[User]
 Buff rounds?

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Squares are 5 feet each.   C  represents column positions, running floor to ceiling. There are exits at F1/G1 and F12/G12, not that it matters unless you want to retreat.  Ceiling is 30 feet high.  There's a 10' square tunnel at F6-G6-F7-G7 that goes up another 30 feet.

Starting positions:  You pick a starting square in row 1 or 2, I pick a starting square in row 11 or 12, chess style.

[User] Alright then, how about all days and 1 round?

[User]
 Works for me.

Buffs:
 Spoiler
All days:
Oil of GMW on Spiked Chain
Oil of GMW on Armor Spikes
1 Round: Activate Thicket of blades
Activate Tattoo of Expansion

Maneuvers Starting:  (1d5)[ 2 ]
 (1d4)[ 1 ]
Top down, order listed on sheet

Initiative:  (1d20+5)[ 23 ]

Location?

[User]
 Sure, but you gotta make a spot check
Hide:  (1d20+32)[ 40 ]

Location

 Spoiler
D2

Buffs

 Spoiler
All Days: Magic Weapons and Armors
1: Potion of See Invisibility

Initiative  (1d20+15)[ 27 ]

[User] I'll start in F10-H12.  If you have LOS to that, then you know where I am.  If not, then it's time to start this shin dig.

[User]
 Alright then, if you want make a spot check and listen check.

Move

 Spoiler
Activate Child of Shadow stance, Draw Eggshell Grenade, move to E1

Hide:  (1d20+32)[ 34 ]
Move Silently:  (1d20+22)[ 23 ]

Your turn.

[User]
 My Round 1:
 Spoiler
Activate Tattoo of Touchsight.
Maneuver:  (1d3)[ 1 ]

I now have touchsight to a range of 110 feet.  This obviates any need to make spot checks, and bypasses darkstalker, provided LoE can be established.  Your location, please?

[User] Crap, E1 then.  You can still get sneak attacked  if I'm still hidden though , right?

[User]
 It's like blindsight, but not.  I get my dex against you, so no.

Move: to F5-H7.
Activate Belt of Battle, 3 charges.  Additional full round action.

Full Attack.

To Hit:  (1d20+34)[ 50 ]
If hit:  (3d6+27)[ 37 ]
If threat:  (1d20+34)[ 49 ]
If Crit:  (3d6+27)[ 36 ]

To Hit:  (1d20+34)[ 35 ]   **Auto Miss**
If hit:  (3d6+27)[ 38 ]
If threat:  (1d20+34)[ 39 ]
If Crit:  (3d6+27)[ 41 ]

To Hit:  (1d20+29)[ 39 ]
If hit:  (3d6+27)[ 36 ]
If threat:  (1d20+29)[ 47 ]
If Crit:  (3d6+27)[ 33 ]

To Hit:  (1d20+24)[ 28 ]
If hit:  (3d6+27)[ 36 ]
If threat:  (1d20+24)[ 28 ]
If Crit:  (3d6+27)[ 38 ]

The first attack that hits forces a DC 31 Reflex save or be  Slowed  for 1 round.

Every attack that hits forces a DC 23 Fortitude save or be  Slowed  for 3 rounds.

[User]
 Reflex:  (1d20+23)[ 39 ]
Fort:  (1d20+5)[ 10 ]
Fort:  (1d20+5)[ 15 ]

I'm slowed for 3 turns

[User] I'm dead...

[User]
 Sharnian:

 Spoiler
How were you hiding in plain sight? You don't have HiPS, and as far as I can tell you were not invisible.

[User] Your turn.  I'm done.

[User]
 Cladius

 Spoiler
I was next to a pillar, doesn't that count as cover?

[User]
 sharnian:

 Spoiler
You moved to E1, right? He has full LoS to that space, so you would not be able to hide without cover.

[User]
 Cladius

 Spoiler
Oh sorry, I've never played a stealth character before, he just died.  But if I had used bluff to distract would I have been able to do that then?

[User]
 sharnian:

 Spoiler
You need to have cover to count as hiding. If he did not have touchsight, you could use bluff and then make a break for cover, but you couldn't use it to stand in his LoS unnoticed. What you need to do that is Hide in Plain Sight. The easiest way to get it is via the Dark template, which can be obtained for ~22k via an item in the Tome of Magic.


[User]
 Allright lets do this!

What arena/buff situation would you like.  I'm cool with anything.

[User]
 Not picky on Arena...

2 rounds sound good, and any all-days you may have?

[User]
 Alright sounds good.

Lets use collumns:
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]

 Spoiler
Buffrounds:
Round 1 -- Scratch my nose
Round 2 -- Activate Blink ability from Mark of the blink Dog

[User]
 Sure.  I'll start in F2.

Buffs
 Spoiler
All Day:  Oil of GMW +5 on Armor spikes and Spiked Chain.
Round 1:  Activate Thicket of Blades Stance, Activate Tattoo of Touchsight
Round 2:  Shift +5 bonus on armor spikes to saves vs spells, Activate tattoo of Expansion.  Activate Animal Devotion, +6 Sacred Bonus to Str.

At the end of buff rounds, I occupy all squares from E2 to G4 (15x15).

Initiative:  (1d20+5)[ 6 ]

[User]
 Init:  (1d20+8)[ 16 ]

Starting position: F12

[User]
 Alright, I go first

Swift Action

 Spoiler
Deactivate Blink

 Before you stands a short, fat man with greasy brown hair and beady eyes.  He carries a bow and wears only a cloak, pair of gloves, belt, and codpiece.  He leers at you and draws an arrow.

Full Round Action: UNLOAD ARROWEY DEATH! (Note: Each arrow I fire splits into two separate arrows (attack rolls/damage rolls rolled separately))

 Attack:  (1d20+27)[ 34 ]   Damage:  (1d8+10)[ 14 ]  +1 CON
 Attack:  (1d20+27)[ 46 ]   Damage:  (1d8+10)[ 13 ]  +1 CON
 Attack:  (1d20+27)[ 39 ]   Damage:  (1d8+10)[ 17 ]  +1 CON
 Attack:  (1d20+27)[ 45 ]   Damage:  (1d8+10)[ 14 ]  +1 CON
 Attack:  (1d20+22)[ 33 ]   Damage:  (1d8+10)[ 11 ]  +1 CON
 Attack:  (1d20+22)[ 31 ]   Damage:  (1d8+10)[ 16 ]  +1 CON
 Attack:  (1d20+17)[ 25 ]   Damage:  (1d8+10)[ 14 ]  +1 CON
 Attack:  (1d20+17)[ 28 ]   Damage:  (1d8+10)[ 14 ]  +1 CON

[User]
 Your attack provokes an AoO.

I choose Trip.  This provokes an AoO.  If you are eligible to take one at 45 feet, go for it.  Otherwise:

Touch Attack:  (1d20+34)[ 53 ]
If hit, Opposed Str:  (1d20+31)[ 37 ]  -8 = 29

If you are tripped, you are ineligible to fire most ranged weapons.

[User] Ah, but I have mark of the shooting star -- the Name ability means I don't provoke.

[User]
 In that case:

Mark of the Lash on the first attack:  (1d20+34)[ 44 ]
If this hits your touch AC, your 1st 2 shots are expended without effect. (negating the 1st attack prevents the arrow from being able to split.)

[User] A hit! A palpable hit!

[User]
 Now roll a 20% miss chance on the remaining shots, for my mark of the Tempest.

EDIT:  FYI:  The 25 foot tall behemoth of a scaled orc has massive billowing wings, a chain shirt glistening with huge armor spikes, and wields a wicked looking spiked chain.

[User] As a free action, I use Mark of the Blink Dog's Dim Door ability and 'port to L12

[User]
 Miss Chances for remaining attacks:
(1 misses on any)
Attack 3:  (1d5)[ 1 ]  (missed)
Attack 4:  (1d5)[ 2 ]
Attack 5:  (1d5)[ 4 ]
Attack 6:  (1d5)[ 4 ]
Attack 7:  (1d5)[ 5 ]
Attack 8:  (1d5)[ 1 ]  (missed)

[User]
 Miss Chances (Low misses):
 (1d100)[ 19 ]
 (1d100)[ 39 ]
 (1d100)[ 82 ]
 (1d100)[ 87 ]
 (1d100)[ 60 ]
 (1d100)[ 33 ]

[User]
 Lets use your rolls -- you got them in first.

Oh yeah, and that's the end of my turn

[User] I just realized how late it is.  I've got a 9AM class tomorrow so I'm going to have to turn in for the night.  I guess we can finish up the match tomorrow.

[User]
 Move to A10-C12.
Power attack for 13.  Take penalty to AC.
All attacks are directed against your bow until it breaks (or unless the 1st attack that hits it deals no damage).  These are sunder attempts.

Remaining attacks are directed against you.
The first attack that hits you in the round (not your bow) will require you to make a DC 31 Reflex save or be  Slowed  for 1 round.
All attacks that hit you (including the first, but only attacks that hit you, not your bow) will require you to make a DC 23 Fortitude save or be  Slowed  for 3 rounds.

Attack:  (1d20+34)[ 44 ]
If Hit:  (3d6+53)[ 67 ]  (ignores magical miss chances, ignores first 20% of nonmagical miss chances)

(swift) Belt of Battle, 3 charges:

Attack:Attack:  (1d20+34)[ 35 ]  (auto miss)
If Hit:  (3d6+53)[ 64 ]  (ignores magical miss chances, ignores first 20% of nonmagical miss chances)

Attack:  (1d20+34)[ 39 ]
If Hit:  (3d6+53)[ 65 ]  (ignores magical miss chances, ignores first 20% of nonmagical miss chances)

Attack:  (1d20+29)[ 42 ]
If Hit:  (3d6+53)[ 61 ]  (ignores magical miss chances, ignores first 20% of nonmagical miss chances)

Attack:  (1d20+24)[ 34 ]
If Hit:  (3d6+53)[ 59 ]  (ignores magical miss chances, ignores first 20% of nonmagical miss chances)

Edit:  All rolls against your weapon are opposed by your attack roll.  However, As I am a huge creature with a 2 handed weapon, I have an additional +12 bonus to each of these attacks.  This should make attack 1 and attack 3 (if necessary) auto-hits, if your attack bonus is 27.

Standard Hardness and HP for a projectile weapon is 5, and 5.  A +5 bow would have hardness 15, and 55 HP. By that, the even a +5 bow will crack by the 2nd attack.

[User]
 Originally Posted by PhoenixRivers
 Move to A10-C12.

What's your path to get there?

Also, how high is the ceiling?

[User]
 When Saph originally used the map, it was 30.  My overall goal is to be over 30 feet but no more than 70 (my reach is 70 feet).

Path: E2-G4 > E3-G5 > D4-F5 (squeezing on D4) > C5-E7 > B6-D8 > A7-C9 > A10-C12

[User] Do I have LoS on you while you're in B6-D8 and C5-E7?  I tried sketching out the sightlines on Graph paper, and it looked like it worked, but I may have messed up.

[User] I'll buy it.  Seems borderline, but ok.  Only to B6, C5, and E6, and I have cover.  Distance needs to be traced to one of those squares.

[User]
 Alright, I checked it again and yes I do have LoS

Okay, due to Mark of the Shooting star, your movement threatens an AoO

I'm going to use Stand Still to try to and keep you stuck.

AoO (the arrow splits):

 (1d20+27)[ 35 ]  Reflex Save: 10 +  (1d6+10)[ 16 ]
 (1d20+27)[ 37 ]  Reflex Save: 10 +  (1d6+10)[ 13 ]

Oh, btw, my attacks are force effects.  I forgot to mention that earlier.

[User] It threatens at 40 feet?  At I remember, it's IL/2...  Which, at level 13, is 30 feet.  Every other diagonal costs 2 movement, which puts it at 40 total feet.  How far do you threaten?

[User]
 The Essence Ability of Mark of the Shooting Star doubles the range.

 Originally Posted by Weapon Marks
 Essence: (Ex) You double the range limit for any special ranged attacks or bonuses to ranged attacks (such as precision damage, Point Blank Shot, or the area you threaten with a bow).

[User]
 Fair enough.  Need a nat 20 on each.

Reflex Save 1:  (1d20)[ 10 ]
Reflex Save 2:  (1d20)[ 20 ]

I'm assuming I'm stopped.

[User] Do you ignore cover?

[User] No, cover applies -- I figured you would add it to your AC.

[User]
 Originally Posted by SRD
 Cover and Attacks of Opportunity

You can’t execute an attack of opportunity against an opponent with cover relative to you.

You can't make AoO's against foes with cover.

[User]
 Originally Posted by PhoenixRivers
 You can't make AoO's against foes with cover.

Woah, I totally forgot that.  Nice save.

In that case I'll use Mark of the Blink dog to go Blinking as an instantaneous action.

[User]
 Fair enough.  However, I have the Pierce Magical Concealment Feat.

This means I ignore the miss chances from magical effects that provide concealment effects.

Further, I have Touchsight, which negates invisibility.  That reduces the standard miss chance from  Blink  to 20%.

My mark selection negates the first 20% of any concealment.

[User]
 Miss chances (1 Misses):
 (1d2)[ 2 ]
 (1d2)[ 1 ]
 (1d2)[ 1 ]
 (1d2)[ 2 ]
 (1d2)[ 1 ]

Wait, so no miss chance?

[User]
 Again.  Touchsight negates invisibility.  The blink spell states that in cases such as this, the miss chance is 20%.  I negate 20% of miss chance.  That brings the miss chance to 0%.

EDIT:  The mark in question is Mark of the Demodand. (Outsider mark)

[User]
 In that case: Blarg I are dead.

Well played! That was a very fun match (though I can never forgive myself for forgetting to use Mark of the Dreaming to fly, but oh well).

[User]
 70 foot reach...  I can reach pretty much the entire arena, floor to ceiling, sadly enough.

That's a solid build.  I need to work with mark of the shooting star next.

[User] Yeah, Shooting Star has some cool options.  My favorite are Mage Slayer and Stand Still. 😁

[User] The key is boosting the damage, and ignoring cover.

[User] Well, Damage doesn't need to be boosted all that much.  Mark of the Baatezuu covers all of your CON damage needs.  Waitaminute -- I forgot to have you make the saves vs. poison.  Oh well, I'm pretty sure an extra 1d4 CON damage or two wouldn't drop you.

[User] No, I meant to make sure that your Stand Still sticks.


[User] "Welcome to the arena Lorolar.  A Burn strategy might make for a drawn-out duel, but what I have in mind should give play a whole new dimension."

[User]
 "Mage Hand"
 (d20)[ 18 ]
 (d53)[ 50 ]
 (d52)[ 1 ]
 (d51)[ 19 ]
 (d50)[ 9 ]
 (d49)[ 31 ]

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

 Life Points:  8000

 Spoiler

 Hand:  5

 Spoiler

Macro Cosmos
D.D. Trainer
Golden Homunculus
D.D. Crow
Dimensional Fissure

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17. Dimensional Alchemist
18-19. Gren Maju Da Eiza x2
20. Helios - The Primordial Sun
21. Helios Trice Megistus
22. Necroface
23. Big Bang Shot
24. Brain Control
25-26. Dark Core x2
27. D.D. Borderline
28. D.D.R. - Different Dimension Reincarnation
29. Different Dimension Gate
30. Dimensional Fissure
31. Enemy Controller
32. Final Countdown
33-35. Grand Convergence x3
36. Mystical Space Typhoon
37. Nobleman of Crossout
38. Soul Absorption
39. Bottomless Trap Hole
40-41. D.D. Dynamite x2
42. Elemental Absorber
43. Graverobber's Retribution
44. Karma Cut
45-46. Macro Cosmos x2
47. Return from the Different Dimension
48. Torrential Tribute

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 initiave  (1d20)[ 19 ]

Hand  (1d50)[ 45 ]  (1d50)[ 49 ]  (1d50)[ 20 ]  (1d50)[ 31 ]  (1d50)[ 2 ]
Re-rolls (if needed)  (1d50)[ 49 ]  (1d50)[ 14 ]  (1d50)[ 15 ]

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

 Hand:

 Spoiler

-

 Life Points:  8000

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
-

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Stealth Bird
3 - Spirit Reaper
4 - Stealth Bird
5 - Wave Motion Cannon
6 - Macro Cosmos
7 - D.D. Assailant
8 - Bazoo the Soul-Eater
9 - Penguin Soldier
10 - D.D Warrior Lady
11 - Banisher of The Radience
12 - Messenger of Peace
13 - A cat of Ill omen
14 - Karma Cut
15 - Bazoo the Soul-Eater
16 - Dimesnional Fissure
17 - Lightning Vortex
18 - Bottomless Trap Hole
19 - Compulsory Evacuation Device
20 - Ekibyo Drakmord
21 - D.D. Survivor
22 - Guardian Sphinx
23 - Mobius the Frost Monarch
24 - Compulsory Evacuation Device
25 - Mirror Force
26 - Compulsory Evacuation Device
27 - Swords of Revealing Light
28 - Wall of Revealing Light
29 - Divine Wrath
30 - Dust Tornado
31 - Macro Cosmos
32 - A cat of Ill omen
33 - Stealth Bird
34 - Marshmallon
35 - Golden Homonculus
36 - Gravity Bind
37 - Mystical Space Typhoon
38 - Imperial Custom
39 - D.D. Warrior Lady
40 - Scrap-Iron Scarecrow
41 - Gren Maju Da Eiza
42 - Des Koala
43 - Gren Maju Da Eiza
44 - Caius the Shadow Monarch
45 - Just Desserts
46 - Mage Power
47 - D.D. Dynamite
48 - D.D. Dynamite
49 - D.D. Survivor

[User]
 "A whole new Dimension is what I'm gonna show you budy, a world of life point loss and crazy ninja birds."

The man standing before you in his over the top leather outfit draws his five cards from his duel disk.

 "Looks like I got first turn, I draw!"
 (1d44)[ 7 ]

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

 "Cool draw, I summon my DD survivor. Then I throw down two face downs and call that that for turn one"
 Hand:

 Spoiler

Ekibyo Drakmord
Stealth Bird
Bazoo the Soul-Eater

 Life Points:  8000

 Face downs:

 Spoiler
Macro Cosmos, Just Deserts

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
-

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion Cannon
5 - Macro Cosmos
6 - D.D. Assailant

8 - Penguin Soldier
9 - D.D Warrior Lady
10 - Banisher of The Radience
11 - Messenger of Peace
12 - A cat of Ill omen
13 - Karma Cut
14 - Bazoo the Soul-Eater
15 - Dimesnional Fissure
16 - Lightning Vortex
17 - Bottomless Trap Hole
18 - Compulsory Evacuation Device
19 - D.D. Survivor
20 - Guardian Sphinx
21 - Mobius the Frost Monarch
22 - Compulsory Evacuation Device
23 - Mirror Force
24 - Compulsory Evacuation Device
25 - Swords of Revealing Light
26 - Wall of Revealing Light
27 - Divine Wrath
28 - Dust Tornado
29 - A cat of Ill omen
30 - Stealth Bird
31 - Marshmallon
32 - Golden Homonculus
33 - Gravity Bind
34 - Mystical Space Typhoon
35 - Imperial Custom
36 - D.D. Warrior Lady
37 - Scrap-Iron Scarecrow
38 - Gren Maju Da Eiza
39 - Des Koala
40 - Gren Maju Da Eiza
41 - Caius the Shadow Monarch
42 - Mage Power
43 - D.D. Dynamite
44 - D.D. Dynamite

[User]
 (d48)[ 35 ]
 "I play 2 cards face-down and summon a monster in defence mode.  That's all."

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

Fm: Face-down monster

F: Face-down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  3

 Spoiler

Golden Homunculus
D.D. Crow
Dimensional Fissure

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17. Dimensional Alchemist
18-19. Gren Maju Da Eiza x2
20. Helios - The Primordial Sun
21. Helios Trice Megistus
22. Necroface
23. Big Bang Shot
24. Brain Control
25-26. Dark Core x2
27. D.D. Borderline
28. D.D.R. - Different Dimension Reincarnation
29. Different Dimension Gate
30. Dimensional Fissure
31. Enemy Controller
32. Final Countdown
33-34. Grand Convergence x2
35. Mystical Space Typhoon
36. Nobleman of Crossout
37. Soul Absorption
38. Bottomless Trap Hole
39-40. D.D. Dynamite x2
41. Elemental Absorber
42. Graverobber's Retribution
43. Karma Cut
44-45. Macro Cosmos x2
46. Return from the Different Dimension
47. Torrential Tribute

 Face-Down:

 Spoiler

D.D. Trainer

Macro Cosmos
Grand Convergence

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 "Cool move, keeping your head down and letting me attack first, nice. I guess I'll draw"
 (1d43)[ 14 ]

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

 "I activate my  Macro cosmos!  Then I'll kick off the show by attacking the face down on your side of the field. Then I throw down a face down monster and end my turn. You move pal"
 Hand:

 Spoiler

Ekibyo Drakmord

Bazoo the Soul-Eater
Dimesnional Fissure

 Life Points:  8000

 Face downs:

 Spoiler
Stealth Bird, Macro Cosmos, Just Deserts

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
-

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion Cannon
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater

15 - Lightning Vortex
16 - Bottomless Trap Hole
17 - Compulsory Evacuation Device
18 - D.D. Survivor
19 - Guardian Sphinx
20 - Mobius the Frost Monarch
21 - Compulsory Evacuation Device
22 - Mirror Force
23 - Compulsory Evacuation Device
24 - Swords of Revealing Light
25 - Wall of Revealing Light
26 - Divine Wrath
27 - Dust Tornado
28 - A cat of Ill omen
29 - Stealth Bird
30 - Marshmallon
31 - Golden Homonculus
32 - Gravity Bind
33 - Mystical Space Typhoon
34 - Imperial Custom
35 - D.D. Warrior Lady
36 - Scrap-Iron Scarecrow
37 - Gren Maju Da Eiza
38 - Des Koala
39 - Gren Maju Da Eiza
40 - Caius the Shadow Monarch
41 - Mage Power
42 - D.D. Dynamite
43 - D.D. Dynamite

[User] "No good - my D.D. Trainer has 2000 Defence points.  Do you wish to change your move?"

[User]
 {table="head]1|2|3|4|5
-|DDs|F|-|-
-|Mc|F|EB|-
[/table]

 "Sure I wanna change it, I equip your trainer with the magic of  Ekibyo Drakmord , heres how it works. In two of your turns your monster goes boom, and Drakmord returns to my hand. With that I'll call it a turn"
 Hand:

 Spoiler

Bazoo the Soul-Eater
Dimesnional Fissure

 Life Points:  7800

 Face downs:

 Spoiler
Stealth Bird, Macro Cosmos, Just Deserts

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
-

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion Cannon
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater

15 - Lightning Vortex
16 - Bottomless Trap Hole
17 - Compulsory Evacuation Device
18 - D.D. Survivor
19 - Guardian Sphinx
20 - Mobius the Frost Monarch
21 - Compulsory Evacuation Device
22 - Mirror Force
23 - Compulsory Evacuation Device
24 - Swords of Revealing Light
25 - Wall of Revealing Light
26 - Divine Wrath
27 - Dust Tornado
28 - A cat of Ill omen
29 - Stealth Bird
30 - Marshmallon
31 - Golden Homonculus
32 - Gravity Bind
33 - Mystical Space Typhoon
34 - Imperial Custom
35 - D.D. Warrior Lady
36 - Scrap-Iron Scarecrow
37 - Gren Maju Da Eiza
38 - Des Koala
39 - Gren Maju Da Eiza
40 - Caius the Shadow Monarch
41 - Mage Power
42 - D.D. Dynamite
43 - D.D. Dynamite

[User]
 (d47)[ 46 ]
 "Oh no,  whatver  will I do against a card that takes 2 turns to work? Oh, right.  I sacrifice D.D. Trainer to summon forth my Golden Homunculus!"

My figure rises up, to its full height of 10 f.t.

 "What's more, it receives a boost from my D.D. Trainer thanks to your Macro Cosmos.  Then I'll play one card face-down and attack your face-down monster."

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

Golden Homunculus ( 1800 /1800)

F: Face-down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  2

 Spoiler

D.D. Crow
Dimensional Fissure

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17. Dimensional Alchemist
18-19. Gren Maju Da Eiza x2
20. Helios - The Primordial Sun
21. Helios Trice Megistus
22. Necroface
23. Big Bang Shot
24. Brain Control
25-26. Dark Core x2
27. D.D. Borderline
28. D.D.R. - Different Dimension Reincarnation
29. Different Dimension Gate
30. Dimensional Fissure
31. Enemy Controller
32. Final Countdown
33-34. Grand Convergence x2
35. Mystical Space Typhoon
36. Nobleman of Crossout
37. Soul Absorption
38. Bottomless Trap Hole
39-40. D.D. Dynamite x2
41. Elemental Absorber
42. Graverobber's Retribution
43. Karma Cut
44-45. Macro Cosmos x2
46. Torrential Tribute

 Face-Down:

 Spoiler

Return From the Different Dimension
Macro Cosmos
Grand Convergence

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler

D.D. Trainer

[User] "Alas my poor stealth bird is destroyed. Oh well, the Drakmord did its purpose of changing the field. This thing is briefly much more managable, and much better known to me. It seems your deck hails from the different dimension as well. Will you be doing anything else?"

[User]
 "Indeed my deck does.  If you visit my Heal/Hurt in "Silly" Message Board games, you will know my love of private demiplane colloseums where I can watch a large group of monsters beat the everloving fluids out of each other AND charge money to allow others to watch.  Different dimensions can be powerful and profitable.

I will end my turn."

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

 (1d42)[ 36 ]

"Despite the fact this is guarenteed not to work my D.D. Survivor will attempt to attack your golden Haemonculus hopefully killing them both. Then after the result of the battle I set a monster and should my DD survivor be destroyed it will reutrn to the field in defence mode in the end phase. Your move"

 Hand:

 Spoiler

Dimesnional Fissure
Gren Maju Da Eiza

 Life Points:  7800

 Face downs:

 Spoiler
Bazoo the Soul-Eater
, Just Deserts

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
Stealth Bird
Ekibiyo Drakmord

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion Cannon
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater
14 - Lightning Vortex
15 - Bottomless Trap Hole
16 - Compulsory Evacuation Device
17 - D.D. Survivor
18 - Guardian Sphinx
19 - Mobius the Frost Monarch
20 - Compulsory Evacuation Device
21 - Mirror Force
22 - Compulsory Evacuation Device
23 - Swords of Revealing Light
24 - Wall of Revealing Light
25 - Divine Wrath
26 - Dust Tornado
27 - A cat of Ill omen
28 - Stealth Bird
29 - Marshmallon
30 - Golden Homonculus
31 - Gravity Bind
32 - Mystical Space Typhoon
33 - Imperial Custom
34 - D.D. Warrior Lady
35 - Scrap-Iron Scarecrow

37 - Des Koala
38 - Gren Maju Da Eiza
39 - Caius the Shadow Monarch
40 - Mage Power
41 - D.D. Dynamite
42 - D.D. Dynamite

[User]
 (d46)[ 30 ]
 "I will summon a monster face-down and end my turn."

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

Fm: Face-down monster
F: Face-down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  2

 Spoiler

Dimensional Fissure
Dimensional Fissure

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17. Dimensional Alchemist
18-19. Gren Maju Da Eiza x2
20. Helios - The Primordial Sun
21. Helios Trice Megistus
22. Necroface
23. Big Bang Shot
24. Brain Control
25-26. Dark Core x2
27. D.D. Borderline
28. D.D.R. - Different Dimension Reincarnation
29. Different Dimension Gate
30. Enemy Controller
31. Final Countdown
32-33. Grand Convergence x2
34. Mystical Space Typhoon
35. Nobleman of Crossout
36. Soul Absorption
37. Bottomless Trap Hole
38-39. D.D. Dynamite x2
40. Elemental Absorber
41. Graverobber's Retribution
42. Karma Cut
43-44. Macro Cosmos x2
45. Torrential Tribute

 Face-Down:

 Spoiler

D.D. Crow

Return From the Different Dimension
Macro Cosmos
Grand Convergence

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler

D.D. Trainer
Golden Homunculus

[User]
 {table="head]1|2|3|4|5
-|DDs|B|-|-
-|Mc|F|F|-
[/table]

The man before you binks increduously. "It worked, it actualy worked?! I mean, of course it worked *cough* I draw!"

 (1d41)[ 35 ]

"I'll throw down another face down then reveal my Bazoo the Soul-Eater! Then DD Survivor attacks your face down and should it die Bazoo will attack directly. Once again should my Survivor be destroyed it will come back in defence mode in the end phase. Your move"

 Hand:

 Spoiler

Dimesnional Fissure
Gren Maju Da Eiza

 Life Points:  7800

 Face downs:

 Spoiler
Just Deserts,
Scrap-Iron Scarecrow

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
Stealth Bird
Ekibiyo Drakmord

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion Cannon
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater
14 - Lightning Vortex
15 - Bottomless Trap Hole
16 - Compulsory Evacuation Device
17 - D.D. Survivor
18 - Guardian Sphinx
19 - Mobius the Frost Monarch
20 - Compulsory Evacuation Device
21 - Mirror Force
22 - Compulsory Evacuation Device
23 - Swords of Revealing Light
24 - Wall of Revealing Light
25 - Divine Wrath
26 - Dust Tornado
27 - A cat of Ill omen
28 - Stealth Bird
29 - Marshmallon
30 - Golden Homonculus
31 - Gravity Bind
32 - Mystical Space Typhoon
33 - Imperial Custom
34 - D.D. Warrior Lady

36 - Des Koala
37 - Gren Maju Da Eiza
38 - Caius the Shadow Monarch
39 - Mage Power
40 - D.D. Dynamite
41 - D.D. Dynamite

[User]
 "It's on now."
 (d45)[ 43 ]
 "I believe this will work.  I activate Macro Cosmos! I'll bet you were not expecting that! Except my one has purpose - it allows me to summon forthe Helios - the Primordial Sun in defence mode.  Then I end my turn."

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

Helios - the Primordial Sun (300/ 300 )

MC: Macro Cosmos
F: Face-down Spell/Trap

 Life Points:  6400

 Spoiler

 Hand:

 Spoiler

Dimensional Fissure
Dimensional Fissure
Macro Cosmos

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17. Dimensional Alchemist
18-19. Gren Maju Da Eiza x2
20. Helios Trice Megistus
21. Necroface
22. Big Bang Shot
23. Brain Control
24-25. Dark Core x2
26. D.D. Borderline
27. D.D.R. - Different Dimension Reincarnation
28. Different Dimension Gate
29. Enemy Controller
30. Final Countdown
31-32. Grand Convergence x2
33. Mystical Space Typhoon
34. Nobleman of Crossout
35. Soul Absorption
36. Bottomless Trap Hole
37-38. D.D. Dynamite x2
39. Elemental Absorber
40. Graverobber's Retribution
41. Karma Cut
42. Macro Cosmos
43. Torrential Tribute

 Face-Down:

 Spoiler

Return From the Different Dimension
Macro Cosmos
Grand Convergence

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler

D.D. Trainer
Golden Homunculus
D.D. Crow

[User]
 {table="head]1|2|3|4|5
-|DDs|B|-|-
-|Mc|F|F|-
[/table]

 (1d40)[ 36 ]

"Bazoo shall attempt to destroy your Helios, if he fails due to a trap or something DD.Survivor will attack it instead, if it does die Survivor will attack you directly. Then it shall be your turn."

 Hand:

 Spoiler

Dimesnional Fissure
Gren Maju Da Eiza
Gren Maju Da Eiza

 Life Points:  7800

 Face downs:

 Spoiler
Just Deserts,
Scrap-Iron Scarecrow

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
Stealth Bird
Ekibiyo Drakmord

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater
14 - Lightning Vortex
15 -            Trap Hole
16 - Compulsory Evacuation Device
17 - D.D. Survivor
18 - Guardian Sphinx
19 - Mobius the Frost Monarch
20 - Compulsory Evacuation Device
21 - Mirror Force
22 - Compulsory Evacuation Device
23 - Swords of Revealing Light
24 - Wall of Revealing Light
25 - Divine Wrath
26 - Dust Tornado
27 - A cat of Ill omen
28 - Stealth Bird
29 - Marshmallon
30 - Golden Homonculus
31 - Gravity Bind
32 - Mystical Space Typhoon
33 - Imperial Custom
34 - D.D. Warrior Lady
35 - Des Koala

37 - Caius the Shadow Monarch
38 - Mage Power
39 - D.D. Dynamite
40 - D.D. Dynamite

[User] "Your Soul-Eating Baboon triggered my Spell - Grand Convergence! It destroys all monsters on the field, and deals 300 damage to you."

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

"My DD survior returns in defence position. Your move"

 Hand:

 Spoiler

Dimesnional Fissure
Gren Maju Da Eiza
Gren Maju Da Eiza

 Life Points:  7500

 Face downs:

 Spoiler
Just Deserts,
Scrap-Iron Scarecrow

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
Stealth Bird
Ekibiyo Drakmord
Bazoo the Soul-Eater

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater
14 - Lightning Vortex
15 -            Trap Hole
16 - Compulsory Evacuation Device
17 - D.D. Survivor
18 - Guardian Sphinx
19 - Mobius the Frost Monarch
20 - Compulsory Evacuation Device
21 - Mirror Force
22 - Compulsory Evacuation Device
23 - Swords of Revealing Light
24 - Wall of Revealing Light
25 - Divine Wrath
26 - Dust Tornado
27 - A cat of Ill omen
28 - Stealth Bird
29 - Marshmallon
30 - Golden Homonculus
31 - Gravity Bind
32 - Mystical Space Typhoon
33 - Imperial Custom
34 - D.D. Warrior Lady
35 - Des Koala

37 - Caius the Shadow Monarch
38 - Mage Power
39 - D.D. Dynamite
40 - D.D. Dynamite

[User]
 "My Draw"
 (d43)[ 17 ]
 "I summon a monster in defence mode and end my turn"

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

Fm: Face-down monster

MC: Macro Cosmos
F: Face-down Spell/Trap

 Life Points:  6400

 Spoiler

 Hand:  3

 Spoiler

Dimensional Fissure
Dimensional Fissure
Macro Cosmos

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17-18. Gren Maju Da Eiza x2
19. Helios Trice Megistus
20. Necroface
21. Big Bang Shot
22. Brain Control
23-24. Dark Core x2
25. D.D. Borderline
26. D.D.R. - Different Dimension Reincarnation
27. Different Dimension Gate
28. Enemy Controller
29. Final Countdown
30-31. Grand Convergence x2
32. Mystical Space Typhoon
33. Nobleman of Crossout
34. Soul Absorption
35. Bottomless Trap Hole
36-37. D.D. Dynamite x2
38. Elemental Absorber
39. Graverobber's Retribution
40. Karma Cut
41. Macro Cosmos
42. Torrential Tribute

 Face-Down:

 Spoiler

Dimensional Alchemist

Return From the Different Dimension
Macro Cosmos

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler

D.D. Trainer
Golden Homunculus
D.D. Crow
Helios - the Primordial Sun
Grand Convergence

[User]
 {table="head]1|2|3|4|5
-|DDs|DWL|-|-
-|Mc|F|F|-
[/table]

((might want to edit that monster face down onto you table))
 (1d39)[ 34 ]

"I summon, my DD Warrior lady in attack mode! Now she'll attack your face down and should she fail to destroy it ((and I should not deem in tacticly bad to do so)) she'll remove them both from play instead. Then my survivor will attack you directly!"

 Hand:

 Spoiler

Dimesnional Fissure
Gren Maju Da Eiza
Gren Maju Da Eiza

 Life Points:  7500

 Face downs:

 Spoiler
Just Deserts,
Scrap-Iron Scarecrow

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
Stealth Bird
Ekibiyo Drakmord
Bazoo the Soul-Eater

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience
10 - Messenger of Peace
11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater
14 - Lightning Vortex
15 - Botomless Trap Hole
16 - Compulsory Evacuation Device
17 - D.D. Survivor
18 - Guardian Sphinx
19 - Mobius the Frost Monarch
20 - Compulsory Evacuation Device
21 - Mirror Force
22 - Compulsory Evacuation Device
23 - Swords of Revealing Light
24 - Wall of Revealing Light
25 - Divine Wrath
26 - Dust Tornado
27 - A cat of Ill omen
28 - Stealth Bird
29 - Marshmallon
30 - Golden Homonculus
31 - Gravity Bind
32 - Mystical Space Typhoon
33 - Imperial Custom

35 - Des Koala
36 - Caius the Shadow Monarch
37 - Mage Power
38 - D.D. Dynamite
39 - D.D. Dynamite

[User]
 "My Draw once more"
 (d42)[ 21 ]
 "I end my turn." 😡

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

MC: Macro Cosmos
F: Face-down Spell/Trap

 Life Points:  4600

 Spoiler

 Hand:  4

 Spoiler

Dimensional Fissure
Dimensional Fissure
Macro Cosmos
Big Bang Shot

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9-10. D.D. Guide x2
11. D.D. Scout Plane
12-13. D.D. Survivor x2
14. D.D. Warrior
15. D.D. Warrior Lady
16. D.D.M. - Different Dimension Master
17-18. Gren Maju Da Eiza x2
19. Helios Trice Megistus
20. Necroface
21. Brain Control
22-23. Dark Core x2
24. D.D. Borderline
25. D.D.R. - Different Dimension Reincarnation
26. Different Dimension Gate
27. Enemy Controller
28. Final Countdown
29-30. Grand Convergence x2
31. Mystical Space Typhoon
32. Nobleman of Crossout
33. Soul Absorption
34. Bottomless Trap Hole
35-36. D.D. Dynamite x2
37. Elemental Absorber
38. Graverobber's Retribution
39. Karma Cut
40. Macro Cosmos
41. Torrential Tribute

 Face-Down:

 Spoiler

Return From the Different Dimension
Macro Cosmos

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler

D.D. Trainer
Golden Homunculus
D.D. Crow
Helios - the Primordial Sun
Grand Convergence
Dimensional Alchemist

[User]
 {table="head]1|2|3|4|5
-|DDs|DWL|-|-
-|Mc|F|F|-
[/table]

 (1d38)[ 10 ]
"My DD warrior Lady and DD survivor atack you directly. Then I end my turn"

 Hand:

 Spoiler

Dimesnional Fissure
Gren Maju Da Eiza
Gren Maju Da Eiza
Messenger of Peace

 Life Points:  7500

 Face downs:

 Spoiler
Just Deserts,
Scrap-Iron Scarecrow

 Graveyard:

 Spoiler
-

 Removed from Play:

 Spoiler
Stealth Bird
Ekibiyo Drakmord
Bazoo the Soul-Eater

 Deck:

 Spoiler
1 - Kaiser Coloseum
2 - Spirit Reaper
3 - Stealth Bird
4 - Wave Motion
5 - Macro Cosmos
6 - D.D. Assailant
7 - Penguin Soldier
8 - D.D Warrior Lady
9 - Banisher of The Radience

11 - A cat of Ill omen
12 - Karma Cut
13 - Bazoo the Soul-Eater
14 - Lightning Vortex
15 - Botomless Trap Hole
16 - Compulsory Evacuation Device
17 - D.D. Survivor
18 - Guardian Sphinx
19 - Mobius the Frost Monarch
20 - Compulsory Evacuation Device
21 - Mirror Force
22 - Compulsory Evacuation Device
23 - Swords of Revealing Light
24 - Wall of Revealing Light
25 - Divine Wrath
26 - Dust Tornado
27 - A cat of Ill omen
28 - Stealth Bird
29 - Marshmallon
30 - Golden Homonculus
31 - Gravity Bind
32 - Mystical Space Typhoon
33 - Imperial Custom
34 - Des Koala
35 - Caius the Shadow Monarch
36 - Mage Power
37 - D.D. Dynamite
38 - D.D. Dynamite

[User]
 (d41)[ 19 ]
 "O.K. This move is just crazy enough to work.  First, I pay hlaf my lifepoints to activate my face-down card - Return From the Different Dimension, summoning Golden Homunculus, D.D. Crow, Helios - the Primordial Sun, D.D. Trainer and Dimensional Alchemist.  Naturally, I'll be activating my Alchemist's effect - I remove the top card of my deck from play to boost his attack by 500 for the rest of the turn"

My crowd appears:
Golden Homunculus
Helios - the Primordial Sun
Dimensional Alchemist
D.D. Trainer
D.D. Crow

 "Next I will sacrifice my Crow and Helios to summon forth Helios Trice Megistus in attack mode, and equip it with the Spell card Big Bang Shot."
 "I'll have Golden Homunculus attack your D.D. Warrior Lady, Dimensional Alchemist will attack D.D. Survivor, and Helios Trice Megistus will attack directly.  Any response (phew, that was a lot)?"

{table="head]1|2|3|4|5
-|DDT|GH|DA|HTM
-|-|MC|BBS|-
[/table]

DDT: D.D. Trainer (100/ 2000 )
GH: Golden Homunculus ( 3000 /3000)
DA: Dimensional Alchemist ( 1800 /200)
HTM: Helios Trice Megistus ( 1900 /1500) (will be  2500  if Golden Homunculus and Dimensional Alchemist are removed from play)

MC: Macro Cosmos
BBS: Big Bang Shot

 Life Points:  650

 Spoiler

 Hand:  3

 Spoiler

Dimensional Fissure
Dimensional Fissure
Macro Cosmos

 Deck:

 Spoiler

1-2. Banisher of the Light x2
3. Banisher of the Radiance
4-5. Bazoo the Soul-Eater x2
6-7. Card Ejector x2
8. D.D. Assailant
9. D.D. Guide
10. D.D. Scout Plane
11-12. D.D. Survivor x2
13. D.D. Warrior
14. D.D. Warrior Lady
15. D.D.M. - Different Dimension Master
16-17. Gren Maju Da Eiza x2
18. Necroface
19. Brain Control
20-21. Dark Core x2
22. D.D. Borderline
23. D.D.R. - Different Dimension Reincarnation
24. Different Dimension Gate
25. Enemy Controller
26. Final Countdown
27-28. Grand Convergence x2
29. Mystical Space Typhoon
30. Nobleman of Crossout
31. Soul Absorption
32. Bottomless Trap Hole
33-34. D.D. Dynamite x2
35. Elemental Absorber
36. Graverobber's Retribution
37. Karma Cut
38. Macro Cosmos
39. Torrential Tribute

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler

Grand Convergence
Return From the Different Dimension
D.D. Guide
D.D. Crow
Helios - the Primordial Sun

[User]
 Dimensional Alchemist:
 (d40)[ 10 ]

[User] "I chain my trap card  Just Desserts  inflicting 2000 points of direct damage. I believe that is game"


[User] Our OOC board! Enjoy!

[User]
 Originally Posted by whiskytangofoxt
 As for Drakir - umm... you could have met them o partrol? Maybe they thought you were a cultist of some kind, what with the robe and all Or maybe you met one of them at the Buddhist Centre in the City? Got chatting abut evil or somesuch?

I like the idea of meeting the group at the Buddhist Centre, Himuro will probably hang there quite a lot. Another thing that I haven't quite solved yet is the thing with earthly possessions, since he's a monk he can't own any money, which means that he can't pay any rent, so I'm gonna say that he currently sleeps on a blanket in the Buddhist Centre, if that's ok?
Oh, and he begs for food as well...

Btw, do we post in past tense or present?

[User] Sorry for not posting yet, just been a tad bit busy so I haven't been able to sit down and write out a fully fleshed out post.  Will have the post up tomorrow morning.

[User] I'll say present for the most part - for something like the summary of your day, oast is fine.

[User]
 Damn the roll didn't take,

 (8d10)[ 4 ][ 6 ][ 3 ][ 6 ][ 8 ][ 8 ][ 9 ][ 5 ](49)

[User] Small question, How do I roll so all the numbers show?

[User]
 Sorry, posted for you cause I knew you'd panned it lol

Let's try that again...

Hey, three successes? I rolled that for you first time round! Awesome, same result lol

[User]
 By the way, smoking indoors is illegal!

Just to let you know!

[User] Ah, thought we were outside, my mistake. Still, my character really doesnt care about the laws regarding smoking. (If it will be a problem, just say so)

[User] Gonna have a post up when I get back from work, just been a tad bit busy.

[User] Will have a post up tonight, once I get back from work.

[User]
 My modem broke down last week, and I haven't gotten a new one. i.e no internet at my place. Posting will be sporadic at best.

Sorry!

[User] So gents, are we dead in the water?

[User] I would like to continue, but dont know about the others.

[User] I'm here as well, I was waiting for a response that never came and simply forgot about it... Let's get on with it, shall we?

[User]
 **** it, let's continue!

I'll take over anyone not taking part for the moment!


[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]
 "Mogget why do you let me drink so much?"  Marrgo says to his cat as he wakes up. He looks around the room searching for anything thing else. After living with the headache for a bit he uses his staff to lift himself up heading for those bars. He plays with them in his hand as he ponders what two to close if that is what he is spouse to do.  "Well I guess some one want to play some games. Ready to play Mogget?"  With his cats meow as a reply he bars the I and K. He knocks on the middle door with his staff three times and yells  "Check. Your move mister invisible force."

 Spoiler

 (1d20+3)[ 17 ]  Search
 (1d20)[ 17 ]  Spot
 (1d20)[ 7 ]  Listen

Reading an action to attack the first thing that comes in with hostile content as I can see it.

Spells readied

0-level
Detect Magic
Light
Acid Splash

1-level
Color Spray
Magic Missile

[User]
 There's a long pause for several seconds, you hear some scrabbling against the door to the north, then the sound of a door slamming and feet pounding against stone gives you a brief warning before the central door flies open, and an orc bursts in, falchion upraised.

Fire away.

[User]
 "Friend why do you attack?"  Marrgo says as he raises his staff to attack his foe.  "Mogget stay safe please."
"

 Spoiler

 (1d20)[ 18 ]  Init

Surprise round?
 (1d20-1)[ 18 ]  Attack
 (1d6+3)[ 4 ]  Damage Nonlethal

First round
 (1d20-1)[ 7 ]  Attack
 (1d6+3)[ 8 ]  Damage Nonlethal

[User]
 No surprise round, but I'll let you keep the good roll from that round for round 1.

Initiative:  (1d20)[ 9 ] .
The orc will attempt to attack you with his falchion, in a very non-non-lethal manner.
Attack:  (1d20+4)[ 23 ]
Dmg:  (2d4+4)[ 11 ]

Since you beat the orc's initiative, you whack him with your staff, but he isn't down yet.

(EDIT: if you didn't hear, I'm helping out DM.)

[User]
 If the orc's attack hits, it threatens, so...
Confirmation:  (1d20+4)[ 16 ]
Damage:  (2d4+4)[ 9 ]

[User]
 Marrgo searches the ocr for things before roping him up. He mutters to himself about needing to get out more and master the weapons he has. He wackes the orc a few more times to make sure he would not wake up when he would be dragged. Knowing he is not sneaky he disregards the art and moves as fast as he could drag the beastly man.

 Spoiler

Going down the hall he came from taking him with me. Did the orc say anything before his onslaught? I can speak Orc and I spouse I should have stated I said that in orc

[User]
 Oh, I should have said.
I was letting you keep the entire surprise round roll.
No picking and choosing!

Sorry, but someone has to be the first one dead.

 Code:
         /\
       /  \
      /    \
     /      \
    /        \
   /          \
   |    RIP    |
   |  MARGO    |
   | KILLED    |
   | BY AN     |
   |  ORC ON   |
   |  LEVEL 1  |
   -------------
(I apologize for the tombstone fail.)

[User] I posted thinking miss reading non lethal rules not your bad. Hopefully I can post another guy soon.

[User] okay, good luck next character!


[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]
 Ness quickly puts the bars in place for the two doors that are opposite each other, and then takes a moment to become psionically focused, while facing the remaining door.

(1d20+6)[roll]1d20+6[/roll]

[User]
 let me try this again:
 (1d20+6)[ 8 ]

[User]
 ...and again...
 (1d20+6)[ 20 ]

[User]
 The Xeph, normally not one to be easily rattled, quietly takes a few seconds to calm his mind, after first making sure he is secure as possible.

Young yet, and still poorly trained, it takes him some time to reach a state of focus.

<  "How did I get here?"  > is the thought that most commonly crosses the poor warlock's mind, as he tries to find mental balance, disturbing his quan.

Finally though, he stands, and activates an invocation: Spider Climb. Now ready to face what comes next, he quietly approaches the unbarred door and opens it.

Move silently:  (1d20+4)[ 8 ]

[User] You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

[User]
 <"Huh,">   Ness thinks.   <"Too many doors there - lots of risk. I wonder if my odds are any better behind one of the others?">

Ness quietly closes the door, and moves to the northernmost door. He pulls the bar and places it on the easternmost portal, before returning to look through the newly unblocked opening.

 Spoiler
For convenience's sake, lets say North is towards the top of the screen on the map. I plan on checking each of the doors before picking a direction to explore - oh, and how tall are the ceilings in here?

[User]
 Unless otherwise noted, assume the height of each room/hallways is equal to it's narrowest dimension. In general, from 5-15 ft.

You peer into a  10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2) around a fire. They notice you immediately, and being scrambling to attack.

Init:
 (1d20+1)[ 9 ]
 (1d20+1)[ 17 ]
 (1d20+1)[ 9 ]
 (1d20+1)[ 21 ]

[User]
 Init  (1d20+4)[ 5 ]
  <"Oh no!">   the xeph warlock thinks to himself.   <"This could definitely have gone better,">

[User]
 The three nearest are wielding spears, and the furthest has a sling. The two nearest attempt to crowd around you, but only one can get into range(take AoO if holding melee weapon) to stab.

atk:  (1d20+1)[ 2 ]
dmg:  (1d6-1)[ 2 ]

[User]
 "Ow!"  The Xeph cries, helplessly.

He backs up five feet (out of reach?) and gives the kobold who stabbed him a malevolent glare, before lashing out with his psych-enhanced eldritch blast.

RTA:  (1d20+5)[ 14 ]
Damage:  (3d6+1)[ 8 ]

[User]
 That's a touch attack, correct?
If so, your blast drops that one and the other moves in towards you and in turn stabs with its spear.

 (1d20+1)[ 4 ]
 (1d6-1)[ 2 ]

(if you didn't know, I'm now helping DM)

[User]
 The warlock, now seriously in pain, drops back another 5 feet and opens fire again.

Ranged Touch Attack:  (1d20+5)[ 8 ]
Damage:  (1d6+1)[ 2 ]
 "Gods, am I going to get killed by a bunch of fricking  kobolds ?"

[User]
 At this rate, yes.

 (1d20+1)[ 21 ]  (1d6-1)[ 0 ]

[User]
 Crit confirm:
 (1d20+1)[ 2 ]
Extra damage?
 (1d6-1)[ 5 ]

[User]
 ...and that was short.

LoL.

[User] By my calculations, you're still fine. The damage roll only matters if the to-hit was high enough to get you, and these guys have been rollin poorly.

[User]
 Originally Posted by Tyndmyr
 By my calculations, you're still fine. The damage roll only matters if the to-hit was high enough to get you, and these guys have been rollin poorly.

??? I swear that roll said 21....but I won't complain....

Trying to keep from letting the kobolds get a free shot at him, Ness wriggles and weaves as he tries to fry one of the little buggers again.

Cast defensively roll:  (1d20+6)[ 23 ]  DC 11
RTA:  (1d20+5)[ 11 ]
Damage:  (1d6+1)[ 4 ]

[User]
 Originally Posted by ravenkith
 ??? I swear that roll said 21....but I won't complain....

Trying to keep from letting the kobolds get a free shot at him, Ness wriggles and weaves as he tries to fry one of the little buggers again.

Cast defensively roll: [roll0] DC 11
RTA: [roll1]
Damage: [roll2]

The critical confirmation failed.  You were hit, but for 0 damage (although I think it's normally 1 as a minimum unless you have damage resistance, but that only matter right now if 1 HP is all you have).

[User]
 defensive casting - pass, though I believe the DC was actually 16.
hitting - fail.

 (1d20+1)[ 17 ]   (1d6-1)[ 3 ]


[User]
 Let's try this again, shall we?

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.

Going for revenge, or trying something else?


[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]
 Spoiler
That was quick!

Listen:  (1d20+5)[ 14 ]

Providing that nets no information, I'll move to bar the south and east doors, then take a careful look through the north one.

Move Silently:  (1d20+3)[ 16 ]
Hide:  (1d20+3)[ 11 ]
Spot:  (1d20+5)[ 18 ]

Oh, yes, prepared spells:
 Spoiler
Cure Minor Wounds, Cure Minor Wounds, Light, Lesser Vigor, Obscuring Mist

[User]
 No sounds.

You peer into a  10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2) around a fire. They haven't noticed you yet.

[User]
 Spoiler
Kobolds, kobolds... Probably not worth wasting anything special on.

Watch three 20s teach me a lesson in caution, though. :/

Swift action to shift into Predator form.

Move to G-1 and attempt to make some kobold fillets.

Bite ( E F-1):  (1d20+7)[ 26 ]
Damage:  (1d6+10)[ 16 ]

Initiative:  (1d20+3)[ 23 ]

Edit: Fixed bite location. Durrrr...

[User]
 He dies instantly.

The other kobolds scramble to their feet, their faces stretched into masks of horror.

Init:
 (1d20+1)[ 20 ]
 (1d20+1)[ 20 ]
 (1d20+1)[ 13 ]

[User]
 Assuming that wins initiative...

5-ft step to F-2.

Bite (E-1):  (1d20+7)[ 15 ]
Damage:  (1d6+10)[ 16 ]

Edit: By the by, I have darkvision, if it ever becomes important. After hearing of swarms though, I'm starting to regret not bringing a torch or a lantern.

[User]
 Chewy on the outside, crunchy on the inside, this one tastes just like the last, and dies just as quickly.

As for the torch, check out the description of the first room again. =)

The two remaining kobolds lash out in desperation, the nearest one stabbing with a spear, the further, striking with a sling.

Spear:
 (1d20+1)[ 10 ]
Dmg: (1d6-1)[ 4 ]

Sling:
 (1d20+3)[ 21 ]
Dmg: (1d3-1)[ 2 ]

[User]
 Spoiler
There will be blood to pay for this, oh yes...

No sense interrupting the buffet over a bruise.

Bite:  (1d20+7)[ 10 ]
Damage:  (1d6+10)[ 15 ]

[User]
 With a terribly doomed expression on his face, the last kobold hurls another bullet in the desperate hope that it will somehow matter.

Sling:
 (1d20+3)[ 23 ]
Dmg: (1d3-1)[ 0 ]

[User] Critical zero. Very nice.

[User]
 I'll let you confirm the crit at your leisure. Regardless of the outcome, Kairen moves forward and repeats his feasting pattern.

Bite:  (1d20+7)[ 27 ]
Damage:  (1d6+10)[ 12 ]

[User]
 Oh look. An eye for an eye, a crit for a crit. I wonder if I can turn him into paste...

Confirm:  (1d20+7)[ 11 ]
Bonus damage:  (1d6+10)[ 14 ]

[User]
 Pasty indeed. Lets see if the crit actually did anything...

Sling confirm:
 (1d20+3)[ 22 ]
Dmg: (1d3-1)[ 2 ]

+300 XP.

[User]
 Anything remotely loot-related? If not, I'll shift into normal form, cast Cure Minor Wounds twice, then take 20 on a listen check for 25.

Assuming that reveals no new information, I'll whip out the 10 foot pole, prod the floor between me and the far door square by square, bang on the door a few times (Edit: With the pole!), then drop the pole and shift into Predator form with a readied action to bite anything that comes within range.

[User]
 Aright, while searching for loot, you find:

1400 silver pieces, as well as the weapons and such they were using.

Nothing comes of prodding the floor, but you're pretty certain you heard something on the far side of the door. Nobody comes out within a couple of rounds, though.

[User]
 28 pounds of coins?

I should have bought a donkey.

Well, I've got another 52 pounds before I reach light load, so I suppose I scoop them all into a backpack, shift into predator form, and move carefully to the door, taking 10 on hide and MS, for results of 13 each. I then carefully take a peek inside, taking 10 on the spot check for a 15.

Edit: I pick up and store the 10-ft pole before doing this.

[User] You look into a 10ft by 10ft room, with a sling wielding Kobold(A2) guarding a chest(A1)

[User] Surprise round, or initiative?

[User]
 He's got a readied action to pop you when you enter the room, but after that, standard init. I presume he's going to be eaten too?

atk:  (1d20+3)[ 4 ]
dmg:  (1d3-1)[ 0 ]

Init: (1d20+1)[ 17 ]

[User]
 Initiative:  (1d20+3)[ 18 ]

Maybe, maybe not. It depends on how Gygaxian you've made this place.

[User]
 Since I don't trust rooms with treasure chests...

Swift action to shift out of predator form, move to draw a sling, standard to fire.

Attack:  (1d20+3)[ 10 ]
Damage:  (1d4+5)[ 8 ]

And a 5-ft step out of his LoS if that doesn't kill him.

[User] Eh, mostly evil by attrition. I avoid no-save traps and other overtly gygaxian stuff. Some of the encounters are a wee bit high for stock level 1 chars, though.

[User]
 Enthused by the missed sling round, the kobold 5 ft closer, and tries to pop at you(+4 AC due to the way the wall is)

Atk: (1d20+3)[ 12 ]
Dmg:  (1d3-1)[ 0 ]

[User]
 Oh, well, if the floor isn't going to fall out under him, I'll take the chance that it holds me as well...

Swift into predator, move to close the gap, standard to rip his head off.

Bite:  (1d20+7)[ 27 ]
Damage:  (1d6+10)[ 11 ]

[User] And, dead as well. +150 xp.

[User]
 Oho. Kobold glue for everyone!

Confirm:  (1d20+7)[ 27 ]
Damage:  (1d6+10)[ 15 ]

[User]
 ... damn.

That's all my 20s for two floors, isn't it?

Anyway, standard search pattern. 10 ft pole, poke everything. Whack the chest repeatedly.

[User] Nothing discovered, and no loot on the kobold itself. No reaction from the poking.

[User] If the chest is locked, sunder the lock with the pole (improvised quarterstaff?), otherwise, pry the lid open with the pole.

[User] No lock, and inside, you find a potion of CLW(which somehow avoided breakage due to pounding) and 20 GP.

[User]
 "Very good packaging, little ones. I approve."

Loot it, stuff it into backpacks, stow pole, reload sling and keep it in hand, switch back to predator form.

South to K-2, taking 10 on MS checks, then taking 20 on a listen check.

[User] You hear nothing on the other side of the door.

[User] Open the door a crack with my jaws, then.

[User]
 You see a Small spear.
it looks to be held by what might be a kobold.
Unfortunately, you can't make out much more without opening the door a bit further.
Also, Hide/MS?

[User]
 Nah, I'm good. 😎

Slam open the door and let out a feral roar.

[User]
 Room: A1-B2
Chest in A1
Kobold in A2

I'll give you a surprise round.
Then roll initiative.
 (1d20+1)[ 2 ]

[User] I just got done clearing that room, unless you mean that it's identical to it. 😛

[User]
 I do not. I mean that I can't follow on a map. :)

Again, with less fail.
Or I would, but Tyndmyr hasn't sent me that room yet. I'll be back here tonight to tell you what happens.

[User]
 The L2 hallway? That descriptions listed. =)

Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.


[User]
 Here is some information of the world

 Landscape of the world
There is one main country in the world. It is called "Arhi", meaning the beginning. Its capital is the the Great City, which lies in the centre of the country. In the centre of the capital the Great Castle exists. There are the Emperors that rule the world. Around the main country there are various smaller countries, each under the rule of the Emperors.
There are seas in the world but all the known ones are inland.
So imagine a huge piece of land in which a lot of countries exist. The main one, Arhi and a lot significant smaller ones. Around the space where civilization exists there are mountains, some covered with ice and clouds, other with lava and smoke. Or chaotic deserts which only fools and the dead pass. In a few words terrain that no civilization can prosper. Not tottaly impassable, but only done by few brave fools.

 Heaven and Hell
Up in the Sky there is Heaven, known as the land of clouds. It is a place of harmony and peace. Angels mostly inhabit it. It is a place which defenders of good lie in order to keep the balance from the forces of evil. Which lie in Hell.
Hell is an underground place located somewhere in the world. Demons and devils live there. It is believed to be a place of high heat and lava. Demons and devils often interfere with intelligent creatures misguiding them and tricking them. Even just enslaving or killing them.

 Gods
All gods in WoC exist. Gods are a mystery in the world. There exact essence or origin is not known. Some say they are just a race, naturally superior from the rest. Other say they are just powerful individuals that have optained great knowledge of Magic. The sure thing is that they exist and they are powerful, but not omnipotent or omniscient. The live in the world, beyond civilization where land is almost impassable for other creatures. The often reveal their wills to the world. They lend their power, their divine magic, to their worthy followers most often clerics.
Their origin, the "how somebody can become a god" and their purpose in the world is a great mystery. Many have tried to solve it. Usually powerful creatures or great wizards. But their findings and their knowledge is not commonly known. The knowledge about gods is called "The Mystic Knowledge".
Gods otherwise rarely interfere with the world. They usually only contact high ranked clerics and individuals are generally free to worship them or not.

 Laws of the land
The Emperors rule the land. Their race is not known. They always lie in the Great Castle which is not accessable by anybody. The Emperors communicate through magical ways in which they reveal their will. The Great Castle holds a great military army and no one is fullish enough to rebel against it. The Emperors take well care that no other city or country optains so much power in order to oppose them. That is their First Law. Even when individuals optain mystic knowledge or great power they are questioned and handed by imperial forces.
Apart from that they are just and they don't interfere with the laws of each individual country. As long as they pay their taxes and report to the Emperors a country is free to flourish. Even wars are allowed, but the Emperors must allow it.

 Races
There are many races in the land. In the main country, Arhi, there are all kind of intelligent races. All live in harmony since ther are strict laws, especially within the Great City.
The other countries though are completely different. Usually there is one dominate race. Some races are even banned to cross some lands. Orcs and dwarves for example are known enemies. Racism and xenophobia exists in these countries. There are countries for most known intelligent races. Though most creatures just live in the wilderness.
Some intelligent races, like Dragons, don't have a country at all. The have cities though which are well known for their glory.

 Magic
Magic is a science known by few. Wizards are the scientists and try to figure out how it works. Magic is commonly mistaken with Ether. Ether is the essence, the material, which is shaped in many ways. Ether exists all around the world. All magic is the same. It involves using ether to interfer or shape reality. Divine magic is lended to individuals by Gods, which are known to hold great knowledge of magic.
Magic is also used by the city mayors and offcials. They used it to teleport to other places for example. Or to protect castles and the city walls.
The Great Castle holds magic beyond imagination though. The history of the world says that the Great Castle was not built, but found. It helped create the first civilization. The Emperors and their wizards, the Redhoods, hold the magic of the Great Castle.

 Shopping Therapy
Regular non-magical items are sold at 20% of their initial price and a shop won't generally buy everything, just what it needs. Magic items are sold on 30-70% their normal price.
There are three kind of shops/merchants
Big shops
These shops offer a big variety of things and are willingly to buy items. They buy magic items on 30%-50%. They make sure the gold you give them is correct and real. Also, you can not get a discount when buying items.
Small shops
These shops don't have a big variety, usually they specialize on somethings or you order specific items from them. They buy magic items usually on 40%-60% depending on their money available. They make sure the gold you give them is correct and real.
Merchants or other individuals
Merchants only have a few items. They rarely buy magic items. If they do though they might buy them from 50%-70%

 Diplomacy and shopping
-You may make a diplomacy check to get better prices for selling items.
DC 25: You sell magic items on a +10% of their minimum prices the merchant/shop would buy them
DC 30: You sell magic items on a +20% their minimum prices the merchant/shop would buy them
DC 25: You sell magic items on a
(sorry about mispelling and such. English in not my mother language I am afraid)
Failure: No retry for the item.
-You try to convince the seller to give you a discount (Trained Only)
Oppossed Check: You make an opposed Diplomacy check. The difference is the percentage of the discount you get.
Failure: No retry for the item.

[User] Jacen Almseth

[User] Hans Tordek

[User]
 playing as gnome wizard. here is character sheet.

 Spoiler
 arnon

Male Gnome Wizard
Level 4
unaligned

Strength 	10	(+0)
Constitution 	13	(+1)
Dexterity 	15	(+2)
Intelligence 	19	(+4)
Wisdom 	12	(+1)
Charisma 	13	(+1)

Height: 	3' 7"
Weight: 	65 lb
Skin: 	Light
Eyes: 	Dark Brown
Hair: 	Dark Brown; Average Beard

Maximum Hit Points: 35

      Bloodied: 17
      Surge Value: 8
      Surges / Day: 7 [includes constitution modifier]

Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative:	1d20 +8	= + 2 [half level] + 2 [dexterity] + 4 [improved initiative]
Base Strength Attack:	1d20 +2	= + 2 [half level] + 0 [strength]
Base Dexterity Attack:	1d20 +4	= + 2 [half level] + 2 [dexterity]
Base Constitution Attack:	1d20 +3	= + 2 [half level] + 1 [constitution]
Base Intelligence Attack:	1d20 +6	= + 2 [half level] + 4 [intelligence]
Base Wisdom Attack:	1d20 +3	= + 2 [half level] + 1 [wisdom]
Base Charisma Attack:	1d20 +3	= + 2 [half level] + 1 [charisma]

Armor Class:	17	= 10 + 2 [half level] + 4 [intelligence] + 1 [fireburst]
Fortitude Defense:	14	= 10 + 2 [half level] + 1 [constitution] + 1 [fireburst]
Reflex Defense:	17	= 10 + 2 [half level] + 4 [intelligence] + 1 [fireburst]
Will Defense:	16	= 10 + 2 [half level] + 2 [wizard] + 1 [charisma] + 1 [fireburst]

Armor: None (street clothes)

Shield: None

Attacks:

      Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4
      Dagger: +5 vs AC [+2 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
              Thrown: +7 vs AC [+4 dexterity attack] [+3 proficient, damage 1d4+2 [dexterity bonus]
      Cloud of Daggers +6i [base intelligence attack] vs reflex
      Scorching Burst +6i [base intelligence attack] vs reflex
      Force Orb +6i [base intelligence attack] vs reflex
      Flaming Sphere +6i [base intelligence attack] vs reflex
      Sleep +6i [base intelligence attack] vs will
      Fire Shroud +6i [base intelligence attack] vs fortitude
      i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
	100 lb.
200 lb.
500 lb.
	Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
	25 or less
26-50 lb.
50-75 lb.
75 lb.
150 lb.
375 lb.

Languages:	Common; Elven;

Rituals Known:

      Animal Messenger [Level 1]
      Brew Potion [Level 1 per revision]
      Silence [Level 1]

Skills:

      Acrobatics:	+4	= 2 [dexterity] + 2 [half level]
      Arcana:	+13	= 4 [intelligence] + 2 [half level] + 2 [Gnome] + 5 [class training]
      Athletics:	+2	= 0 [strength] + 2 [half level]
      Bluff:	+3	= 1 [charisma] + 2 [half level]
      Diplomacy:	+3	= 1 [charisma] + 2 [half level]
      Dungeoneering:	+8	= 1 [wisdom] + 2 [half level] + 5 [class training]
      Endurance:	+3	= 1 [constitution] + 2 [half level]
      Heal:	+3	= 1 [wisdom] + 2 [half level]
      History:	+11	= 4 [intelligence] + 2 [half level] + 5 [class training]
      Insight:	+3	= 1 [wisdom] + 2 [half level]
      Intimidate:	+3	= 1 [charisma] + 2 [half level]
      Nature:	+8	= 1 [wisdom] + 2 [half level] + 5 [class training]
      Perception:	+5	= 1 [wisdom] + 2 [half level] + 2 [falcon]
      Religion:	+6	= 4 [intelligence] + 2 [half level]
      Stealth:	+6	= 2 [dexterity] + 2 [half level] + 2 [Gnome]
      Streetwise:	+3	= 1 [charisma] + 2 [half level]
      Thievery:	+4	= 2 [dexterity] + 2 [half level]

Feats:

      Farshot
      Improved Initiative
      Arcane Familiar [AP]

At-Will:

      Basic Melee Attack: By weapon, damage 1[W] [standard action]
      Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
      Bull Rush: +2 [base strength attack] vs fortitude [standard action]
      Grab: +2 [base strength attack] vs reflex [standard action]
      Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
      Escape: +4 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
      Ghost Sound [Wizard][standard action]
      Light [Wizard][minor action]
      Mage Hand [Wizard][minor action]
      Prestidigitation [Wizard][standard action]
      Cloud of Daggers [Level 1]
      Scorching Burst [Level 1]

      Other Standard Actions:	Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

      Other Move Actions:	Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

      Other Minor Actions:	Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight); switch familiar active/passive;

      Other Immediate Action:	Readied action

      Other Opportunity Action:	Opportunity attack

      Other Free Actions:	Drop held items; End a grab; Talk

      Other Non-Actions:	Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

      Short rest:	Healing surges as available

      Five minutes:	Normal escape from restraints (Acrobatics)

      One hour:	Forage; Streetwise check

Encounter Powers:

      Second Wind
      Spend an Action Point [free action, not in surprise round]
      Fade Away [Gnome][immediate reaction]
      Use Implement [free action]
      Force Orb [Level 1]
      Fire Shroud [Level 3]

Daily Powers:

      Flaming Sphere [Level 1]
      Sleep [Level 1]
      Expeditious Retreat [Level 2 Utility][move action]
      Feather Fall [Level 2 Utility][free action]

Reminder to Level 4 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.

Gnome

    * +2 Intelligence, +2 Charisma (already included)
    * +2 Arcana, +2 Stealth
    * Reactive Stealth (see Monster Manual)
    * Fade Away (see Monster Manual)

Wizard

    * This wizard chose the Wand of Accuracy mastery. Remember your once-per-encounter dexterity modifier bonus on an attack roll.
    * Cantrips
    * Ritual Casting [bonus feat, not listed above]
    * Spellbook

Familiar: Falcon

      2 fly 6 [hover]

      Constant Benefits:
          o +2 bonus on perception checks
          o +2 bonus to all defenses against opportunity attacks

      Active Benefits: Hunting falcon [1/encounter]; Soaring spirit

arnon's Equipment:

      1 lb
      2 lb
      5 lb

      1 lb
      10 lb
      10 lb
      2 lb
      4 lb
      3 lb

      _____
      38 lb	Weapons / Armor / Shield (from above)
      Backpack
      Bedroll
      Flint and steel
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Sunrods x2
      Waterskins x1
      Spellbook x1
      Wand
sending scroll (& components)
delay affliction scroll (& components)
hand of fate scroll (& components)
potion of healing (x4)

      Total

Magic items:

      Weapon:
      Weapon:
      Weapon:
      Weapon:
      Armor:
      Shield:
      Arms:
      Feet:
      Hands:
      Head:
      Neck:
      Ring:
      Ring:
      Waist:

Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier           Milestones:  /  /  /

Death Saving Throw Failures:

More about arnon:

physical description.

 Spoiler
 long (for him) green robes that touch the ground. carries a staff about two feet taller than him. pointed features and black beady eyes. sandals that can only occasionally be seen from under his robes. his falcon, Onla, has normal falcon colors. She and her master are tightly bonded

plus my magic items

 Spoiler
 Staff of Draconic Power +1(5)
cloak of distortion +1(4)
fireburst +1 (armour) (3)

items bought/found

 Spoiler
2 sending scrolls
1 delay affliction scroll
1 hand of fate scroll
3 potions of healing
2 doses of poison (dagger)

[User]
 Spoiler
Zliss, level 4
Dragonborn, Barbarian
Build: Thaneborn Barbarian
Feral Might: Thaneborn Triumph
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
Background: Dragonborn - Dishonored (+2 to Streetwise)
Exp: 350

FINAL ABILITY SCORES
Str 19, Con 11, Dex 13, Int 10, Wis 8, Cha 19.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 10, Wis 8, Cha 16.

AC: 18 Fort: 19 Reflex: 15 Will: 17
HP: 44 Surges: 8 Surge Value: 11

TRAINED SKILLS
Perception +6, Nature +6, Intimidate +13

UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +6, Diplomacy +6, Dungeoneering +1, Endurance +1, Heal +1, History +4, Insight +1, Religion +2, Stealth +2, Streetwise +8, Thievery +2, Athletics +5

FEATS
Level 1: Weapon Proficiency (Execution axe)
Level 2: Weapon Expertise (Axe)
Level 4: Hurl Breath

POWERS
Barbarian at-will 1: Pressing Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Vault the Fallen
Barbarian daily 1: Swift Panther Rage
Barbarian utility 2: Combat Sprint
Barbarian encounter 3: Blood Strike

Wealth 545
ITEMS
Adventurer's Kit, Lightning Execution axe +1, Battle Harness Hide Armor +1, Bracers of Mighty Striking (heroic tier), Climber's Kit, Flute, Badge of the Berserker +1, 5 Javelins

[User]
 Elion

 Spoiler
====== Created Using Wizards of the Coast D&D Character Builder ======
Elion, level 4
Human, Swordmage
Build: Shielding Swordmage
Swordmage Aegis: Aegis of Shielding
Birth - Among Another Race: Among Another Race (Eladrin)
Background: Birth - Among Another Race (Among Another Race (Eladrin))

FINAL ABILITY SCORES
Str 12, Con 14, Dex 12, Int 20, Wis 12, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 12, Int 17, Wis 11, Cha 8.

AC: 23 Fort: 16 Reflex: 19 Will: 17
HP: 47 Surges: 10 Surge Value: 11

TRAINED SKILLS
Endurance +9, Arcana +14, Diplomacy +6, Insight +8, History +12

UNTRAINED SKILLS
Acrobatics +3, Bluff +1, Dungeoneering +3, Heal +3, Intimidate +1, Nature +3, Perception +3, Religion +7, Stealth +3, Streetwise +1, Thievery +3, Athletics +3

FEATS
Human: Weapon Proficiency (Bastard sword)
Level 1: Focused Expertise (Bastard sword)
Level 2: Arcane Reserves
Level 4: Intelligent Blademaster

POWERS
Bonus At-Will Power: Greenflame Blade
Swordmage at-will 1: Booming Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Chilling Blow
Swordmage daily 1: Warding Flourish
Swordmage utility 2: Host of Shields
Swordmage encounter 3: Dimensional Vortex

ITEMS
Cloak of Distortion +1, Veteran's Leather Armor +1, Lightning Bastard sword +1, Adventurer's Kit, Longsword, Fine Clothing, Flute, Cloth Armor (Basic Clothing), Riding Horse
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[User]
 Quick Stats
 Arnon
HP 35/35 HS 8 Sur 7/7
AC 17  F 14  R 17  W 16

 Hans
HP 3/43  HS 10  Sur 0/9
AC 17  F16  R 16  W 17

 Jacen
HP 32/45  HS 10  Sur 9/10
AC 16  F 17  R 15  W 19

 Zliss
HP 56/56  HS 14  Sur 9/11
AC 17  F 19  R 14  W 14

Initiative (avg): 1+3+8+1 = 4.5

 Wealth
Arnon: 220 gp
Hans: 420 gp (500gp gem)
Jacen: 81 gp
Zliss: 445 gp (148gp gem)

 EXP
3875 / 7000

[User] Map of the area


[User]
 Arena Tournament, Round 53:  Dorian Gorie  vs.  Kanoe Naomi
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Dorian Gorei  - Shirken
 Kanoe Naomi  - strawberryman

[User]
 Kanoe Naomi

Init:  (1d20+3)[ 23 ]

No purchases.

 Spoiler
 Maneuvers readied:  Wind Stride, Sapphire Nightmare Blade, Burning Blade, Blistering Flourish.

[User]
 Heh. Looks like you got me beat initiative-wise.
  Initiative  - (1d20+3)[ 10 ]
No purchases.

Stats:

 Spoiler
 HP  6/6
 AC  14
 Readied spells;
Magic Missile x2
Daze
Acid Splash
Ghost Sound

Starting in N2 with my crossbow drawn and loaded. Acid is in my belt, easily accessible.

[User]
 Kanoe Naomi, Round 1

 Spoiler
Start at N25.

 Action:  Enter Step of the Wind stance (Swift), Open door (Move), Move to R25.

Done.

 Status

 Spoiler
 HP:  9/9.
 Position:  R25.
 AC:  15 (+3 Dex, +2 Armor), Touch 13, Flatfoot 12

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Sapphire Nightmare Blade, Burning Blade, Blistering Flourish.

[User] Sorry, but I can't do this match right now. Can we just postpone my turn.

[User] I'm fine with delaying a bit, if it's legal. Don't want to hold up any other matches, though, so... If Refs want to call it, oh well.

[User]
 High Ref Mav

Delaying is always an option if one of the participants has a reason.  Life takes precedence some times. Just need to let us refs know.

[User]
 Thanks so much, guys. I'm back now. I shouldn't be gone again until mid august, so it won't interfere with this match at least. 🙂

Action:

 Spoiler
Move: Open N3 door.
Move: Walk to R3.

Stats:

 Spoiler
HP 6/6
AC 14
Readied spells;
Magic Missile x2
Daze
Acid Splash
Ghost Sound

Crossbow drawn and loaded, acid easily accessible (and visible) in my belt.

[User] End turn, btw.

[User]
 Kanoe Naomi, Round 2

 Spoiler
 Action:  Move to W16.

Done.

 Status

 Spoiler
 HP:  9/9.
 Position:  W16.
 AC:  15 (+3 Dex, +2 Armor), Touch 13, Flatfoot 12

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Sapphire Nightmare Blade, Burning Blade, Blistering Flourish.

[User]
 Dorian

 Spoiler
No LoS

Kanoe

 Spoiler
No LoS

[User]
 Dorian Gorei, Round 2

 Spoiler
Move: Walk to V8.
Move: Walk to X13
If at any point during my turn LoS is established, I stop and fire my crossbow(if possible).

 Stats:

 Spoiler
HP 6/6
AC 14
Readied spells;
Magic Missile x2
Daze
Acid Splash
Ghost Sound

Crossbow drawn and loaded, acid easily accessible (and visible) in my belt.

[User] I think we should get another LoS. I'll order it.

[User]
 Kanoe Naomi, Round 2

 Spoiler
 Action:  Move to X10.

Not done, requesting LoS.

 Status

 Spoiler
 HP:  9/9.
 Position:  X10.
 AC:  15 (+3 Dex, +2 Armor), Touch 13, Flatfoot 12

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Sapphire Nightmare Blade, Burning Blade, Blistering Flourish.

[User]
 Ref AlterForm

LoS established during Dorian's turn in round 2 as he enters X9.

Dorian is in X9.
Kanoe is in W16.

It is currently Dorian's turn in round 2, in case he wishes to use the rest of his movement in his second move action.

Play Continues.

[User]
 Aye, I would like to do that.

 Dorian Gorei, Round 2 (Continuation)

Dorian steps out of your vision to the west, shouting "Ha! There you are!"

 Spoiler

Continuation of move action: X9-U10

End turn.

[User]
 @Shriken

 Spoiler

You can't actually move there.  You can not make diagonal movements past corners...  The closest you could get to U10 would be U9

[User]
 Kanoe Naomi, Round 2 (Take 2)

 Spoiler
 Action:  Double move to N18.

Naomi simply "hmphs".

 Status

 Spoiler
 HP:  9/9.
 Position:  N18.
 AC:  15 (+3 Dex, +2 Armor), Touch 13, Flatfoot 12

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Sapphire Nightmare Blade, Burning Blade, Blistering Flourish.

[User]
 Alright, my move continuation nees a minor modification. It shouldn't affect much of anything. I'll ring for an LoS.

 Spoiler
Correction; Move to U9. (Good catch, Mavian.)

[User]
 LoS established when Kanoe gets to R20.

Dorian is in U9, Kanoe may revise what's left of his turn.

[User]
 Hmmm.

 Spoiler
Double back to W21. Should cover the 30~ in change I had from double move.

Now done.

[User]
 Ref Mav:

LoS breaks as Kanoe darts back behind the wall going east.

[User]
 Dorian Gorei, Round 3

Dorian shouts "Hah! See, this is why I never team with Swordsages."

 Spoiler
Standard action: Ready to fire crossbow at Kanoe Naomi on LoS.
Free: Shout.

Stats:

 Spoiler
HP 6/6
AC 14
Readied spells;
Magic Missile x2
Daze
Acid Splash
Ghost Sound

Crossbow drawn and loaded, acid easily accessible (and visible) in my belt.

[User] Your turn.

[User]
 Kanoe Naomi, Round 4

 Spoiler
 Action:  Double move to O23.

Done.

 Status

 Spoiler
 HP:  9/9.
 Position:  O23.
 AC:  15 (+3 Dex, +2 Armor), Touch 13, Flatfoot 12

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Sapphire Nightmare Blade, Burning Blade, Blistering Flourish.

[User] Asking for a new LoS.

[User]
 @Dorian

 Spoiler
No LoS

@Naomi

 Spoiler
No LoS

[User]
 High Ref Mav:
 It has been 48 hours since the LoS was granted.  Shriken is DQ'd.

Kanoe gets the loot.

[User] Damn. I need to get focused.


[User]
 Assuming you don't mind, we'll use the generic arena that everyone's using.

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Squares are 5 feet each.   C  represents column positions, running floor to ceiling.  Walls and columns are stone, with coral accents.  There are exits at F1/G1 and F12/G12, not that it matters unless you want to retreat.  Ceiling is 30 feet high.  There's a 10' square tunnel at F6-G6-F7-G7 that goes up another 30 feet.  Light is normal.

Starting positions:  You pick a starting square in row 1 or 2, I pick a starting square in row 11 or 12, chess style.

Buff time:  Both characters have all-day effects active (ie any effect that lasts a full adventuring day of 12 hours or more), but get no preparation rounds, unless anyone wants one.

Both parties are aware that there's an enemy in the vicinity and are considered to be in combat.  Match ends when one character concedes & withdraws from combat, dies, or is similarly rendered unable to continue.

[User] Start at C2

[User]
 We don't automatically know where the other is, just that they are in the arena.

I'll start in
 Spoiler
D11

[User]
 Also, Initiative

 (1d20+3)[ 21 ]

How many buff rounds do you want? I'm indifferent.

[User]
 Two buff rounds would be nice.

Initiative:  (1d20+6)[ 24 ]

As of now, final touches are done to the character, and I am ready to rock and roll.

My first action will be to cast Ghost Sound at a very, very loud level to mask any sound of casting or whatever that I make.

[User]
 Buffs:

 Spoiler
None

So then, you go first.

[User] I did. I cast Ghost Sound.

[User]
 Ok, sorry, thought that was part of the buff round. Also, even if I don't know what they are, include your Buffs and actions in spoiler tags.

My first round, I make a double move to F1. Do I see anything? Also, not done with my turn yet.

Also, if you see that space, then you see:

 Spoiler
A bulky, tanned Orc with huge muscles, an angry look on his face and a Greataxe in his hands, hulking over while looking around him. He is wearing a Bear's head over his own, and has a light blue cloak on his back.

[User]
 You see me. Mirror Image and Blinking.

Buffs:

 Spoiler
Mirror Image and Greater Blink

[User] Might I ask how many Mirror Images there are?

[User] Sorry, forgot to do that  (1d4+4)[ 7 ]  max 8

[User]
 Ok, so that makes 8 targets in total...I estimate a roughly 47% chance of me finishing this now (Unless you have another trick up your sleeve)

The Orc, upon seeing you, stares at you hard for a moment, before a set of 3 pearls laid in his belt turn grey, and he lets out a roar before leaping through the air at you, axe held high.

Activating Belt of Battle (Full round)
Jump check  (1d20+21)[ 26 ]  DC 20 (Automatic pass)

If I attack a target and miss for whatever reason, I will attack again until I've hit it. This goes for if I roll a natural 1 on a Mirror Image too. Subtracting 1 from each new target roll on the assumption that I destroy the Mirror Image, thus reducing the number of possible targets by 1.

Attack Roll:  (1d20+30)[ 38 ]
Damage:      (1d12+121)[ 128 ]
Target:        (1d8)[ 1 ]  (1 is you, anything else is a mirror image)

Attack Roll:  (1d20+30)[ 47 ]
Damage:      (1d12+121)[ 126 ]
Target:        (1d7)[ 2 ]  (1 is you, anything else is a mirror image)

Attack Roll:  (1d20+25)[ 36 ]
Damage:      (1d12+121)[ 127 ]
Target:        (1d6)[ 1 ]  (1 is you, anything else is a mirror image)

Attack Roll:  (1d20+20)[ 36 ]
Damage:      (1d12+121)[ 123 ]
Target:        (1d5)[ 1 ]  (1 is you, anything else is a mirror image)

[User]
 Rolling for blink miss chance, where 1-50 is a pass:

Attack 1: (1d100)[ 75 ]
Attack 2: (1d100)[ 15 ]
Attack 3: (1d100)[ 3 ]
Attack 4: (1d100)[ 39 ]

[User] If you have anything like Abrupt Jaunt, now would be the time to use it.

[User] *Sigh* I have the worst luck with these things. The dice roller always rolls a one when I'm saving against Glitterdust, Mirror Images....

[User] So is that a victory for me? I'll admit, I got very lucky on that one. Although this is just a trial, and i'm technically not approved with this char yet. This was just my test run for a charge based Barbarian/Frenzied Berserker. I could have gotten Valorous on my weapon, but since I was already doing this kind of damage, I figured it would be overkill.

[User] Yeah, it is.

[User] At last, even though this was with a character to whom the term "balanced" means that a natural 1 will miss with his 120+ damage charge hits. I am making a Gish though (Swb, Occ, SuA and AbJ involved), whom I feel would be more balanced. He's very almost done, just picking out his Spell List and items now.

[User] It has less to do with how balanced your character is than with the dice hating me across the span of several games.

[User] I guess so. Scoring a hit on the first dice was a very low probability, and as I said, the odds were against me (Although not so much) at a less than 50% chance to hit you.


[User]
 Your Lieutenant waves you all down. Each of you takes a turn, rappelling down the sheer cliff face into the dense jungle growth. Insects chirp all around you, and the wind whispers through the plants...

" Keep quiet, " says the Lieutenant, Ian Tooley, in a calm, clear voice.

" It may be night, but those damn guards have good ears, tested it already. Anyway. I've scoped out our approach side of the villa. We're coming at the east side of it, a nice tall wall. We might be able to rappel up it, but on the other side I heard lots of voices. It seems a walled villa doesn't have quite enough inside space for a small army. "

He crouches low and starts through the dense underbrush.

" On me. "

You follow him to the edge of the brush. A few lamps illuminate key areas of the walls, but the guard isn't too focused on protecting from invasion. There is a small patrol on the eastern side, consisting of three men. Two are walking together along the eastern wall, and the other stands by a fence to the north, looking out upon a huge waterfall and valley river. It would seem the villa sits right upon the edge of the cliff, overlooking the lush scenery. This short fence bordering the edge of the cliff is only about waist high, but the walls surrounding the villa, or at least these on the east side, are very tall and very thick stone.

You can hear the feet and see the light trail of another patrol along the south wall.

A ways along the east wall, to the north and the river, is a large door in the side of the wall.

OOC:

 Spoiler
Need any other details?

[User]
 As the Lt. waved the drop, Van was already starting to get into his groove. The patrol spirit was high, and everything had gone good so far. The growing lack of nicotine in his system was starting to give him an alert edge. Irritable, but alert.
He shot down the rope and took up position to cover the others. The Lt. joined them and then yammered out his spiel. Van grinned. They knew their jobs but an officer never failed to beat a dead horse. As Lt. Tooley starts through the underbrush Van silently moves into his order of march.

[User]
 Mac

The dense jungle reminded him of the wild forests back home ... no, this was no time to be nostaligic, a mission awaits.

Rappeling down without a single sound, Mac quickly rappells down into the forest. As he lands, he loses the cable and looks around for sings of trouble ... seems like they're in the clear for now ...

With his M4/M206 ready, Mac joins the huddle and hears the plan. A reasonable plan, it seemed. There could be some trouble with the small army though ... Oh well, they were all heavely armed, and they were the best of the best. And with supprize and darkness as their friends, they had a good chance of pulling this off...

Mac sees the how the wall on the east side are higher and thicker ... obviously patrols would be lighter there, as higher walls provide a false sense of securrity ...

You follow him to the edge of the brush. A few lamps illuminate key areas of the walls, but the guard isn't too focused on protecting from invasion. There is a small patrol on the eastern side, consisting of three men. Two are walking together along the eastern wall, and the other stands by a fence to the north, looking out upon a huge waterfall and valley river. It would seem the villa sits right upon the edge of the cliff, overlooking the lush scenery. This short fence bordering the edge of the cliff is only about waist high, but the walls surrounding the villa, or at least these on the east side, are very tall and very thick stone.

You can hear the feet and see the light trail of another patrol along the south wall.

A ways along the east wall, to the north and the river, is a large door in the side of the wall. he looks at the sitution and tries to come up with a plan ...

[User]
 Abi

Joining the rest of the squad on the ground, Abi craned her neck up and gave the ok signal to Gary Kenyon, their chopper pilot. She followed the squad down the cliff face and into the concealment of the jungle below. Eventually they reached the edge of the brush and got their first good look of the villa. She listened to the Lieutenants assessment and followed the patrols with her gaze as he pointed them out.

Well, they certainly looked lax. Weren't expecting any trouble, that was good. They'd better tread carefully if they wanted to keep it that way, one wrong move and everyone in the compound would be on the alert, making their job that much harder.

Crouching low, she pulled out her PDA and called up a map of the villa that had been generated by satellite images prior to the start of the mission, scanning the layout.

"Sir," She said, shuffling silently over to the Lieutenant and showing him the map, "from the look of things I would say security is weakest along the side facing the cliff edge. No walls, just a small fence, and only one patrol who, from the look of things are more concerned with the view than with guarding the place. I say we take most of the team down the cliff a short distance away from the villa, climb across, then back up towards the fence. We have the rest of the team here," she pointed at an area an the opposite end of the compound, "to create a diversion if anything goes wrong, or if we can't get past the guards stationed there. It should be quick and easy to get through the fence, provided we're careful about any wired security systems ..."

[User]
 Vasilli was on higher ground, remaining behind on the cliff to set up his rifle. Though there were some trees in the way and the angle prevented him from seeing the whole of the courtyard. Yet for all intents and purposes its was a pretty good perch. He count see the inside of the house from the windows and he was well concealed.

"Warning, I spot an incoming patrol. 5 O'clock. I count 4."

As he said so, he took careful aim at the apparent leader, cross hairs carefully aligned with his ear, adjusting his sights just so to compensate for the wind and humidity.

[User]
 Van

Van heard the warning through his PRR. His grin faded as he grabs the mag on his rifle and gives it a pull to make sure it's seated properly. His finger slides up to the weapon's safety lever. Van slowly slides back off into the bush to take up a flanking position incase the group gets spotted or decides to engage.

[User]
 Mac

Abi's plan sounded fine, and she was kind of specialized in these things, so no need to doubt her...
"a small explosive charge could cause enough commotion to act as diversion" Mac suggests as he doesn't like the fact that the team should split up ...

Then the message from Vasilli came. Taking them out silently seems like the logical thing to do...

Mac locks his M4/M26 on his back, and slids out a long straight knife - almost a shortsword ...
he checks to see the location of the patrol, and then follows Van. However he doesn't stop in flanking position, but circles around so he comes out back.
"I'll take out the last one" he wispers over the intercom.

[User]
 Lt. Tooley looks over Abi's map, and weighs the plan.

" I don't like us splitting up either. "

Hearing the wanting to fire, he quickly speaks up.

" We're deep enough in the woods that we're unnoticeable by patrol, seeing as this eastern wall one hasn't seen as yet. Unless someone has a better plan, I  suggest  we minimize casualties. At least, discoverable ones. "

[User] "niner, roger last. I'm on flank and Mac's on 6. watching & waiting. Out" Van whispers into his mic. He shifts into a slightly less uncomfortable position, reaches up and undoes the clasp on his bayonet. Van keeps a sharp eye on the patrol just incase they notice Mac trying to get behind them

[User]
 " From the map here I see an entrance point. It leads into some kind of storage area. We have two choices. Eliminate the patrol and dump their bodies over the fence into the water, or sneak into the compound behind them... "

He draws his secondary weapon, a suppressed Sig Sauer P226 Elite with Soft-Point .357 SIG rounds. His primary is a noticeable G36A2 with a flashlight, laser, suppressor, and AG36 grenade launcher loaded with buckshot. His special firearm is a suppressed Skorpion.

[User]
 "Suggest holding fire. They are passing. Yes, they passed without noticing."

It seemed as though whoever was planning the patrol routes knew what they were doing but the soldiers have much to be desired. Guess that just makes things that much easier.

[User]
 " Decision time. "

He pumps the slide on his pistol, then, falling in behind Van and Mac, whispers,

" Go. "

[User] On hearing the command, Van watched the patrol walk off then dashed up to the wall, pressing his back against it and double checking that he wasn't spotted. He squats down forms his hands into a saddle to help hoist the next man over the wall.

[User]
 Mac

Mac watches the patrol walk away with their ignorant bliss, then sheets his blade, and sneaks up to the wall. Using a push from Van he tumbles easely over the wall.

With only the sound of grass crushed beneath his feet, Mac lands crouched behind the wall. His hand reaching for his side arm, he checks left then right.

"all clear" he informs his compagnions.
He takes his M4/M203 from his back and makes room for his allies to pass the wall ...

[User]
 You land in what the map labels "crates," where you discover you are surrounded by... Well, building materials mostly. Some crates in the right hand corner from where you're standing, bordering the garden. To the left of the garden is the roof of the wine cellar building. It is low, but steeped in the middle. To the left of that, on the southern wall, is a large double door from which you can hear a crackling fire, and quiet conversation in Spanish. You can see the hacienda, very close, very tempting. And dark.

The eastern patrol meets up with the lone man at the fence. They converse heatedly for a second, and then the lone man joins the pack. They move back up towards the infiltrator's position.

[User]
 Vasili kept careful track of the patrol. It wouldn't do for his team mates to get discovered this early in now would it?

"Warning, the patrol is moving back the way they came."

OOC: Also,

  BUMP

[User] *waiting for my companions to get over the wall*

[User]
 OOC: this is assuming nobody else comes up to the wall.

Van turns and jumps. Grabbing the wall he quickly hoists himself over the top, keeping a low profile so as not to be seen. He lands near Mac and moves to cover behind the crates.

[User]
 Abi

Watching the squads back, Abi brought up the rear. When the rest were safely over she followed them, ducking behind cover and glancing around her sorroundings.