post-teleport disorder".

A briefly dumbfound Haro quickly recovers when she realizes she is, in fact, deep inside a dungeon with no exits whatsoever and no chance to go anywhere but forward. "I kind of expected to be in a maze of twisty passages, all alike, but oh well".

Humming quietly to herself, she casually approaches the door at F-6, lightly tapping the handle with her trusty 10 foot pole before coming closer.

"Let's see...", she whispers to nobody as she starts to check the passage.

 Spoiler
First of all: Listen check over the door  (1d20+6)[ 8 ]
Then: Search check on the door for traps  Taking 20  since there's no apparent threats (unless my listen check says otherwise).
If untrapped: Haro drops her backpack and leans it on the wall, then opens the door with a Move Silently check to get to the other side  (1d20-1)[ 0 ]

[User] Your prodding triggers a trap on the door. At the touch of the pole, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.

[User]
 Haro stares dumbfoundedly at the door. "... Wow", she states, "It really  is  a lifesaver. Habeeb it".

This said, she prods it again, you never know... But unless it's somehow still dangerous, she simply continues with her previous plan. That is, putting her backpack down for a second before silently opening the door.

 Spoiler
I assume I don't, but tell me if I should ever repeat some rolls I did in advance, like in this case

[User]
 Nothing happens when you poke the door again. You find no more traps on it.

Opening the door reveals a hall running to the south, but you can't tell how far without a light source.

[User]
 Seeing things are pretty ok with the door, Haro nonchalantly prods the torch next to it ( you never know ) and then takes it and makes a couple steps into the hall, carefully checking her surroundings, but straying not too far than three or four squares, if one were to be recording her adventures with some sort of strange grid.

After making sure there are no (immediate) dangers in the new hall, she then returns to the door. "I promised myself I wouldn't leave without anything that wasn't bolted to the floor", she explains, in case some readers wanted more character depth regardless of the situation, "And this doesn't look bolted down".

 Spoiler
Checking the hall for immediate dangers.
Search:  (1d20+2)[ 7 ]
Spot:  (1d20+2)[ 5 ]
Listen:  (1d20+6)[ 10 ]

Then, Haro checks if the copper wiring on the door is still dangerous or can be pried away, she also sees if the trap mechanisms are visible now that it's open, or if she can at least guess where they are supposed to be hidden.

[User]
 Taking the torch outside reveals that it runs further south than you can see from the doorway. You do, however, see that there is a door on the east side of the hall, twenty feet from the door you came out of, and also that the hall splits off to the west thirty feet from the door you came out of.

Touching the copper wires results in a faint electrical current running through your hand and up your arm. They're still "live" as it were, but you can take them down without much trouble.

[User]
 "Good, good...", Haro proceeds to take down the wire, preferably without breaking it too much and possibly using her crowbar to help. She would also love to take whatever device provides the current, assuming it's not so deep into the wall that not even her pick could help in taking it out.

She also stops every once in a while to keep an eye and ear on her surroundings, you never know when a random encounter could pop up.

 Spoiler
She's not trained in disable device so she can't roll it, I'm relying on GM fiat on what she can or cannot do about recovering trap parts.
Anyhow, perception checks in case they're needed.
Spot:  (1d20+2)[ 11 ]
Listen:  (1d20+6)[ 25 ]

[User]
 You rip off some of the wires. I have no idea what you're going to do with them, but they're yours. You have no idea where the current was coming from, however.

You hear and see nothing out of the ordinary.

[User]
 Satisfied with her new acquisition, she stashes the copper wires in a pocket of her backpack and proceeds to continue her trek, torch in one hand and pole in the other.

Once she reaches the turn, she hides behind the corner and extends the torch out, checking for a moment for arrows flying in its general direction, dragons breathing whatever or other suspicious stuff. If nothing happens, she taps the floor at the turn with her pole a bit before taking a peek.

[User] Nothing special happens. The corridor continues south for another twenty feet from the split before turning east. To the west, it continues beyond the range of your torch.

[User]
 Uh... Mazey, Haro's head was already starting to wonder if she would ever manage to remember where she was coming from or heading towards...

... But panic not! She leans her pole on the wall for a moment before pulling a piece of chalk from her pouch and making a mark on the wall. That's what you learn fancy draconic runes for after all.

Satisfied with her idea, which is dangerously close to vandalism anyways, she decides to move on and try to, cautiously, explore the corridor to the west, since she can't see the end... Yet.

 Spoiler
Haro is moving westward cautiously, I'm posting some rolls in case you need them.
Spot:  (1d20+2)[ 22 ]
Listen:  (1d20+6)[ 14 ]
Search:  (1d20+2)[ 13 ]
Move silently:  (1d20-1)[ 7 ]
I'm  not  going to roll search for every single square of grid movement, just use that roll for whatever should come up in her way. If you need more search checks, you can do them yourself, I'm the trusting type. Heck, you can just assume that unless she's fighting or running or whatever she will always make those perception checks if you prefer.
Also, I don't want to sound imposing, but could you update the map? Even an extremely rough sketch will do, the problem is that I'm afraid I could misunderstand the length of some passages, or the positions thereof, or where that door actually is, because I'm still not sure

[User]
 Spoiler

I've marked the location where you used the chalk as the arrow, and your current location as the red dot.

[User]
 Haro continues her trek onward, to adventure! There has to be something interesting on the other side of this hallway. Maybe she should have brought some pens and papers, thought, in case she accidentally throws her minimap into the lake or something.

 Spoiler
Thank you, that's really handy.
Haro just continues westward until she detects something or something happens or she reaches the end

[User] Ten feet west of the location I marked you at, you trip over a tripwire. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.

[User]
 "Ow!", Haro falls flat on her face, her backpack squishing her tender body to the cold, unwelcoming stone floor. A tripwire? In a featureless hallway? Who built this place?

She slowly gets back on her feet, pouting and clearly unhappy. Well, at least she didn't blow up in pieces or anything, thought the grinding of stone was not really reassuring.

... But whatever happened, she had no way to know, so she simply decided to move on and be a little more cautious about where she's putting her feet. She keeps her eyes and ears open in case of trouble, of course, because now she's starting to feel suspicious.

[User] At the bend, you see that the hall continues to the north for twenty feet before turning east. Ten feet to the north, another east-running hall joins with it.


[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 fairly spacious 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, four torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3|||J|||||
4||||||||
5||||||||
[/table]

There is a door at A-4, another at B-5, another at D-5, and one more at F-1.

DM notes:
 Spoiler
4, 7, 16

[User] Joseph heads to the door at A4, and ties his rope around the handle, careful not to touch said door. He then steps back, and tugs on the rope, attempting to open the door.

[User] The door is a sliding metal door. There is no handle to tie a rope around. All doors will be of this design unless otherwise mentioned.

[User] Seeing that there is no handle, Joseph manifests his mind blade, and gently touches its tip to the door.

[User] Your prodding triggers a trap on the door. At the touch of the blade, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.

[User] Dropping the psionic construct, Joseph then takes a torch from one of the nearby holders, and opens the door. He then re-manifests the blade.

[User]
 Opening the door reveals a hall that runs to the north and south.

To the north, it runs for fifteen feet before turning west.

To the south, it runs for twenty-five feet before turning east.

[User] Joseph turns to the northern path, but before turning the corner west, he takes out his ten foot pole, and sticks it across the corner.

[User]
 It occurs to me that I failed to mention that the hallway is unlit. I'll just assume you grabbed a torch.

I'm blind.

Nothing happens when you stick the pole across the corner.

[User] Putting his pole back, Joesph turns the corner, torch in his left hand, and mindblade in the other.

[User]
 Nnng. I apologize. I was looking at the wrong map. Everything after the door opening is nixed, I'll tell you what you actually saw in a moment.

Opening the door  actually  revealed a corridor that runs to the north and south. This one runs north for forty feet before ending in a blank wall. It runs south further than your torch like illuminates.

To the north, there is a door on the west wall of the corridor, twenty-five feet away.

To the south, there is a door on the west wall of the corridor, five feet away. There is a west-running hall connected to yours thirty feet away, and another one forty feet away.

[User] Joseph heads to the north, and faces the western door. Touching the door with his mindblade first, he then opens it.

[User]
 You trip over a tripwire five feet from the door you left. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.

If you continue to the door:
 Spoiler
The door opens without issue.

Spot check.

[User]
 Spoiler

Spot Check: (1d20+4)[ 23 ]

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_
1||||
2|2|||
3||||
4||1||
5||||
6||||
7||||
[/table]

You see what appears at first glance to be two attractive humans sitting around a fire. However, upon closer examination, you realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. His face is currently twisted in outrage, and he is gesturing emphatically at human 2.

Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles at the elf, a chilling expression that never reaches his eyes.

There is a door at D-6, which you are just outside of, and another at A-7, south side.

[User]
 "Excuse me gentlemen," Joesph says. "I appear to be lost. Any help in finding the way to the next level?" Joseph walks to C4. Unconsciously, he moves into a fighting stance.

 Spoiler

Diplomacy check: (1d20+1)[ 4 ]
Entering Punishing Stance(+1d6 damage, -2AC)
Ready an action to attack the one with needle-teeth using Stone Bones if they attack me.

[User]
 Both of them rise. The one with the teeth smiles again, this time at you.

"'course we do. 'course we do. Thing is, they don't let just anyone down there. Nah, you gotta be  smart , see? And  strong . Gotta get past the guards."

"And the traps," the elf puts in sourly. "We heard the one you set off. That was you, wasn't it?"

[User]
 "'Fraid so, gents. Any luck about helping me, then?"

 Spoiler

Still have that readied action.
Diplomacy(if needed): (1d20+1)[ 14 ]

[User]
 "Heh, yeah. Sure thing."

They both stand up, and briefly converse with each other. The elf approaches you and puts an arm about your shoulder, if you let him get that close.

If he does this:
 Spoiler
Sense Motive.

If you stop him:
 Spoiler
Roll initiative.

[User]
 Joseph reacts to the elf's gesture with some alarm. "You know, I just wondered. What are you guys doing here, anyway?"

 Spoiler

Initiative:  (1d20+2)[ 7 ]

[User]
 (1d20+2)[ 3 ]
 (1d20+1)[ 19 ]

Mr. Toothy smiles his cold smile again. "Just waiting for our ticket to the next floor. Looks like we found it."

[User]
 The elf moves first, slashing his longsword toward your neck in a blurring arc.

 (1d20+1)[ 11 ]  vs flatfooted AC.
 (1d8+1)[ 5 ]

That should have been a +2, for a total of 12.

[User]
 The elf's longsword is turned aside by Joseph's chain shirt."Are all elves as incompetent as you are?"

Dropping his torch, Joesph draws his mundane short sword, and attacks the pair with a series of slashes, broad arcs that threaten both opponents.

Round Actions

 Spoiler

Still in Punishing Stance(if not, swift action to enter)
Dropping torch(free action)
Draw Short Sword(move action)
Using Steel Wind with TWF to gain 2 attacks against each opponent.(attack action)
Against the Elf

 Spoiler

Attack1:  (1d20+3)[ 16 ]
Damage1: (2d6+3)[ 9 ]

Attack2:  (1d20+3)[ 5 ]
Damage2:  (2d6+3)[ 5 ]

Against Mr. Pointy

 Spoiler

Attack1:  (1d20+3)[ 11 ]
Damage1: (2d6+3)[ 9 ]

Attack2:  (1d20+3)[ 17 ]
Damage2:  (2d6+3)[ 14 ]

Statblock

 Spoiler

   Joseph Bridges
Male LN Human Warblade//Soulknife,  Level  1//1,  Init  +2,  HP  14/14,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  Fort  +4,  Ref  +5,  Will  +2,  Base Attack Bonus  1 /2
 Magic Mindblade(short sword)   +3 (1d6+3, 19-20/x2)
   Short Sword   +3 (1d6+3, 19-20/x2)
   Chain Shirt  (+4 Armor, +2 Dex)
 Abilities  Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 12
 Condition  None

[User]
 Spoiler
Two things: how are you threatening A-2 from C-4 with a shortsword?

Second, Steel Wind is a manuever that says that you make two melee attacks, one each against two opponents that you threaten. It's not two attack actions, which would allow TWF.

Ah, and drawing a weapon in a threatened square provokes an AoO. With that in mind, do you want to redo that last?

[User]
 I thought the elf was moving from A2 to put the hand on my shoulder. I guess he isn't so, I'll redo my turn.

The elf's longsword is turned aside by Joseph's chain shirt."Are all elves as incompetent as you are?"

Dropping his torch, Joesph attacks the elf with a single swipe of his mindblade, feet firmly planted on the ground. He then neatly sidesteps around the elf.

 Spoiler

Attacking the elf with Stone Bones. If it hits, I get DR 5/adamantine for 1 round.
 (1d20+5)[ 11 ]
 (2d6+3)[ 12 ]

5-ft step to B5.

[User]
 Flashing colors cover your vision as Mr. Toothy mutters a short series of twisted words.

Will save.

[User]
 Spoiler

Will Save: (1d20+2)[ 8 ]
I knew I had forgotten a maneuver. Too late now.

[User]
 You pass out.

When you come to, you find yourself relieved of any coins you had on your person. The elf seems to be recovering at the same time as you. There's no sign of Mr. Toothy.

 Spoiler
Roll initiative again.

 (1d20+1)[ 16 ]

[User]
 (1d20+2)[ 18 ]

"Looks like your friend isn't yours. Why didn't he kill us?"

[User]
 double post because I won init.

"...Doesn't really matter, though. I've still got you." And with that, Joseph draws his normal sword, and gives a quick flourish before attacking with both blades.

 Spoiler

Against flat-footed elf:
Attack Roll1: (1d20+3)[ 23 ]
Damage Roll1: (2d6+3)[ 9 ]

Attack Roll2: (1d20+3)[ 20 ]
Damage Roll2: (2d6+3)[ 10 ]
swift action to refresh maneuvers

[User]
 The elf practically explodes.

50 xp, and the following loot: studded leather armor, longsword, longbow, buckler, twenty arrows.

Your pockets have been cleaned of any coins or other obvious valuables.

[User]
 Critical Confirmation:  (1d20+3)[ 6 ]
Extra Damage:  (2d6+3)[ 11 ]

Posted before you. I think he's dead. And talking is a free action, anyway...

[User]
 Joseph takes the dead elf's longbow, quiver, and longsword, leaving the buckler and armor behind. Before exiting out the other door, though, he checks it for traps(touch with the mindblade).

Can I just have that as my action for every door, or do I have to type it in every time?

[User] A sharp rap on every door? I can keep that as your default action if you really want me to.

[User] Not a rap, just a light touch with the tip.

[User] Nothing happens when you touch the door. Opening it reveals a short (five foot) corridor running to the south that ends in a second door.

[User]
 Joseph picks up his dropped torch, and walks out of the room. Searching for traps in the corridor, if he doesn't find any, he opens the next door.

Search check: (1d20+1)[ 7 ]

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||||
3|||||||
4|||-|-|||
5|||1||||
6|||||||
7|||||||[/table]

There is a man seated behind a desk near the center of the room, wearing red silk robes and with a diadem of silver and gold atop his head. He is reading something on a scroll when you open the door, which causes him to raise his head and quirk an eyebrow at you.

There is a door at D-1, which you are just outside of, another at B-1, another at A-4, and another at G-4.

[User]
 Joseph looks over the man, and walks up to the desk. "Hello, how are you?"

Spot Check: (1d20+4)[ 17 ]

[User]
 (1d100)[ 61 ]   Whitetext.

"Quite well, thank you. I take it you're here to have your name added to the roster?"

 Spoiler
You notice that the runes on the parchment are red and glistening, in a language you can't read. You also see a thin stream of blood dripping from one of his fingers.


[User]
 Arena Tournament, Round 28:  Dr. Spikenburg  vs.  Grall
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Seribro - Dr. Spikenburg
 Tortoise262 - Grall
 All Combatants, please roll initiative.

[User]
 Initiative:  (1d20+1)[ 5 ]

Can I swap feats at this point, or only between rounds?

[User]
 ref chilepepper

Per Arena rules, you may retrain per the PH2 rules.  PH2 retraining happens when you level up.  Since you can't level up in the middle of a match, you have to wait until between matches.  That said, if you have a legal way to switch feats other than PH2's retraining, ask specifically and a ref can confirm if it's possible.

[User]
 High Ref Talic
 Grall wins, by virtue of attendance.


[User]
 Arena Tournament, Round 36:  Leaf  vs.  Ghost
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Maurkov - Leaf
 Tar Palantir - Ghost
 All Combatants, please roll initiative.

[User]
 Looks like Ghost hasn't been updated for his win yet.  I reserve the right to buy in reaction to his purchases.

Leaf starts in B13, mounted, with his right hand empty.

  Init  - (1d20+3)[ 23 ]

spells:
 Spoiler
0:Guidance, Guidance, Guidance 1:CLW, Produce Flame

[User]
 I purchased a potion of invisibility and a tindertwig. I always liked Hiram. Pity that campaign died. But I digress.

Starting in Y13, with a loaded crossbow in my right hand an my other equipment in my belt.

  Initiative  - (1d20+11)[ 28 ]

[User]
 I miss that campaign.  I'm still subscribed to it, actually.

Going straight for the big guns, I see.  In reaction, Leaf will buy a scroll of Speak with Animals.

Your go.

[User]
 High Ref Talic
 Leaf wins, as Ghost falls into a lethargy induced coma at the item shop.

[User] --my least favorite way to win.  Tar, if you're up for an exhibition match, I'm game.


[User]
 Arena Tournament, Round 26:  Todd  vs.  Kurgan
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  600 GP for 1st, 300 GP for 2nd

 Mavian - Todd
 Kurgan - Dragonstar
 All Combatants, please roll initiative.

[User]
 initiative  - (1d20+2)[ 13 ]

Just getting the roll logged in. After the last match, I need to rethink my strategy.

Either that or change nothing in the hopes that you could never roll that consistant again. 😏

[User]
 My purchases will most likely be determined by your purchases, but I will pick up  another  Beastland Ferocity potion most likely.

Initiative:  (1d20+1)[ 20 ]

@Edit: And another one...

[User] I purchase one potion of Fist of Stone. Have at it. 😎

[User]
 Hmm, I think I'm going to stay with just picking up a Beastland Ferocity potion.

@Edit: Actually, after looking up FoS, it has a range of personal... I don't think it can be made into a potion.

Starting in B14, potion in one hand, axe gripped in the other.

Double Move Action: B14 to L14

Stats for Refs:

 Spoiler

Hp: 19/19
AC: 15
Location: L14
Speed: 20
Manuevers: All readied
Stances: None

[User]
 Originally Posted by Mavian
 @Edit: Actually, after looking up FoS, it has a range of personal... I don't think it can be made into a potion.

You're absolutely right - I'm still looking for a way around that restriction... Obviously I would never have purchased the item if it can't exist, so consider it removed from my character sheet. If I'm able to find an alternate method (currently reviewing rune and gem magic - tattoo is out) for the exact same spell at that price, I'll substitute it, otherwise I'm not taking anything else.

In the meantime, for the sake of moving along, I begin with shield in hand, other hand open (but wearing a spiked gauntlet)

Y14 to T16, double move.

you may go.

[User]
 Todd - Round 2

Standard Action: Drink potion
Move Action: L14 to N16 regripping Poleaxe with both hands

End of Turn

Stats for Refs

 Spoiler

Hp: 19/19
AC: 15
Location: L14
Speed: 20
Manuevers: All readied
Stances: None
Beastland Ferocity: 1/10

[User]
 Alright, so I've got the spell thing figured out:
 Spoiler
Gem Magic from  Magic of Faerûn  allows a spell to be stored in a gem of 50gp per level of the spell. Market price is 50gp per spell level times the caster level, plus the inherent value of the gem. So Fist of Stone stored in a bloodstone would cost 100gp, same as the potion. Unlike a potion, an attuned gem does not restrict the spell cast to those with a range of touch. Instead the spell goes off based on it's conditions of release - time, touch, or proximity to a creature of a particular type, race, alignment or appearance. Per the description, I will purchase the gem to be triggered when another dragonblood comes within 5ft of me. The gem can then be set with a target of the creature that triggers it or the gem itself. As another target would be invalid for a personal spell, the target is set to the gem. Per the description again, if the gem is the target and worn against the skin of a creature, the spell effects the entire creature.

To sum it up, I have a bloodstone with Fist of Stone in stored in it, at a cost of 100gp, against my skin inside my gauntlet. When another dragonblood gets within 5ft., the spell will trigger and the gem will crumble to dust. I think that covers everything... and actually better than a potion would.

So now that we've got our bases covered... move 20' to Q14, drawing my pick as I go. Standard action Total Defense. Pass the turn.

[User] Um, I hate to point this out, but Magic of Faerun is a 3.0 source, and has never been updated to 3.5, and thus is ineligible for Arena use.

[User]
 High Ref Talic

Unless gem magic can be found in a 3.5 legal sourcebook, it cannot be used in Arena.  I poked around for a bit, but could not find it.  Then, I don't have many faerun 3.5 books.  In the event that no suitable item of approximate cost and effect can be found, Kurgan's full purchase price will be refunded to him (we can't very well charge him for something he couldn't have bought in the first place).

[User]
 Player's Guide to Faerûn, pg5:

Unless a feat, prestige class, spell, or magic item from  Magic of Faerûn  has been revised in  Player's Guide to Faerûn , you can still use it as it was.

Gem Magic was not revised in the player's guide, and is thus considered 3.5 legal material as written.

[User]
 Todd - Round 3

Swift Action: Activate Punishing Stance
5-Foot step to 016
Standard Action: Attack with Sapphire Nightmare Blade
Conc Check:  (1d20+13)[ 25 ]  If this hits, you are flatfooted.
Attack Roll:  (1d20+4)[ 7 ]
Damage:  (2d6+6)[ 14 ]
Stance:  (1d6)[ 3 ]
Sapphire: [/roll]

@Edit: Doh, Broke a roll completely on that, but it doesn't matter because I missed horrendously.

End of Turn:

Stats for Refs:

 Spoiler

Hp: 19/19
AC: 13
Location: O16
Speed: 20
Manuevers: Charging Minotaur, MoPC
Stances: Punishing Stance
Beastland Ferocity: 2/10

[User]
 Kurgan - Round 3

Free Action, enter Righteous Fury
5ft adjust to P15 - doing so activates the gem's spell
  attack  - (1d20+9)[ 16 ]  for a potential   damage  - (1d6+9)[ 14 ]

Stats:
 Spoiler
HP 20/20
AC 16, T 9, FF 16
Fort +6 Ref -3 Will -1
Ongoing Effects: Righteous Fury 1/2; Fist of Stone 1/10

You may go.

[User]
 And with cover, that misses.

Todd - Round 4

Swift Action: Activate Strength Domain
Standard Action: Attack with Slam Attack, recovering expended manuevers
Attack Roll:  (1d20+4)[ 19 ]
Damage:  (1d6+3)[ 7 ]
Stance:  (1d6)[ 3 ]
Move Action: O16 to O20

End of Turn:

Stats for Refs:

 Spoiler

Hp: 19/19
AC: 13
Location: O16
Speed: 20
Manuevers: Charging Minotaur, MoPC, SNB
Stances: Punishing Stance
Strength Domain: 1/10
Beastland Ferocity: 3/10

[User]
 Likewise, with cover you miss... well that's lame, I can't take an AoO. Phooey. 😛

Move to L16, taking a defensive stance. Bring it on.

Stats:
 Spoiler
HP 20/20
AC 20, T 13, FF 20 (total defense)
Fort +6 Ref -3 Will -1
Ongoing Effects: Righteous Fury 2/2; Fist of Stone 2/10

[User]
 I'm not silly enough to give AoO's if I can help hit.

Move Action: O20 to N16
Standard Action: Attack with Sapphire Nightmare Blade
Conc:  (1d20+13)[ 18 ]
Attack Roll:  (1d20+4)[ 13 ]
Damage:  (2d4+6)[ 12 ]
Stance:  (1d6)[ 5 ]
Sapphire: (1d6)[ 2 ]

End of Turn:

Stats for Ref:

 Spoiler

Hp: 19/19
AC: 13
Location: O16
Speed: 20
Manuevers: Charging Minotaur, MoPC,  SNB
Stances: Punishing Stance
Strength Domain: 2/10
Beastland Ferocity: 4/10

[User]
 5ft adjust to M16

  attack  - (1d20+9)[ 10 ]  for a potential   damage  - (1d6+7)[ 10 ]

stats:
 Spoiler
HP 20/20
AC 16, T 9, FF 16
Fort +6 Ref -3 Will -1
Ongoing Effects: Fist of Stone 3/10

You may go.

[User]
 Now, the question is, does that little piece of glass provide cover 😉

Todd - Round 6

Standard Action: Attack with Slam, recovering SNB
Attack:  (1d20+4)[ 23 ]
Damage:  (1d6+3)[ 8 ]
Stance:  (1d6)[ 3 ]

@Edit: Theres my 19's again 😁

If glass provides cover:
Move Action to P13

If it doesn't:
5 foot step to O15

End of Turn:

Stats for Refs:

 Spoiler

Hp: 19/19
AC: 13
Location: O15 or P13
Speed: 20
Manuevers: Charging Minotaur, MoPC, SNB
Stances: Punishing Stance
Strength Domain: 3/10
Beastland Ferocity: 5/10

[User]
 ref chilepepper

Between M16 and N16?  I assume that's a graphic fluke, the product of the map artist not being anal-retentive.  My vote: the glass stops at the line intersection and does not actually extend inbetween M16 and N16.  That should go for all the glass walls also.  We need a high ref to confirm.  I predict Talic will be in soon, unless he's not working tonight.

[User]
 Originally Posted by chilepepper
   ref chilepepper

Between M16 and N16?  I assume that's a graphic fluke, the product of the map artist not being anal-retentive.  My vote: the glass stops at the line intersection and does not actually extend inbetween M16 and N16.  That should go for all the glass walls also.  We need a high ref to confirm.  I predict Talic will be in soon, unless he's not working tonight.

  Ref Bayar

That is correct. Carry on.

[User]
 High Ref Talic

It is a difficult to get around limitation of Paint.  Treat the ends of walls like they end at 5ft square intersections, unless one of the Higher Refs disagrees.

[User]
 5ft to N17

  damage  - (1d20+9)[ 23 ]  for a potential   damage  - (1d6+7)[ 13 ]

Stats:
 Spoiler
HP 9/20
AC 16, T 9, FF 16
Fort +6 Ref -3 Will -1
Ongoing Effects: Fist of Stone 4/10

You may go.

@Edit: obviously the first roll is attack, not damage. I'm not playing around with insightful strike or anything. 😉

[User] Did you get a reach weapon somewhere? Because N17 is 10 feet from O15.

[User]
 Todd - Round 7

5 foot step to P15
Standard Action: Attack with SNB
Conc:  (1d20+13)[ 25 ]
Attack:  (1d20+4)[ 18 ]
Damage:  (2d6+6)[ 10 ]
Stance:  (1d6)[ 2 ]
SNB:  (1d6)[ 5 ]

End of Turn:

Stats for Refs:

 Spoiler

Hp: 19/19
AC: 13
Location: P15
Speed: 20
Manuevers: Charging Minotaur, MoPC,  SNB
Stances: Punishing Stance
Strength Domain: 4/10
Beastland Ferocity: 6/10

[User]
 Originally Posted by Mavian
 Did you get a reach weapon somewhere? Because N17 is 10 feet from O15.

No, that's most definitely a typo. It should have been N16. I would not have attacked an empty square, I'm not that silly.

Now question for the refs then - can we adjust placement for the error, myself in N16 with a successful hit and Mav in a position 5' back (his choice) with a valid followup attack?

[User]
 GM Kyeudo

As long as Mavian is okay with it, that works. Good luck with that one, though.

As for this:

 Originally Posted by Talic
  High Ref Talic

It is a difficult to get around limitation of Paint.  Treat the ends of walls like they end at 5ft square intersections, unless one of the Higher Refs disagrees.

Talic is right on the money. I was trying to make the wall ends look decent. They arn't supposed to block movement or LoS.

[User]
 Originally Posted by Kyeudo
   GM Kyeudo

As long as Mavian is okay with it, that works. Good luck with that one, though.

As for this:

Talic is right on the money. I was trying to make the wall ends look decent. They arn't supposed to block movement or LoS.

I'm not  that bad.... well, unless that hit would kill me, but since it won't, I'll give you the repositioning.  If you go to N16, I'd have moved to P15 and then hit you.

[User]
 Considering the amount of damage you just laid into me, you're definitely at an advantage... Alright then, 5' to O14, and utter a prayer of confirm critical to Bahamut. 😩
  attack  - (1d20+9)[ 27 ]  for a potential   damage  - (1d6+7)[ 9 ]

IF a Nat 20,   confirm  - (1d20+9)[ 19 ]  for an additional   crit  - (3d6+21)[ 31 ]

Stats:
 Spoiler
HP -9/20 (diehard)
AC 16, T 9, FF 16
Fort +6 Ref -3 Will -1
Ongoing Effects: Fist of Stone 5/10

You may go... and if you survive, I hope you miss me... 😦

[User]
 Actually, I can't miss with this.

Standard Action: Breathe a line of lightning at O14
Damage:  (1d8)[ 5 ]  DC 17 reflex for half.

And that should be Endgame.

End of turn:

Stats for Refs:

 Spoiler

Hp: -3/19
AC: 13
Location: P15
Speed: 20
Manuevers: Charging Minotaur, MoPC,  SNB
Stances: Punishing Stance
Strength Domain: 5/10
Beastland Ferocity: 7/10
Breath:  (1d4)[ 2 ]  Rounds before reuse

[User]
 Just for kicks...

  ref  - (1d20-3)[ 6 ]

But yeah, that's it... good games.

[User]
 Most definitely.  It'll be interesting to see how rematches down the road shape up.

I was kind of hoping that not having used my breath weapon until now would cause you to forget about it once I got you down into the negatives.

[User]
 High Ref Talic
 By virtue of the spicy meatballs he ate this morning, Todd wins the match.  Collect your prizes from up above.