[User]
 At the south end of the area, a sextet of figures stand.  Each stand between 9 and 12 feet tall:  a pair of black, flame-wreathed Balor demons, a pair of blue-grey Gelugon devils and a pair of bird-like Vrock demons.

Initiative:
Amber  (1d20+9)[ 27 ]
Balor 1  (1d20+7)[ 8 ]
Balor 2  (1d20+7)[ 22 ]
Gelugon 1  (1d20+3)[ 23 ]
Gelugon 2  (1d20+3)[ 6 ]
Vrock 1  (1d20+1)[ 19 ]
Vrock 2  (1d20+1)[ 10 ]

[User]
 Huh.  Didn't like rolls in an OP.  I didn't know that.

Initiative again

Amber  (1d20+9)[ 19 ]
Balor 1  (1d20+7)[ 14 ]
Balor 2  (1d20+7)[ 18 ]
Gelugon 1  (1d20+3)[ 16 ]
Gelugon 2  (1d20+3)[ 20 ]
Vrock 1  (1d20+1)[ 7 ]
Vrock 2  (1d20+1)[ 8 ]

[User]
 Ok so do we have prep rounds?

Initiative  (1d20+6)[ 19 ]

Edit: I have just found that I don't have any spells prepared so I will go without them, my build isn't based on spellcasting so it doesn't matter

[User] I'll suggest the 200' cube o force, and 2 prep rounds.  Sound okay?

[User]
 Good for me, but can I count the prep round as studyng for death attack?

EDIT: Sorry something came up and I have to leave the computer, maybe ater we can continue (start?) the duel

[User]
 I'd say so - if you can see the thing you're studying.  Check the description of what you'd normally be seeing from 200' away.

All day spells:

 Spoiler
Mind Blank, Reduce Person, Invisibility (from ring), Moment of Prescience, Planar Tolerance.

If you have true seeing that reaches 200' and you can beat a hide check of  (1d20+43)[ 47 ]

 Spoiler
A tiny humanoid hangs from the elbow of the centre Vrock.

Prep Rounds

 Spoiler
Round 1:
Amber: Circle of Protection from Evil
Balor 1: Unholy Aura on all seven creatures
Balor 2: Unholy Aura on all seven creatures
Gelugon 1: Gelugon casts Fly on Amber
Gelugon 2: Gelugon casts Fly on itself
Vrock1: Mirror Image   (1d20+43)[ 47 ]  images
Vrock 2: Mirror Image [roll1] images

Round 2:
Amber: Quickened Summon 2 Colossal Fiendish monstrous spiders.  Casts Haste on all creatures.
Balor 1: Unholy Aura on all nine creatures
Balor 2: Unholy Aura on all nine creatures
Gelugon 1: Gelugon casts Fly on itself
Gelugon 2: Redundant Fly on Amber
Vrock1: Heroism on Glabrezu 1
Vrock 2: Heroism on Glabrezu 2

At the end of the preparatory process, your view of the six fiends is abruptly blocked by two massive spiders, side by side on the ground, 120' away from him/her/it.

[User]
 First prep round activate Shadowblend to gain total concealment (The book doesn't say what kind of action it is so I will go with standard)
Then as a move action Hide  (1d20+26)[ 27 ]
And as a free action activate Shadow blur
Second prep round activate Dark's one luck into reflex save.

 the way can you please explain me a little better how does combat work? I am prettey new to Pbp

[User]
 No problem.  There's basically two ways to handle it.  We can either leave everything out of spoilers, and just trust each other not to metagame our responses to each other's actions (gauging what our characters would and wouldn't know).  Or you can put actions that aren't obvious in spoilers, and establish the conditions in which I get to look (ie:  if I have true seeing active, I can look in the spoiler.

I'm fine to have everything in the open, but it's your call.  Just let me know.

You should also start by establishing what I did or didn't see off the top (unless your character has an ongoing invisibility effect, I probably saw  something , and put whatever ongoing all-day effects you have active in a spoiler.

This will be tough.  It's going to be hard for my folks to consistently beat your hide check!  Much fun.  I'll post a first round of actions (I think Amber goes first) soon.

[User]
 You se a dark humanoid figure standing, the shadows arround him seems to blend in an almost concoius effort to hide him

ok thanks

[User]
 Round 1

The first gelugon flies straight forward,  skimming the ground as he reaches a point 20' south of the point where he last saw Demian.  He tries to find some trace of the mysterious man.  (Spot  (1d20+25)[ 32 ]  to identify what square he's in).

The two spiders bolt forward 140' and attack Demian.  If tremorsense helps (if Demian is still on the ground), they won't have a miss chance.  Otherwise, they're just attacking the square where he was, and hoping for the best:
Spider 1 - Attack  (1d20+29)[ 48 ]  Crit confirm  (1d20+29)[ 34 ]  Damage (using Smite Good: if Demian is, he takes an additional 20 points from a successful hit)  (4d6+18)[ 34 ] , Poison DC 30 or take  (2d8)[ 10 ]  strength damage.  If Demian is in the square but not subject to tremorsense, then it misses on 1-5  (1d10)[ 8 ]
Spider 2 - Attack  (1d20+29)[ 35 ]  Crit confirm  (1d20+29)[ 42 ]  Damage (using Smite Good: if Demian is, he takes an additional 20 points from a successful hit)  (4d6+18)[ 26 ] , Poison DC 30 or take  (2d8)[ 9 ]  strength damage.  If Demian is in the square but not subject to tremorsense, then it misses on 1-5  (1d10)[ 9 ]

The spiders' attacks will be also at -4 if tremorsense doesn't pick him up.

Amber's hide check will drop to  (1d20+23)[ 41 ] , so if your spot can beat it, you'll see some motion, even if she's still invisible to you.  Keep range penalties in mind, though.

Amber rises 40' up and 10' west, pulling out a rod of silent spells.  He takes a swift action to cast a quickened Summon Monster VII to bring in a pair of Bone Devils, located at ground level, 50' north of her current position, 20' apart.  They each cast fly and move 30' up and 30' north.

She then takes a standard action to cast Greater Blinking on herself.

The other five fiends will act after you.  Your turn!

[User]
 Ummm whats the crit range for spiders,

I am still on the ground so both spiders attack hit, here are the rolls for the save against posion (I have a plus 1 from my assassins levels)

Spider 1  (1d20+10)[ 26 ]
Spider 2  (1d20+10)[ 14 ]

If I take all the damage I fall to the ground unable to move,

 if not I use a standard action to Flee the scene  to shadow punce the spider number one, I use on use of my blurstrike sword so for the first attack the spider is treated as flat footed

Attack #1  (1d20+18)[ 21 ]  Crit confirmation  (1d20+18)[ 22 ]  damage [roll]5d6+5+1d6[/roll]
Attack #2  (1d20+13)[ 14 ] Crit Confirmation  (1d20+13)[ 23 ]  damage
[roll]1d6+5+1d6[/roll]
Attack #3 (1d20+8)[ 24 ]  Crit Confirmatio  (1d20+13)[ 30 ]  damage
[roll] 1d6+5+1d6[/roll]
The separated d6 is the vampiric damage

After the attack I use one of my QSPAFTS to teleport  50 ft to the left of the spiders
Waiting for the resolution of the round

[User] The spiders crit only on a 20.  But it does look like the strength damage is rendering you helpless.  I'd be fine with the idea of him still being able to use invocations, especially if you've got some way to counter the poison.  Otherwise, I think we're done.  Lucky shots from the spiders.

[User] By RAW I can't even do invocations, in difference to normal SLA abilities Warlock invocations have somatic components, so I am done for I guess


[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]
 Cyrus gets up and shakes his head. " I hope this is not because I left the school, " he mumbles to himself as he takes a look at the room. He notices the bars but leaves them for the moment. He then gets into a meditative position. A very slight hum escapes the Xeph while he is meditating. Once done, he opens his cobalt blue eyes and smiles. They seem to glow faintly. " Now to get out of here, " Cyrus says as he checks the three doors.

 Spoiler
Taking 20 on Concentration check to gain psionic focus
North Door - Listen  (1d20+5)[ 18 ] , Search  (1d20+2)[ 15 ]
East Door - Listen  (1d20+5)[ 21 ] , Search  (1d20+2)[ 6 ]
South Door - Listen  (1d20+5)[ 11 ] , Search  (1d20+2)[ 16 ]

[User]
 The east and south doors are silent, but from the north door you hear crackling and the sound of little feet.
What will you do?

(if you don't know, as of now I'm helping DM this)

[User]
 Cyrus is interested my the crackling sound toward the north. " I can't be too careless though. I do not want to die and have my ex-classmates be right. " He picks up the two bars and uses them to completely close the east and south doors. He then carefully and quietly moves to the north door. Cyrus opens it just a crack and tries to see what is on the other side.   I do not want whatever is making that crackling to see me.

 Spoiler
Move Silently  (1d20+8)[ 17 ]
Spot  (1d20+5)[ 10 ]  (Note that I have darkvision 90 ft while I am psionically focused.)
Hide  (1d20+4)[ 7 ]

[User]
 You see four kobolds and a fire.
The door, for once, doesn't creak.
However, the kobolds seem to have seen something, though they aren't sure what.

Initiative (for a bit later, I guess):
 (1d20+1)[ 10 ]   (1d6-1)[ 3 ]
 (1d20+1)[ 12 ]   (1d6-1)[ 2 ]
 (1d20+1)[ 2 ]   (1d6-1)[ 0 ]
 (1d20+1)[ 17 ]   (1d6-1)[ 5 ]

[User]
 Time to get to work.   A blue blade slowly grows from the right hand of Cyrus. The color being the same as his faintly glowing eyes. He springs into the room and targets the closest Kobold.

 Spoiler
Takes a move action for me to create my mind blade. Cyrus then waits until his next turn so that he can move and strike together.
Initiative  (1d20+4)[ 6 ]
Attack  (1d20+2)[ 6 ]
Critical Conformation  (1d20+2)[ 6 ]
Damage  (1d6+1)[ 2 ]

(OOC)

 Spoiler
Could it be possible to get a map of the room? Or at least a better description of it?

[User]
 You enter 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). A small fire is flickering on the floor(D2)

(The attack will miss.)

 (1d20+1)[ 21 ]   (1d6-1)[ 1 ]
The others ready actions.

Your move.
(Init:  (1d20+1)[ 5 ]  (1d20+1)[ 9 ]  (1d20+1)[ 16 ]  (1d20+1)[ 5 ] )

[User]
 a) crit confirmation rolls:  (1d20+1)[ 15 ]   (1d6-1)[ 3 ]
b) because the only one who can attack rolled a 5, it's your move.

[User]
 Cyrus tries to dodge the attack but the kobold was able to follow his movements. Fortunately, his studded leather armor took most of the force. Cyrus resets himself and tries a second time to strike the annoying little lizard.

 Spoiler
Attack  (1d20+2)[ 18 ]
Crit Confirm  (1d20+2)[ 19 ]
Damage  (1d6+1)[ 3 ]
Crit Damage  (1d6+1)[ 5 ]

[User]
 Sure,

The one nearest you stabs at you with his spear, while his two spear wielding mates take up postion behind him to stab you if you try to rush past. Further back, heedless of the cover granted you by the melee types, another takes a pop at you with a sling.

Spear:
 (1d20+1)[ 3 ]

Sling:
 (1d20+3)[ 21 ]

-Dmg-

Spear:
 (1d6-1)[ 5 ]

Sling:
 (1d3-1)[ 2 ]

[User]
 Cyrus easily dodges the spear again but gets knocked on the head again by a small stone. " You annoying little gecko " he cries at the one in the back. Cyrus does a backwards slash at the kobold already damaged and focuses on the two in front of him. He does not even care to check if the first is still alive.

 Spoiler
Attack  (1d20+2)[ 6 ]
Damage  (1d6+1)[ 2 ]
Crit conformation  (1d20+2)[ 16 ]
Crit Damage  (1d6+1)[ 5 ]

[User]
 Correct me if Im wrong, but you're in H2, right? I can worm another kobold into stabbing range if so, via 5ft adjust.

Emboldened by your miss, the kobolds chatter encouragingly to each other in draconic, and continue their attempts to perforate you.

Spears:
 (1d20+1)[ 11 ]
 (1d20+1)[ 18 ]

Sling:
 (1d20+3)[ 20 ]

-Dmg-

Spear:
 (1d6-1)[ 4 ]
 (1d6-1)[ 2 ]

Sling:
 (1d3-1)[ 1 ]

[User]
 Cyrus is getting frustrated and mostly with himself.   Why do I keep on missing these worthless little buggers? Where my masters right that I was not ready to leave? No. They can't be. I have to prove them wrong.   Unfortunately, he gets stabbed and another stone hits him in the head during his thoughts. Encouraging himself, Cyrus stabs at the first kobold again.

 Spoiler
I started this fight by moving toward the closest kobold and attacking. So I should be in G2. Also note that I am have 5 hp left.
Attack  (1d20+2)[ 19 ]
Damage  (1d6+1)[ 3 ]
Crit conformation  (1d20+2)[ 15 ]
Crit Damage (1d6+1)[ 6 ]

[User]
 That drops the first little kobold, and a second moves into its place.

SPEAR:  (1d20+1)[ 14 ]   (1d6-1)[ 5 ]
SLING:  (1d20+3)[ 21 ]   (1d3-1)[ 0 ]

[User]
 Cyrus starts to smile a little.   That is more like it.   He turns and faces his opponent. A stone bounces of his studded leather armor and the new spear stops short against it. Inspired by the fallen lizard, Cyrus stabs at his new foe.

 Spoiler
Attack  (1d20+2)[ 13 ]
Damage  (1d6+1)[ 7 ]
Crit Conformation  (1d20+2)[ 8 ]
Crit Damage  (1d6+1)[ 2 ]

[User]
 Miss.
 (1d20+1)[ 11 ]   (1d6-1)[ 4 ]  (1d20+3)[ 17 ]  (1d3-1)[ 0 ]

[User]
 Another stone bounces off Cyrus as his mind blade just carely misses the kobold. But he was able to turn the miss into an advantage. It also caused the spear to be thrusted too far to the right. Cyrus pulls his stab back and turns it into a slash to hopefully surprise his foe.

 Spoiler
3 hp
Attack  (1d20+2)[ 7 ]
Damage  (1d6+1)[ 3 ]
Crit Con  (1d20+2)[ 20 ]
Crit Damage  (1d6+1)[ 5 ]

[User]
 Another deft sidestep from the nimble kobold narrowly avoids the blade.

Spear:  (1d20+1)[ 5 ]
Dmg:  (1d6-1)[ 5 ]

Sling:  (1d20+3)[ 13 ]
Dmg:  (1d3-1)[ 0 ]

[User]
 " Why won't you stay still and take the hits like a man....I mean lizard? " Cyrus does not even have to move to avoid the spear but he does shift his body to not allow another stone to hit him. " I have figured you out too " he says toward the annoying little cretin at the back of the room. He swings his blade toward his forever standing enemy. " It is high time you die "

 Spoiler
Attack  (1d20+2)[ 9 ]
Damage  (1d6+1)[ 7 ]
Crit Confirm  (1d20+2)[ 5 ]
Crit Damage  (1d6+1)[ 2 ]

[User]
 The kobold gives a nasty chuckle as your blade goes wide, and presses his attack.

Spear:  (1d20+1)[ 17 ]
Dmg:  (1d6-1)[ 5 ]

Sling:  (1d20+3)[ 10 ]
Dmg:  (1d3-1)[ 1 ]

[User]
 Cyrus dodges a stone but moves right into the point of the spear. " I did...leave the...mona...stery " he coughs. " Too......ear... " Cyrus falls into the pool of his blood.

(OOC)

 Spoiler
I surrender with this character. My idea for him is much better for a group campaign and not solo dungeon crawling. I will craft a new character soon.

[User] Happens...that and the kobolds were rolling great. Let me know when the new sheets ready!


[User]
 The black-robed man sets about drawing his symbols in the arena.

 "Much better.  I shall summon my envoy, and this time I can give him enough of a personality to talk."

[User]
 "By your hunger and the hunger of all those who have suffered in this world, I call upon the second sin!"

The symbols on the floor shift, and one of the seven symbols at the corner of a heptagram is glowing a sickening green colour - the symbol depicts a gaping, many-toothed maw, dripping with fluids.
The figure then appears, where none once stood.  It is a massive creature, bloated and corpulent.  It has powerfully muscled arms and legs, but they are obscured by the creatures huge stomach, on which there rests a gnashing maw.  The beast has a short head with two mouths, and another two on the palms of its hands.

 "This one will be following my orders, but I don't have to tell you what they are this time.   Mage Hand ."
 (d20)[ 2 ]
 (d43)[ 22 ]
 (d42)[ 23 ]
 (d41)[ 30 ]
 (d40)[ 15 ]
 (d39)[ 29 ]

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

 Life Points:  8000

 Spoiler

 Hand:  5

 Spoiler

Hand Destruction
Mystic Wok
Upstart Goblin
Nurse Reficule the Fallen One
Upstart Goblin

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7-8. Injection Fairy Lily x2
9. Marie the Fallen One
10-13. Nimble Momonga x3
14. Nurse Reficule the Fallen One
15. Sangan
16-18. Skull-Mark Ladybug x3
19. Creature Swap
20. Emergency Provisions
21. Messenger of Peace
22. Mystical Space Typhoon
23. Nightmare’s Steelcage
24-26. Rain of Mercy x3
27. Scapegoat
28. Token Thanksgiving
29. Upstart Goblin
30-31. Bad Reaction to Simochi x2
32-33. Draining Shield x2
34. Eye of Truth
35. Gift of the Mystical Elf
36-37. Gravity Bind x2
38. Solemn Wishes

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 Altaria walks into the arena
"I just HAD to click on the link didn't I, oh, hi Kazil, I see you've brought forth Gluttony"
 Create Water
 (1d20)[ 17 ]
 (5d40)[ 33 ][ 21 ][ 9 ][ 38 ][ 34 ](135)
 (3d40)[ 10 ][ 9 ][ 14 ](33)
"By the way, I'm really not sure about how effective this deck is, so some tips after the duel would be appreciated"
"I guess I'll go first"
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
Deck:

 Spoiler
1.	Breaker the Magical Warrior
2.	Breaker the Magical Warrior
3.	Breaker the Magical Warrior
4.	Magical Exemplar
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight
11.	Defender the Magical Knight
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician
17.	Frequency Magician
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp
29.	Spell Power Grasp
30.	Spell Power Grasp
31.	Pitch-Black Power Stone
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon
37.	Mega Ton Magical Cannon
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician
4.	Explosive Magician
5.	Explosive Magician
6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
- Pitch-Black Power Stone
- Mythical Beast Cerberus
- Defender the Magical Knight
- Arcane Barrier
- Anti Spell
Face Downs:

[User]
 (1d40)[ 17 ]
 Reroll:  (2d40)[ 18 ][ 8 ](26)
First of all I summon  Mythical Beast Cerberus .
 A lion-type creature emerges onto the field.
Then I activate  Arcane Barrier
 As a wierd seal appears above the field, the Mythical beast appears to power up.
I then play two face-downs and end my move.
{table="head]1|2|3|4|5
-|-|MBC|-|-
-|F|AB|F|-[/table]
MBC= Mythical Beast Cerberus, ATK=1900 Spell Counters: I
AB= Arcane Barrier
Deck:

 Spoiler
1.	Breaker the Magical Warrior
2.	Breaker the Magical Warrior
3.	Breaker the Magical Warrior
4.	Magical Exemplar
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight
11.	Defender the Magical Knight
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp
29.	Spell Power Grasp
30.	Spell Power Grasp
31.	Pitch-Black Power Stone
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon
37.	Mega Ton Magical Cannon
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician
4.	Explosive Magician
5.	Explosive Magician
6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

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

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler

- Defender the Magical Knight

- Frequency Magician
Face Downs:
-Pitch-Black Power Stone
-Anti-Spell

[User]
 (d38)[ 21 ]
 "Puny mortal, I am Gula - the Deamon of Gluttony! You will face your end, for I shall devour your deck! And your little dog, too!"
"I summon forth my Nurse Reficule the Fallen One.  She will prove to be your undoing."

The bandaged figure appears on the field.

 "Next I activate my Upstart Goblin spell card.  Normally this would allow me to draw one card, and then you would gain 1000 LP, but since Reficule is in play, that healing is reversed.  What's more - I have 2 of these.

To end my turn, I activate the Spell card Messenger of Peace - your mutt can't break through this."

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

NRFO: Nurse Reficule the Fallen One ( 1400 /600)

MoP: Messenger of Peace

 Life Points:  8000

 Spoiler

 Hand:  3

 Spoiler

Hand Destruction
Mystic Wok
Nimble Momonga

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7-8. Injection Fairy Lily x2
9. Marie the Fallen One
10-12. Nimble Momonga x2
13. Nurse Reficule the Fallen One
14. Sangan
15-17. Skull-Mark Ladybug x3
18. Creature Swap
19. Emergency Provisions
20. Mystical Space Typhoon
21. Nightmare’s Steelcage
22-24. Rain of Mercy x3
25. Scapegoat
26. Token Thanksgiving
27. Upstart Goblin
28-29. Bad Reaction to Simochi x2
30-31. Draining Shield x2
32. Eye of Truth
33. Gift of the Mystical Elf
34-35. Gravity Bind x2
36. Solemn Wishes

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin

 Out of Play:

 Spoiler
Empty

[User]
 Upstart Goblins:
 (d37)[ 10 ]
 (d36)[ 7 ]

[User]
 I'm going to let that first one go through and give my Cerberus a spell counter, but for that second one I activate  Anti-Spell  and remove Cerberus' counters to negate your goblin.
 Any change to your move?

[User] No, but keep in mind Messenger of Peace also gives Cerberus a Counter.

[User]
 "And just so you know, I don't have a little dog. I hate dogs."
 (1d40)[ 31 ]
 Reroll: (2d40)[ 37 ][ 37 ](74)
 First of all, meet my  Frequency Magician
 A strange man appears on the field.
Now! Tune together with Cerberus to form...
 The two monsters dissapear and form 6 stars [note, does sacrificing for synchro summoning count as destroying, for the purpouses of Arcane Barrier?]
 Explosive Magician !
 A tall, white-robed man appears.
Then I activate  Pitch-Black Power Stone  and remove two of its counters to destroy your messenger of peace.
Now, Magician, attack Nurse Reficule!
 A blast of explosive power smashes into your Nurse.
{table="head]1|2|3|4|5
-|-|EM|-|-
-|-|AB|PBPS|-[/table]
EM= Explosive Magician, ATK=2500
AB= Arcane Barrier
PBPS= Pitch-Black Power Stone, Spell Counters: I
(to save space I've taken a leaf out of everyone else's book and put everything in spoilers)

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior
2.	Breaker the Magical Warrior
3.	Breaker the Magical Warrior
4.	Magical Exemplar
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight
11.	Defender the Magical Knight
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp
29.	Spell Power Grasp
30.	Spell Power Grasp
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon
37.	Mega Ton Magical Cannon
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician
4.	Explosive Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 7000
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler

- Defender the Magical Knight
-Pitch-Black Power Stone

Face Downs:

[User]
 "<cough> Cerberus is totally a dog."
"Also, no, sacrificing doesn't count as destroying"
 "I don't have to roll to determine my draw thanks to my negated Upstart Goblin.
Now I will activate Hand Destruction - we both discard two cards, then draw two cards."
 (d35)[ 17 ]
 (d34)[ 22 ]
 "I summon forth Nimble Momonga in attack mode.  Next I activate Creature Swap.  Parting is such sweet (fattening) sorrow, but I believe you have no choice but to relinquish your Magician, while you get my flying squirrel.  I'll have your monster crush that ball of fur.  Since it was my monster, I gain 1000 LP and I can summon two more to my field face-down with its effect.  I'll then end my turn."

The Magician stands on Gula's field, looking notably hungry - for your destruction.

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

EM: Explosive Magician ( 2500 /1800)
F: Face-down

 Life Points:  7900

 Spoiler

 Hand:  1

 Spoiler

Rain of Mercy

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7. Injection Fairy Lily
8. Marie the Fallen One
10. Nurse Reficule the Fallen One
11. Sangan
12-14. Skull-Mark Ladybug x3
15. Emergency Provisions
16. Mystical Space Typhoon
17. Nightmare’s Steelcage
18-19. Rain of Mercy x2
20. Scapegoat
21. Token Thanksgiving
22. Upstart Goblin
23-24. Bad Reaction to Simochi x2
25-26. Draining Shield x2
27. Eye of Truth
28. Gift of the Mystical Elf
29-30. Gravity Bind x2
31. Solemn Wishes

 Face-Down:

 Spoiler

Nimble Momonga
Nimble Momonga

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin
Messenger of Peace
Nurse Reficule the Fallen One
Hand Destruction
Mystic Wok
Injection Fairy Lily
Creature Swap
Nimble Momonga

 Out of Play:

 Spoiler
Empty

[User]
 "Oh, I always likened Mythical Beast Cerberus to the Shin Megami Tensei incarnation of Cerberus, y'know the lion?"
 (2d40)[ 10 ][ 28 ](38)
 Reroll: (3d40)[ 14 ][ 30 ][ 1 ](45)
"Well, continue your move Garu, or whatever your name was, oh yeah, Gula"

[User]
 "Now this is why I really hate the Seven Deadly sins"
 (1d40)[ 37 ]
  (2d40)[ 38 ][ 35 ](73)
Well, I guess first off I'll summon  Defender, the Magical Knight .
 Then I'll activate  Spell Power Grasp  to add another counter to my power stone and bring another spell power grasp to my hand.
 I then end my turn.
{table="head]1|2|3|4|5
-|-|D|-|-
-|-|AB|PBPS|-[/table]
D= Defender, the Magical Knight, ATK=1600, Spell Counters: I
AB= Arcane Barrier
PBPS= Pitch-Black Power Stone, Spell Counters: II

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior
2.	Breaker the Magical Warrior
3.	Breaker the Magical Warrior
4.	Magical Exemplar
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight [X]
11.	Defender the Magical Knight
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp [X]
29.	Spell Power Grasp [X]
30.	Spell Power Grasp
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon
37.	Mega Ton Magical Cannon [X]
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician
4.	Explosive Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 5500
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus
-Defender the Magical Knight
-Pitch-Black Power Stone
-Spell Power Grasp

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler

- Spell Power Grasp
- Mega Ton Magical Cannon

Face Downs:

[User]
 "Excellent show, Gula - keep it up."
 (d31)[ 28 ]
 "I'll attack your Defender with your Explosive Magician.  Your monster will be safe, but your Lifepoints won't be.  Then I'll play one card face-down and end my turn."

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

EM: Explosive Magician ( 2500 /1800)
F: Face-down monster

FST: Face-down Spell/Trap

 Life Points:  7900

 Spoiler

 Hand:  1

 Spoiler

Rain of Mercy

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7. Injection Fairy Lily
8. Marie the Fallen One
10. Nurse Reficule the Fallen One
11. Sangan
12-14. Skull-Mark Ladybug x3
15. Emergency Provisions
16. Mystical Space Typhoon
17. Nightmare’s Steelcage
18-19. Rain of Mercy x2
20. Scapegoat
21. Token Thanksgiving
22. Upstart Goblin
23-24. Bad Reaction to Simochi x2
25-26. Draining Shield x2
27. Eye of Truth
28-29. Gravity Bind x2
30. Solemn Wishes

 Face-Down:

 Spoiler

Nimble Momonga
Nimble Momonga

Gift of the Mystical Elf

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin
Messenger of Peace
Nurse Reficule the Fallen One
Hand Destruction
Mystic Wok
Injection Fairy Lily
Creature Swap
Nimble Momonga

 Out of Play:

 Spoiler
Empty

[User]
 (1d40)[ 37 ]
 (2d40)[ 4 ][ 26 ](30)  (already drawn 37, so 4 is drawn)
First of all, I summon  Magical Exemplar .
 A woman in a teal robe appears.
Then I'll activate another Spell Power Grasp, adding another spell counter to my power stone, and two to my Exemplar.
I'll then use those two to summon Frequency Magician form the grave, and tune him with Defender.
 Once again the two monsters dissapear and are replaced by 6 stars, which combine to form...
 A second Explosive Magician!
Now, my magician, attack the fiend of Gluttony's
 The two magicians... explode, powering up the seal that floats above the battlefield.
 Now, Exemplar, destroy one of his Momongas, get them out of the way.
The woman destroys one of your face-down monsters.
{table="head]1|2|3|4|5
-|-|-|ME|-
-|-|AB|PBPS|-[/table]
ME= Magical Exemplar, ATK=1700, Spell Counters: 0
AB= Arcane Barrier, Spell Counters: III
PBPS= Pitch-Black Power Stone, Spell Counters: II

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior
2.	Breaker the Magical Warrior
3.	Breaker the Magical Warrior
4.	Magical Exemplar [X]
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight [X]
11.	Defender the Magical Knight
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp [X]
29.	Spell Power Grasp [X]
30.	Spell Power Grasp [X]
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon
37.	Mega Ton Magical Cannon [X]
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 4600
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus
-Defender, the Magical Knight
-Pitch-Black Power Stone
-Spell Power Grasp
-Spell Power Grasp
-Defender, the Magical Knight
-Explosive Magician
-Explosive Magician

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler

- Spell Power Grasp
- Mega Ton Magical Cannon

Face Downs:

[User]
 Just before Defender and Frequency Magician Tune, Gula activates Gift of the Mystical Elf, giving him an extra 1800 lifepoints.
Do you want to do anything else, or can I make my move?

Also, don't forget to note the Spell Counters on your Exemplar.

[User]
 Actually, in Main Phase Two, I'll move a counter from the Power Stone to Arcane Barrier, but otherwise, you're good to go with your one flying squirrel.
 And my exemplar has no counters any more. *adds a count anyway*

[User]
 (d30)[ 17 ]
 "I activate the Spell Nightmare's Steelcage and end my turn."

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

F: Face-down monster
NS: Nightmare's Steelcage (Turn 0)

 Life Points:  10700

 Spoiler

 Hand:  1

 Spoiler

Rain of Mercy

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7. Injection Fairy Lily
8. Marie the Fallen One
10. Nurse Reficule the Fallen One
11. Sangan
12-14. Skull-Mark Ladybug x3
15. Emergency Provisions
16. Mystical Space Typhoon
17-18. Rain of Mercy x2
19. Scapegoat
20. Token Thanksgiving
21. Upstart Goblin
22-23. Bad Reaction to Simochi x2
24-25. Draining Shield x2
26. Eye of Truth
27-28. Gravity Bind x2
29. Solemn Wishes

 Face-Down:

 Spoiler

Nimble Momonga

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin
Messenger of Peace
Nurse Reficule the Fallen One
Hand Destruction
Mystic Wok
Injection Fairy Lily
Creature Swap
Nimble Momonga
Gift of the Mystical Elf
Nimble Momonga

 Out of Play:

 Spoiler
Empty

[User]
 (1d40)[ 28 ]
 (2d40)[ 16 ][ 35 ](51)  (already drawn 28, 16 is drawn)
First of all, I'll summon Frequency Magician, then I'll move a spell counter from my Power Stone to Arcane Barrier and sacrifice both my barrier and my Magician to draw 4 cards.
 The seal descends on the field and swallows the Frequency Magician.
"Now we're in business 😏"
First of all, time for a change of scenery, welcome to the  Magical Citadel of Endymion , adding two more spell counters to my Exemplar.
 Then I activate my final Spell Power Grasp, adding a counter to the citadel, but in the process adding two more to my exemplar, and one more to the Citadel.
 I'll then end my turn.
{table="head]1|2|3|4|5
-|-|-|ME|-
-|-|-|PBPS|-[/table]
ME= Magical Exemplar, ATK=1700, Spell Counters: IV
PBPS= Pitch-Black Power Stone, Spell Counters: I
Field=  Magical Citadel of Endymion, Spell Counters: II

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior [X]
2.	Breaker the Magical Warrior [X]
3.	Breaker the Magical Warrior
4.	Magical Exemplar [X]
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight [X]
11.	Defender the Magical Knight [X]
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician [X]
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion [X]
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp [X]
29.	Spell Power Grasp [X]
30.	Spell Power Grasp [X]
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon
37.	Mega Ton Magical Cannon [X]
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 4600
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus
-Defender, the Magical Knight
-Pitch-Black Power Stone
-Spell Power Grasp
-Spell Power Grasp
-Defender, the Magical Knight
-Explosive Magician
-Explosive Magician
-Frequency Magician
-Arcane Barrier
-Spell Power Grasp

Removed from Play:
 Spoiler
*nothing*

Hand- 4

 Spoiler
- Mega Ton Magical Cannon
- Defender the Magical Knight
- Breaker the Magical Warrior
- Breaker the Magical Warrior
Face Downs:

[User]
 (4d40)[ 24 ][ 11 ][ 2 ][ 9 ](46)
Rerolls:  (6d40)[ 34 ][ 29 ][ 1 ][ 6 ][ 17 ][ 13 ](100)  (24, 11, 2 and 1 are drawn)

[User]
 (d29)[ 23 ]
 "I play one card face-down and end my turn."

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

F: Face-down monster
NS: Nightmare's Steelcage (Turn 1)
Fst: Face-down Spell/Trap

 Life Points:  10700

 Spoiler

 Hand:  1

 Spoiler

Rain of Mercy

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7. Injection Fairy Lily
8. Marie the Fallen One
10. Nurse Reficule the Fallen One
11. Sangan
12-14. Skull-Mark Ladybug x3
15. Emergency Provisions
16. Mystical Space Typhoon
17-18. Rain of Mercy x2
19. Scapegoat
20. Token Thanksgiving
21. Upstart Goblin
22. Bad Reaction to Simochi
23-24. Draining Shield x2
25. Eye of Truth
26-27. Gravity Bind x2
28. Solemn Wishes

 Face-Down:

 Spoiler

Nimble Momonga

Bad Reaction to Simochi

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin
Messenger of Peace
Nurse Reficule the Fallen One
Hand Destruction
Mystic Wok
Injection Fairy Lily
Creature Swap
Nimble Momonga
Gift of the Mystical Elf
Nimble Momonga

 Out of Play:

 Spoiler
Empty

[User]
 "Wait a mo, my Exemplar was on the field when you activated your Steelcage, that means she actually has six counters."
  (1d40)[ 29 ]
 (3d40)[ 33 ][ 4 ][ 2 ](39)
Ok, first of all, I'm going to summon  Breaker the Magical Warrior
 A knight in crimson armour enters the field.
Then I'll use my Citadel's Ability to remove a counter from it to activate Breaker's ability, destroying your Steelcage.
Then I'll remove two counters from my exemplar to once again bring forth Frequency Magician, I'll then tune my Exemplar and Magician to create a new face,  Tempest Magician
I then activate my Tempest Magician's ability to discard two of my cards, and add two more counters to my magician.
Now, Breaker will destroy your last Momonga and Tempest will attack you directly.
{table="head]1|2|3|4|5
-|-|B|TM|-
-|-|-|PBPS|-[/table]
TM= Tempest Magician, ATK=2200, Spell Counters: III
B= Breaker the Magical Warrior, ATK=1900, Spell Counters: I
PBPS= Pitch-Black Power Stone, Spell Counters: I
Field=  Magical Citadel of Endymion, Spell Counters: I

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior [X]
2.	Breaker the Magical Warrior [X]
3.	Breaker the Magical Warrior
4.	Magical Exemplar [X]
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight [X]
11.	Defender the Magical Knight [X]
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician [X]
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion [X]
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp [X]
29.	Spell Power Grasp [X]
30.	Spell Power Grasp [X]
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell
36.	Mega Ton Magical Cannon [X]
37.	Mega Ton Magical Cannon [X]
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 4600
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus
-Defender, the Magical Knight
-Pitch-Black Power Stone
-Spell Power Grasp
-Spell Power Grasp
-Defender, the Magical Knight
-Explosive Magician
-Explosive Magician
-Frequency Magician
-Arcane Barrier
-Spell Power Grasp
-Magical Exemplar
-Mega Ton Magical Cannon
-Mega Ton Magical Cannon

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
- Defender the Magical Knight
- Breaker the Magical Warrior
Face Downs:

[User]
 That's just annoying, none of the rolls were viable, let's try again:
 (1d40)[ 36 ]
  (3d40)[ 5 ][ 36 ][ 33 ](74)

[User]
 (d28)[ 25 ]
 "I play one card face-down, then activate my Bad Reaction to Simochi Trap.
Much like my Nurse from earlier, this card takes any Life you regain, and reverse it.  Next I activate the Spell card Rain of Mercy - although for you it's more like Rain of the Unmerciful, since you take 1000 damage while I regain 1000 Lifepoints. I'll then end my turn."
 "During your Standby Phase, however, I activate my Trap card - Eye of Truth.  Now I can take a look at your hand (although I won't until you have posted without responding.  If you have a Spell card in your hand, you'll be taking 1000 damage."

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

EoT: Eye of Truth
BRS: Bad Reaction to Simochi

 Life Points:  10500

 Spoiler

 Hand:  0

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7. Injection Fairy Lily
8. Marie the Fallen One
10. Nurse Reficule the Fallen One
11. Sangan
12-14. Skull-Mark Ladybug x3
15. Emergency Provisions
16. Mystical Space Typhoon
17-18. Rain of Mercy x2
19. Scapegoat
20. Token Thanksgiving
21. Upstart Goblin
22. Bad Reaction to Simochi
23-24. Draining Shield x2
25-26. Gravity Bind x2
27. Solemn Wishes

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin
Messenger of Peace
Nurse Reficule the Fallen One
Hand Destruction
Mystic Wok
Injection Fairy Lily
Creature Swap
Nimble Momonga
Gift of the Mystical Elf
Nimble Momonga
Nightmare's Steelcage
Nimble Momonga
Rain of Mercy

 Out of Play:

 Spoiler
Empty

[User]
 (1d40)[ 35 ]
  (3d40)[ 6 ][ 20 ][ 21 ](47)
As your Rain falls my Citadel gains another counter.

You see in my hand:
Breaker the Magical Warrior
Defender, the Magical Knight
Anti-Spell
"No LP loss for me then."

First of all I summon a second Breaker, then I activate both of them's ability to destroy both your traps, one of them I remove its Spell Counter, the other I remove one from my Citadel.
I then move my Power Stone's last ounce of power over to the Breaker without a counter, now, my two Breakers and my Tempest Magician attack you directly.
I also play a face down.
{table="head]1|2|3|4|5
-|B1|B2|TM|-
-|-|-|F|-[/table]
TM= Tempest Magician, ATK=2200, Spell Counters: III
B1= Breaker the Magical Warrior, ATK=1900, Spell Counters: I
B2= Breaker the Magical Warrior, ATK=1900, Spell Counters: I
Field=  Magical Citadel of Endymion, Spell Counters: I

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior [X]
2.	Breaker the Magical Warrior [X]
3.	Breaker the Magical Warrior
4.	Magical Exemplar [X]
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight [X]
11.	Defender the Magical Knight [X]
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician [X]
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion [X]
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp [X]
29.	Spell Power Grasp [X]
30.	Spell Power Grasp [X]
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell [X]
36.	Mega Ton Magical Cannon [X]
37.	Mega Ton Magical Cannon [X]
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 3600
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus
-Defender, the Magical Knight
-Pitch-Black Power Stone
-Spell Power Grasp
-Spell Power Grasp
-Defender, the Magical Knight
-Explosive Magician
-Explosive Magician
-Frequency Magician
-Arcane Barrier
-Spell Power Grasp
-Magical Exemplar
-Mega Ton Magical Cannon
-Mega Ton Magical Cannon
-Pitch-Black Power Stone

Removed from Play:
 Spoiler
*nothing*

Hand- 1

 Spoiler
- Defender the Magical Knight
Face Downs:
Anti-Spell

[User]
 (d27)[ 24 ]
 "I Play one card Face-down and end my turn."

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

F: Face-down Spell/Trap

 Life Points:  4500

 Spoiler

 Hand:  0

 Deck:

 Spoiler

1-2. Fire Princess x2
3-4. Giant Rat x2
5-6. Howling Insect x2
7. Injection Fairy Lily
8. Marie the Fallen One
10. Nurse Reficule the Fallen One
11. Sangan
12-14. Skull-Mark Ladybug x3
15. Emergency Provisions
16. Mystical Space Typhoon
17-18. Rain of Mercy x2
19. Scapegoat
20. Token Thanksgiving
21. Upstart Goblin
22. Bad Reaction to Simochi
23. Draining Shield
24-25. Gravity Bind x2
26. Solemn Wishes

 Face-down:

 Spoiler

Draining Shield

 Graveyard:

 Spoiler

Upstart Goblin
Upstart Goblin
Messenger of Peace
Nurse Reficule the Fallen One
Hand Destruction
Mystic Wok
Injection Fairy Lily
Creature Swap
Nimble Momonga
Gift of the Mystical Elf
Nimble Momonga
Nightmare's Steelcage
Nimble Momonga
Rain of Mercy
Eye of Truth
Bad Reaction to Simochi

 Out of Play:

 Spoiler
Empty

[User]
 (1d40)[ 33 ]
 (3d40)[ 40 ][ 10 ][ 6 ](56)  (33 already drawn, 40 is drawn)
"I'm sorry Gula, you put up a good fight, but in the end, I was luckier"
I remove the final counter from my Citadel to use Breaker's ability to destroy your face down.
Now my three spellcasters will attack you directly and end this.
{table="head]1|2|3|4|5
-|B1|B2|TM|-
-|-|-|F|-[/table]
TM= Tempest Magician, ATK=2200, Spell Counters: III
B1= Breaker the Magical Warrior, ATK=1900, Spell Counters: I
B2= Breaker the Magical Warrior, ATK=1900, Spell Counters: I
Field=  Magical Citadel of Endymion, Spell Counters: 0

 Spoiler
Deck:

 Spoiler
1.	Breaker the Magical Warrior [X]
2.	Breaker the Magical Warrior [X]
3.	Breaker the Magical Warrior
4.	Magical Exemplar [X]
5.	Magical Exemplar
6.	Magical Exemplar
7.	Magical Plant Mandragola
8.	Magical Plant Mandragola
9.	Defender the Magical Knight [X]
10.	Defender the Magical Knight [X]
11.	Defender the Magical Knight [X]
12.	Magical Marionette
13.	Magical Marionette
14.	Apprentice Magician
15.	Apprentice Magician
16.	Frequency Magician [X]
17.	Frequency Magician [X]
18.	Frequency Magician
19.	Mythical Beast Cerberus
20.	Mythical Beast Cerberus
21.	Mythical Beast Cerberus [X]
22.	Magical Citadel of Endymion
23.	Magical Citadel of Endymion
24.	Magical Citadel of Endymion [X]
25.	Terraforming
26.	Terraforming
27.	Terraforming
28.	Spell Power Grasp [X]
29.	Spell Power Grasp [X]
30.	Spell Power Grasp [X]
31.	Pitch-Black Power Stone [X]
32.	Pitch-Black Power Stone
33.	Pitch-Black Power Stone [X]
34.	Anti-Spell [X]
35.	Anti-Spell [X]
36.	Mega Ton Magical Cannon [X]
37.	Mega Ton Magical Cannon [X]
38.	Arcane Barrier [X]
39.	Arcane Barrier
40.	Mirror Force

Extra Deck:

 Spoiler
1.	Arcanite Magician
2.	Arcanite Magician
3.	Arcanite Magician

6.	Explosive Magician
7.	Tempest Magician
8.	Tempest Magician
9.	Tempest Magician

Stats:
Life Points: 3600
Graveyard:
 Spoiler
-Anti-Spell
-Frequency Magician
-Mythical Beast Cerberus
-Defender, the Magical Knight
-Pitch-Black Power Stone
-Spell Power Grasp
-Spell Power Grasp
-Defender, the Magical Knight
-Explosive Magician
-Explosive Magician
-Frequency Magician
-Arcane Barrier
-Spell Power Grasp
-Magical Exemplar
-Mega Ton Magical Cannon
-Mega Ton Magical Cannon
-Pitch-Black Power Stone

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
- Defender the Magical Knight
-Mirror Force
Face Downs:
Anti-Spell

[User]
 "No!!!"

Gula screams as his flesh wastes away, leaving nothing but a frail skeletal figure, who promptly melts into...something green.

 "I believe I need to make my exit.  I, for one, don't need explosives, and my next Daemon shall be more powerful!!  Plane Shift "

Now for the serious part: you asked for comments about your deck.  It's pretty good, but I have to say that some of your cards are too slow; you don't need 3 Pitch-Black Power Stones, 3 Magical Cities or any Magical Plant Mandragola.  A monster I can recommend for this sort of deck, though, is Royal Magical Library.  Also Mystical Space Typhoon, other Staples, and a few more defensive Traps.  But, those are only suggestions.  Good game.

[User] Thanks for the tips, good game.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

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

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

DM notes:
 Spoiler
3, 4, 18

[User]
 Boris eventually wakes up from a really bad hangover, to find out his location, and murmurs. "This place is almost as depressing as the surface..." He notices that there are already torches lit, and looks from one door to the other, before heading for the one to the east.

 Spoiler
Boris moves to G3, or F3 if he can't actually physically stand on G3, and opens the door.

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

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

 Spoiler
You take 1 point of electric damage.

[User] "OK, don't try that door, unless I decide I'm tired of life." Boris touches himself at the injured part, and the dark energy repairs instead of further damaging his body. Having your soul poisoned by the powers of undeath has its benefits, indeed. Then, he moves over to the door at F6, and tries that.

[User] I hope you enjoyed that experience the first time, because you get to repeat it. The second door reacts in a manner exactly the same as the first.

[User] "Sod it." Boris charnel-touches himself to heal the damage, then tries the door again. Maybe the electrical trap only worked once.

[User]
 Opening the door results in a snapping of wires, which fall uselessly to the side. It reveals a hallway running to the south, though you can't tell how far without a light source.

 Spoiler
Unless you have darkvision. I can't remember all the sheets.

[User]
 Spoiler
Deep Halflings have 60' darkvision. They were the only race I could find that had darkvision, no LA, and no Cha penalty.

[User] Your darkvision allows you to see that there is a hall extending fifty-five feet to the south, where it turns east. Twenty-five feet from your side of the door, there is another door on the east side of the hall. Thirty-five feet from your side of the door, a west-running hall connects with the one running to the south.

[User]
 Boris glances at all the exits, and decides he might as well check the nearest one first. He walks a little closer to the door, then fires an eldritch blast at it, in case that triggers any traps or destroys it.

 Spoiler
Attack roll  (1d20+4)[ 17 ]
Damage  (1d6)[ 2 ]

[User]
 Nothing special happens. The door looks a little damaged, but not badly.

Listen check, and which languages do you speak?

[User]
 ((Only Common and Halfling, I have no Int bonus at all.))
Listen  (1d20+1)[ 3 ]

[User] You hear nothing.

[User] Boris walks up and opens the door, since it didn't react to eldritch blasting in any interesting way.

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

There is a door at B-1, another at A-4 which you are just outside of, and a third at F-5, on the south side of the room.

Two seemingly human figures are seated around a small campfire in the room. Spot check, please.

[User]
 Spot  (1d20-1)[ 0 ]

((If it's any help, my only trained skills are Concentration and UMD, everything else should just be a straight stat mod roll))

[User]
 They both look completely normal to you. One is holding a longsword and buckler, with a longbow across his back, while the other is holding a rapier, with a light crossbow hanging on his belt. They're both wearing studded leather armor, and neither looks happy to see you.

Roll initiative.

Rolls for my use:
 Spoiler
 (1d20)[ 6 ]  (1d20)[ 1 ]  (1d6)[ 5 ]

[User]
 "Oh crap."
 Initiative   (1d20+3)[ 8 ]

[User] You're up first.

[User]
 Since these two don't seem too happy to see him, and he's sworn to kill every living thing he sees anyway, Boris' first thought is to fire a sickening blast at the one with the longsword, then step back into the corridor. That way, only one of them can attack him at a time, if they rush into melee to stop him shooting them.

 Spoiler
Attack roll  (1d20+4)[ 13 ]
Damage  (1d6)[ 4 ]
If he's hit, DC 16 Fortitude to not be sickened

[User]
 (1d20)[ 13 ]   Whitetext.

The man somehow manages to look both murderous and as though he's about to be violently ill.

Human 1 stands up, and suddenly mist fills the room, obscuring your vision.

Roll spot and listen checks every round you're in the room.

[User]
 Spot  (1d20-1)[ 11 ]
Listen  (1d20-1)[ 19 ]

[User] They're reactive checks, so I'm still waiting on your actions. You don't see anything.

[User]
 Due to a lack of ideas, Boris tries firing another sickening blast in the general direction of where Human 1 was when he last looked.
Attack roll  (1d20+4)[ 15 ]
Damage  (1d6)[ 4 ]

[User]
 (1d2)[ 2 ]   Whitetext.

Miss. Update coming later.

[User]
 You continue to see mist.

Your turn.

[User] Boris takes a few steps back, into the corridor, and readies an action to Sickening Blast the first person out of the room.

[User] Nobody comes out. Your turn again.

[User] Boris walks up to the door to see if the mist is still in the room, and readies a standard action to Sickening Blast the first person he sees.

[User] The mist does indeed still fill the room. You don't see anyone. Your turn again.

[User]
 Boris notices that there really isn't much he can do until the mist stops filling the room, and thus spends every single round until it disperses readying a standard action to Sickening Blast the next person he sees.

((You can assume that's what he's doing and skip a few rounds to when something actually happens))

[User] You can't see everything from your position outside the room, but it appears empty once the mist clears.

[User] "...Well, crap." Boris decides to go further down the corridor rather than waste time over spilt milk, then pokes his head out into the west-running hallway. Maybe it has something murderable in it.

[User]
 The hall continues west for sixty feet before turning north.

You hear the door slide shut behind you.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

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

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

DM notes:
 Spoiler
3, 9, 4

[User]
 Okay. Take out 10ft pole and poke the door at F–6.
Let me guess, sparks? Though you might just have decided to be nasty and given me a Door of Annihilation... but I think you won't.

[User]
 Indeed. The door gives off the usual flash of bright blue light.

What next?

[User]
 Okay, I'll open the now burnt out door. Then I will, taking the torch, proceed along the corridoor, using the 10ft pole pushed in front of me to check for tripwires. I'll stop as soon as I see a turnoff.

Note: Does that actually make any sense?

[User] Opening the door reveals a hall running to the south for fifty feet before turning east. Twenty feet down, there is a door on the eastern face of the hall. Thirty feet down, the hall splits west.

[User] Okay. I'll walk 20ft to the door, checking for traps with my pole.

[User] You find a tripwire five feet outside the door, which you can step over easily. Which languages do you speak?

[User] I speak Common, Elvish, Gnome, Celestial and Sylvan.

[User] Outside the door, you hear muted conversation in a language you don't speak.

[User]
 Anything special about the door?
Search:  (1d20+7)[ 13 ]

[User] You don't see anything out of the ordinary.

[User] Okay. I'll get the shortbow and open the door.

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

There is a door at B-1, another at A-4, which you are just outside of, and a third at F-5, south side.

There are four kobolds in the room, all looking at you in surprise. Two (1, 2) are holding spears, while the others are holding loaded slings.

Roll initiative.

 (1d20+1)[ 20 ]
 (1d20+1)[ 5 ]
 (1d20+1)[ 20 ]
 (1d20+1)[ 16 ]

[User]
 This... could be dangerous.

 (1d20+3)[ 18 ]

[User]
 Okay, I lose. Two kobolds get to attack.

Which two kobolds got better initiative than me? Do they have slings or spears?

[User]
 The initiative is in numerical order.

Reroll for kobold tie:  (1d20)[ 18 ]   (1d20)[ 12 ]

1 goes first, then 3. Turn coming later.

[User]
 Kobold 1 delays until right after kobold 3.

Kobold 3 slings a stone at you.  (1d20+3)[ 8 ]  vs flatfooted AC, for  (1d3-1)[ 1 ]  damage, minimum 1.

Kobold 1 then advances and tries to stab you.  (1d20-1)[ 16 ]  vs flatfooted AC for  (1d6-1)[ 5 ] , minimum 1.


[User]
 Arena Tournament, Round 70:  Mad Al  vs.  Musical Simba
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Mad Al  - Psionic Dog
 Musical Simba  - Ganurath

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

[User]
 No purchases, reserve right to reaction.  "There can be only one!"
  Initiative  - (1d20+3)[ 12 ]

[User]
 "May the best Dromite Win."

Purchasing:
2x powerstones vigor [50]
2x powerstones deflection field [50]
spiked gauntlet [5]

  Initiative  - (1d20+4)[ 20 ]

[User] No reactive purchases. Go nuts!  Not that you haven't already thinking your dromite can win this.

[User]
 Mad Al

 Spoiler
Al would have to be a compete idiot to not use all those juicy buffs he bought, right? Well they don't call him 'Mad' for nothing.

Anyway, leaving the 7 normal bolts outside of the arena to stay within weight.

Move: Sneak to M-8
  Hide  - (1d20+6)[ 17 ]
  Move Silently  - (1d20)[ 18 ]
  Passive Spot  - (1d20+7)[ 19 ]

From there Al should have LoS to K-12, L-13, and most other likely spots for Simba to end his turn.

Standard: Ready Action

 Spoiler
Wild-surged energy ray(fire) w/ psionic shot if Musical:
+ Leaves Cover/Concealment (and is within 30ft)
+ Ends turn in LoS (and is within 30ft)
+ Starts to leave LoS (and is within 30ft)

Done.

Stats

 Spoiler
HP: 7/7
AC: 19 (+1size +4dex +3armor +1natural)
PP: 4/4
Psionic Focus: Yes

[User]
 Musical Simba

 Spoiler
He didn't take any movement buffs, so he still has the same L8-O8 range. He won't want a repeat of last time, though, so we can rule out L8. The other three are functionally identical in coverage, so I just need to avoid being seen by that region. Ergo...

Double move, with shield and ax but without armor, to O14.

  Hide  - (1d20-3)[ 17 ]
  Move Silently  - (1d20-3)[ 4 ]
  Reactive Listen  - (1d20+1)[ 13 ]
  Reactive Spot  - (1d20+1)[ 11 ]

 Stats:
 Spoiler
HP: 14/14
AC: 16 Full, 13 FF, 13 Touch, +3 Shield, +3 Armor
Saves: Fort +2, Ref +3, Will +1
Special: Pounce, Whirling Frenzy 1/day

Turn Complete.

[User]
 Refs:
 Spoiler
Listen for Al:  (1d20+2)[ 12 ]

Mad Al:
 Spoiler
You hear movement to the southeast.

Musical Simba:
 Spoiler
No LoS.

[User]
 Mad Al - Round 2

 Spoiler
So much for plan 'A'. Musical must be behind at least 5ft of mist... somewhere. I have my guesses but taking full concealment pot shots with murky-eyed vision is pointless. I guess this will be plan 'B' after all.

 Ref Question:  Can one retrieve multiple scrolls/powerstones with one action?

Move: Draw Powerstone<Vigor>. If legal also retrieve a Powerstone<Deflection Field> as well.

Standard: Manifest Vigor quietly.

Free: 5-ft step south to N-8
  Hide  - (1d20+11)[ 25 ]
  Move Silently  - (1d20+5)[ 23 ]
  Passive Spot  - (1d20+7)[ 14 ]
  Passive Listen  - (1d20+2)[ 7 ]

Done.

Stats

 Spoiler
HP: 7(+5)/7
AC: 19 (+1size +3armor +4dex +1nat)
PP: 4/4
PsiFocus: Yes
PsiAbuility: 1/1

Vigor: 1 of 10

[User]
 Musical Simba

 Spoiler
He'd have to be deaf not to have heard me after that. Given my initial hypothesis, that means he knows I'm somewhere to the east. Given that the best options that he couldn't see are along the narrow pass south of me, he'll have either maintained position or moved to where he has a better view of that passage, depending on his original location. As such, my best option is to manuever north, getting closer to him while remaining out of LoS. Ergo:

Double move at half speed, from O14 to L14(20) to K13(25) to K10(40.)

  Hide  - (1d20+2)[ 12 ]
  Move Silently  - (1d20+2)[ 14 ]
  Reactive Listen  - (1d20+1)[ 8 ]
  Reactive Spot  - (1d20+1)[ 16 ]

 Stats:
 Spoiler
HP: 14/14
AC: 16 Full, 13 FF, 13 Touch, +3 Shield, +3 Armor
Saves: Fort +2, Ref +3, Will +1
Special: Pounce, Whirling Frenzy 1/day

Turn Complete.

[User] Could we get a LoS check?

[User]
 Mad Al:
 Spoiler
Musical is in K10.

Musical:
 Spoiler
No LoS.

[User]
 Ah, back to our traditional Zap-Slash-Throttle tactics.
Or maybe not. Well find out soon enough.

 Mad Al - Round 3
 FOOSH!
A bolt of fire races out to give Musical the traditional greeting.

  Touch Attack  - (1d20+6)[ 26 ]
  Fire Damage  - (4d6+3)[ 19 ]
  Miss high  - (d%)[ 1 ]    Miss high  - (d%)[ 6 ]

If you didn't see Mad Al before it's against flat foot AC and the Dromite is reveled to be in N-8.

DC 16 psicraft

 Spoiler
Wild-surged psionic-shot energy ray(fire)
  Dazed low  - (d%)[ 15 ]

Not Done...

[User]
 Oh. Oh my.

Yes, that was an excellent time to not post "miss low"

  Crit Confirm  - (1d20+6)[ 15 ]
  Crit Bonus  - (2d6+2)[ 10 ]

If Simba happens to still live Al tumbles back into the clouds and out of LoS.

  Tumble  - (1d20+8)[ 17 ]  DC 15

 Spoiler
Move to O-7 and back to O-8

  Move Silent  - (1d20+5)[ 20 ]
  Hide  - (1d20+9)[ 18 ]

Done.

Stats

 Spoiler
HP: 7(+5)/7
AC: 19 (+1size +3armor +4dex +1nat)
PP: 3/4
PsiFocus: No
PsiAbuility: 1/1

Vigor: 2 of 10

[User] Musical was indeed caught with his pants down. Well done.

[User]
 High Ref Sallera
 Musical is smoldering, Mad Al is victorious.


[User]
 Arena Tournament Exhibition:  Daenia  vs.  Gallows
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Daenia  - Suiz
 Gallows  - Sallera

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

[User]
 We'll say the panes don't provide concealment for this match, so we don't need any reffing.

Init:  (1d20)[ 5 ]

No money, no purchases.

[User]
 Alright then

 (1d20-6)[ 0 ]

Sorry if I'm a bit unresponsive (Ha!  +1 to my observational humor!)

Post roll banter:  Well that was masterful.

[User]
 Gallows, Round 1

Starting in Y13, holding a javelin.
Move to R13.
Standard: Cast a spell, Spellcraft DC16 to identify:
 Spoiler
Fist of Stone.

Stats:
 Spoiler
HP 5/5, AC 6 (6, 6)
Active effects: Fist of Stone 10 rounds
Spells:
0th
Acid Splash x4
1st
True Strike
 Fist of Stone
Blades of Fire
2nd
Invisibility

Done.

[User]
 Daenia, Round 1

Declaring Gallows as my Dodge bonus opponent.

Alright, I'll start in B13, Longbow ready and I'll fire at the window pane you're behind.  That's the one running from N8 to N13.

Longbow attack:
 (1d20+5)[ 9 ]
Damage:
 (1d8)[ 6 ]

Regardless of wether it shatters or not (can you see if it does?), I move to E15, shifting my bow to my right hand.

 Spoiler
Hp: 7/7 Hp
AC: 16, Flat-Footed 12, Touch AC 14 (Breakdown of AC bonuses)

+1 Dodge against Gallows
Favoured enemy ORC +2 damage rolls.

[User] It does break, 4 HP damage is enough and that was 6.

[User]
 Alright, so that was pane M-N13 you broke?

 Gallows, Round 2

Move to N18.
Swift: Activate Animal Devotion (ape).
Standard: Ready an action:
 Spoiler
Cast True Strike if Daenia ends her turn within 40ft movement distance.

Stats:
 Spoiler
HP 5/5, AC 6 (6, 6)
Active effects: Fist of Stone 9 rounds, Animal Devotion 10 rounds
Spells:
0th
Acid Splash x4
1st
True Strike
 Fist of Stone
Blades of Fire
2nd
Invisibility

Done.

[User]
 Yeah that's the shattered one

 Daenia, Round 2

Move to B19
Switch bow to two hands
Attempt to shatter glass panel E-F19

Longbow:
 (1d20+5)[ 23 ]
Damage
 (1d8)[ 4 ]

[User]
 Gallows, Round 3

Move to H16.
Ready action:
 Spoiler
Cast True Strike if Daenia attacks me or ends turn within 40ft movement distance.

Stats:
 Spoiler
HP 5/5, AC 6 (6, 6)
Active effects: Fist of Stone 8 rounds, Animal Devotion 9 rounds
Spells:
0th
Acid Splash x4
1st
True Strike
 Fist of Stone
Blades of Fire
2nd
Invisibility

Done.

[User] Now would probably be a good time to point out that ranged attacks only deal half damage to objects.

[User] So no panel's been shattered then.  Sallera, you want to revise anything?

[User] No, I'm good.

[User]
 Daenia, Round 3

Move to A11

Assuming your readied action is not triggered, I shoot you.

Longbow:
[roll](1d20+5)[/roll]
Damage:
[roll](1d8)[/roll]
Crit confirm:
[roll](1d20+5)[/roll]
Crit Damage
[roll](1d8)[/roll]X3

Hmf...I thikn I broke the roller...

 Spoiler
Hp: 7/7 Hp
AC: 16, Flat-Footed 12, Touch AC 14 (Breakdown of AC bonuses)

+1 Dodge against Gallows
Favoured enemy ORC +2 damage rolls.

[User]
 Longbow:
 (1d20+5)[ 9 ]
Damage:
 (1d8)[ 2 ]
Crit confirm:
 (1d20+5)[ 9 ]
Crit Damage
 (1d8)[ 3 ] X3

Damage is +2 for favored enemy.  Forgot to add that.

[User]
 Attacking triggers my readied action, and I cast a spell, DC16:
 Spoiler
True Strike.

.  (Also, not relevant this time, but crit damage is rolled, not multiplied.  Standard practice here is to just roll the extra damage and add it in if necessary.)

 Gallows, Round 4

Move to B12.
Swift: Cast a spell, DC16:
 Spoiler
Blades of Fire.

Standard: Deliver a flaming stone fist to the face.
Attack:  (1d20+30)[ 37 ]
Damage:  (1d6+15)[ 16 ]  +  (1d8)[ 1 ]  fire

Stats:
 Spoiler
HP 5/5, AC 6 (6, 6)
Active effects: Fist of Stone 7 rounds, Animal Devotion 8 rounds
Spells:
0th
Acid Splash x4
1st
 True Strike
Fist of Stone
Blades of Fire
2nd
Invisibility

Done.

[User]
 Do I have to roll for falling to the ground with a head engulfed in flames?

Thanks for the match and the tip.

[User] Heh, you're welcome.  Would you like another against a less-optimized character?  My cleric is a little more reasonable.

[User] Yeah sounds great!  Mind if I use the ranger again?  I feel like walking around and firing an arrow didn't really let me get a feeling of her build.

[User]
 Arena Tournament Exhibition:  Daenia  vs.  Quork
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Daenia  - Suiz
 Quork  - Sallera

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

[User]
 Init:  (1d20-3)[ 5 ]

Since I'm just using starting wealth, you can ignore everything after the holy symbol on her gear list.

[User]
 Roger that

 (1d20-6)[ 7 ]

[User] For Daenia, her Init mod is actually -2 (the +4 for Dex, and then the -6 for Unreactive).  Not that it matters in this case.

[User] I've no purchases, if that's what you're waiting for.


[User]
 Arena Exhibition:  Elson  vs.  Ms. Isle
 Map:
 Spoiler

 XP Award:  0 XP
 GP Award:  0 GP

 Ms. Isle  - Koury
 Elson  - userpay

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

There. I think that is correct.

[User]
 No purchases as I'm dirt poor.

  Initiative  - (1d20-4)[ 3 ]

[User] Initiative -  (1d20+5)[ 8 ]

[User]
 K so me first I guess. Starting out in A-13 with bow out and ready with normal arrow. Moving to A-7.
ready action

 Spoiler
If Ms. Isle is not blocked by glass then shoot arrow.

[User]
 Are we ignoring the whole two panes = concealment thing and just going with perma-LoS?

Assuming we are, my move:

Begin in y13 with shield equipped.
Double move to V2.

End Stats:

 Spoiler
   Ms. Isle     Female TN Dragonborn Water Halfling
 Level  1,  Init  -4,  Speed  30ft
 HP  7/7
 AC  16 (+2 Armor +1 Shield +2 Dex +1 Size),  Touch  13,  Flat-footed  14
 Fort  +2,  Ref  +2,  Will  +1
 Base Attack Bonus  0
 Leather Armor   (+2 Armor)
 Light Steel Shield  (+1 Shield)
 Abilities  Str 10, Dex 14, Con 14, Int 16, Wis 8, Cha 16
 Condition/Effects  None
 Senses  Spot: -5 Listen: -3
 Position  V2
 Spells/Day  Lvl 0 - 5/5; Lvl 1 - 4/4

End turn.

[User]
 Moving to C-3
ready action

 Spoiler
If Ms. Isle is not blocked by glass then shoot arrow.

[User]
 Ms. Isle - Round 2

Move to P1

Ready Action:

 Spoiler
Condition: LoE with Elson
Action: Magic Missile, of course

End Stats:

 Spoiler
   Ms. Isle     Female TN Dragonborn Water Halfling
 Level  1,  Init  -4,  Speed  30ft
 HP  7/7
 AC  16 (+2 Armor +1 Shield +2 Dex +1 Size),  Touch  13,  Flat-footed  14
 Fort  +2,  Ref  +2,  Will  +1
 Base Attack Bonus  0
 Leather Armor   (+2 Armor)
 Light Steel Shield  (+1 Shield)
 Abilities  Str 10, Dex 14, Con 14, Int 16, Wis 8, Cha 16
 Condition/Effects  None
 Senses  Spot: -5 Listen: -3
 Position  P1
 Spells/Day  Lvl 0 - 5/5; Lvl 1 - 4/4

End turn

[User]
 Elson-Round 3
Not moving
Activating dodge and stance of clarity against Ms. Isle
ready action

 Spoiler
If Ms. Isle is not blocked by glass then shoot arrow.

End stats

 Spoiler

   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  10/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None
 Position  C-3
 Manuvers readied  4

End turn

[User]
 Ms. Isle - Round 3

I'll bite the bullet.

Move to J1, which should establish LoE. After what I assume will be an arrow shot at me, I cast a spell at you.

  Concentration  - (1d20+6)[ 25 ]  Just in case you hit me.

Spellcraft DC: 16 to identify spell. Of course, thats trained only and you have no ranks so you can't identify it anyway I guess.

 Spoiler
Spell is Magic Missile

If my spell goes off:

  Damage  - (1d4+4)[ 8 ]

End Stats:

 Spoiler
   Ms. Isle     Female TN Dragonborn Water Halfling
 Level  1,  Init  -4,  Speed  30ft
 HP  7/7
 AC  16 (+2 Armor +1 Shield +2 Dex +1 Size),  Touch  13,  Flat-footed  14
 Fort  +2,  Ref  +2,  Will  +1
 Base Attack Bonus  0
 Leather Armor   (+2 Armor)
 Light Steel Shield  (+1 Shield)
 Abilities  Str 10, Dex 14, Con 14, Int 16, Wis 8, Cha 16
 Condition/Effects  None
 Senses  Spot: -5 Listen: -3
 Position  J1
 Spells/Day  Lvl 0 - 5/5; Lvl 1 - 3/4

EDIT: Wow, a 19 on my d20 and a 4 on my d4. Why can I never roll like that in official matches?

Also, forgot to say End Turn.

[User]
 Arrow is shot.
 (1d20+4)[ 21 ]
If it hits
 (1d6)[ 4 ]
Elson-Round 4
5 foot step to D-2
I assume I can do this but I draw two MW arrows and shoot them one after the other.
 (1d20+6)[ 25 ]
 (1d20+6)[ 25 ]
 (1d6)[ 3 ]
 (1d6)[ 2 ]
Damage dealt unless crit won't disrup your spell so

 Spoiler

   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  2/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None
 Position  D-2
 Manuvers readied  4

End turn
And I do belive thats game, though I think your health is supose to be 8 total not 7.

[User]
 You only get one attack aside from the readied action. Firing one arrow (for you) is a standard action, and you only get one per round. Unless you have Rapid Shot or some other form of making two attacks per round then I dont think you get both shots.

Regardless, I'm not down yet.

My HP: d6 WaM, +2 con, -1 quick trait

I'm at either 0 hp or -2. I have Soulmeld Rageclaws, which lets me function normally until dead (-10).

If you can't take the second shot, you can retake your turn from after the first shot, and we can say the 5 ft step didnt happen (since you can't move and 5 ft step). Or you can leave it as is. I'll take my turn when I know 😁

EDIT: Also, you almost critted me with both those shots.... Jerk 😉

[User]
 Hmm damn, what book are the soulmelds in? I really need to look into that.
Okay in that case disregard what I did previously with the MW arrows, instead I'll stow bow (or drop if I have to), get and drink potion, draw maces. Lets take this melee.
 (1d8+3)[ 9 ]

 Spoiler

   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  10/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None
 Position  C-3
 Manuvers readied  4

end turn
I'll be gone for a little bit, need to go do something at school. I should be back within an hour.

[User]
 Are you still in D2?

Regardless, my turn

 Ms. Isle - Round 4

Spell shot off

Spellcraft DC 16
 Spoiler
Spell is MM again

  Damage  - (1d4+4)[ 6 ]

Move to L5

End Stats:

 Spoiler
   Ms. Isle     Female TN Dragonborn Water Halfling
 Level  1,  Init  -4,  Speed  30ft
 HP  3/7
 AC  16 (+2 Armor +1 Shield +2 Dex +1 Size),  Touch  13,  Flat-footed  14
 Fort  +2,  Ref  +2,  Will  +1
 Base Attack Bonus  0
 Leather Armor   (+2 Armor)
 Light Steel Shield  (+1 Shield)
 Abilities  Str 10, Dex 14, Con 14, Int 16, Wis 8, Cha 16
 Condition/Effects  None
 Senses  Spot: -5 Listen: -3
 Position  L5
 Spells/Day  Lvl 0 - 5/5; Lvl 1 - 2/4

Soul melds are in... Incarnum I think?

End turn

EDIT: How are your maces not -1 when dual wielded? Just curious as to what I'm missing.

[User]
 No I decided to stay in C-3, I changed 12 int to 10 and str to 12 to give me a little more carrying capacity and that of course ups my attack bonus combined with Discipline focus (desert wind) to +2 and when dual wielding its +0. Anyway...
 Elson-round 5
Move to E-6
Readied action

 Spoiler
If opponet comes into range use Sapphire Nightmare Blade.

end stats

 Spoiler

   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  4/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None
 Position  E-6
 Manuvers readied  4

end turn

[User]
 Ms. Isle - Round 5

Another arrow? Or wait, you don't have your bow drawn, do you... Hmm...

Move to H1
Cast Spell (DC 16)

 Spoiler
MM once more

  Damage  - (1d4+4)[ 7 ]

If needed (and I'm not sure. I have no idea what you readied):
  Concentration  - (1d20+6)[ 21 ]

OK. This may be match depending on what you did. If my spell goes off its over. Here goes nothing.

End Stats:

 Spoiler
   Ms. Isle     Female TN Dragonborn Water Halfling
 Level  1,  Init  -4,  Speed  30ft
 HP  3/7
 AC  16 (+2 Armor +1 Shield +2 Dex +1 Size),  Touch  13,  Flat-footed  14
 Fort  +2,  Ref  +2,  Will  +1
 Base Attack Bonus  0
 Leather Armor   (+2 Armor)
 Light Steel Shield  (+1 Shield)
 Abilities  Str 10, Dex 14, Con 14, Int 16, Wis 8, Cha 16
 Condition/Effects  None
 Senses  Spot: -5 Listen: -3
 Position  H1
 Spells/Day  Lvl 0 - 5/5; Lvl 1 - 1/4

End Turn

[User]
 Well damn thats game then, I was hoping that you'd close in for once. The way you play you might as well go sorcerer, good game. Well I guess I'll take a look at soulmelds then.
edit: Now can you just take any of them as a feat or only certain ones?

[User]
 Close with you? Not likely, seeing as I have no melee weapon 😁

I'll be able to afford one after I win some gold, but at the moment I'm not trying to shield bash anyone.

As for soulmelds, I don't have the book, I just know of the one, sorry 😦

[User] Haha a warmage without a weapon? Thats quite interesting.

[User] Well with 120 starting gp and 100 burned on Dragonborn... I choose AC over melee capacity since I have an offensive alternative. One match win and I can remedy it at least.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious, rectangular room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, two torches are already lit and resting in brackets, one by each of the doors.

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

There is a door at A-1, north side, and another at D-4.

DM notes:
 Spoiler
5, 11, 4

[User]
 Guess-Talt slowly gets to his feet, then listens for anything out of the ordinary.

Listen check:  (1d20+8)[ 19 ]

Unless something of note is heard, he then ties his sack o'gear to his belt with his rope, leaving 15ft of slack in between. He'll drag this behind him as he goes.

The greatclub is removed from sack, so as to be ready to use if something horrible comes through the door, and the 10-ft ladder is also removed.

Once his preparations are complete, he 5ft adjusts to the 5-row(should be B-5), and uses the ladder to poke cautiously at the D-4 door.

[User] Poking the door causes a web of concealed copper wires to flare to life in a flash of brilliant blue energy. Having nowhere better to go, it dissipates harmlessly into the air, leaving behind a very scorched door covered with burnt wires.

[User]
 Guess-Talt takes a moment to cast Mage Armor on himself, just in case, and poke the door a second time to see if it happens again.

If it does not, he will then swap the ladder for his weapon, and cautiously open the door a crack to peer through.

Spells:

 Spoiler

Sorc:
0: none cast today.
1: one cast today.

Current effects:
Mage Armor(+4AC, 1 hr remaining)

[User]
 Nothing happens when you poke the door again.

You'll need a light source to see anything other than the fact that the hall goes east.

[User] Not trusting the torches on the wall, Guess removes one from his pack and lights it up.

[User] The hall continues east for ten feet before turning north.

[User]
 Guess lays down the ladder on the ground, covering the 10 feet of hallway, then picks up his club and walks on top of the ladder slowly, keeping an eye out for anything dangerous.

Reactive spot: (1d20+2)[ 20 ]
Reactive listen: (1d20+8)[ 26 ]

[User]
 Interesting approach. Unfortunately for you, a ladder weighs enough to snap the tripwire laid five feet in front of the door.

The sound of stone grinding on stone fills the air as soon as you lay the ladder down.

[User] From here, can I see what sort of trap I triggered with the above spot roll?

[User] You don't see anything special. You continue to hear rumbling for about a minute before it fades away.

[User] Guess shrugs, then slowly, carefully walks down the ladder, and peers around the corner.

[User] It runs north for ten feet before turning east.

[User]
 Guess prods the ground firmly with his club in the corner square, then, if nothing happens, steps off the ladder. He then reels in his bag o' stuff to his current location.

Assuming nothing happened to this point, he then lifts up his ladder, and places it in the hallway to the north.

[User]
 Kay.

And what now? Walk along it?

[User] You got it!

[User] The hall goes east for forty feet before turning north again.

[User]
 Rinse and repeat every ten feet unless something happens.

Reactive spot:  (1d20+2)[ 20 ]
Reactive listen:  (1d20+2)[ 21 ]

Edit: Listen is supposed to be +8.

[User]
 At the bend, the hall continues north for ten feet before turning east.

Because non-twisty passages are no fun.

[User] Round every twist, I do the same, unless I see something out of the ordinary.

[User]
 The hall continues east for twenty feet before turning north. After ten feet, it splits south.

I figure a decision is out of the ordinary. 😉

[User] Indeed. I peer down the northern hallway, and if nothing unusual presents itself, take that option.

[User]
 As you pass the southern split, you see that it continues for thirty feet before turning east. It splits west after twenty feet.

At the northern bend, you see that the hall continues for thirty feet before turning west.

[User] Head along the northern way, then west, etc. If any further splits appear, unless the halls look different in nature, I'll take the one to the left.

[User] Fifteen feet to the north, your ladder snaps another tripwire. You hear the sound of stone grinding on stone again, slightly louder than before.

[User] Mmm, interesting. I wait until it stops, then continue onward.

[User] At the bend, the hall continues west for ten feet before turning south. It continues south for twenty feet before turning west. It goes west for ten feet before turning north. The hall continues north for thirty-five feet before ending in a door. The hall splits west after twenty feet, and east after thirty.

[User]
 A door, eh? Lets check out the door. I prod the door from 10 feet away with the ladder, and if nothing happens, go up to it and search the door for traps.

Search:  (1d20-1)[ 2 ]

If I find nothing, I will then carefully open the door a crack, then peer through.

[User]
 As you pass the western split, you see that it continues beyond the range of your torch light. It splits south after thirty feet.

As you pass the eastern split, you see that it continues for twenty feet before turning north.

Nothing happens when you poke the door.

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

There is a door at E-7, which you are just outside of, and another at E-1.

There is a row of vases along one side of the wall, a statue in the far corner, and a chest near the center of the room.

[User]
 I'll use the ladder to go to the statue, however, I'll be searching the floor in front of me for traps before each hop. I should specify that I'm travelling along the south, then east wall in doing so.

Search:  (1d20-1)[ 14 ]

Assuming the lack of any traps, I will then use 50ft of rope to tie the ladder in front of the statue, and tie the statue up as much as is reasonably possible.

Use rope:  (1d20+3)[ 20 ]

I'll then go search the chest for traps:
Search:  (1d20-1)[ 8 ]

[User]
 Ffft!

A dart flies through the air as you snap a tripwire in the first square with your ladder.

Want to continue?

Edit: Technically, you actually snapped two with that ladder placement. So two darts.

[User] Well, if they didn't hit me, sure, though of course, I make a mental note of the locations of the tripwires, and where the darts came from, so as not to stumble across them later.

[User] I figured you were laying down the ladder ahead of you, before you entered the door. Yea or nay?

[User] Oh, definitely. I'll be doing that until the point where I tie the ladder to the statue.

[User]
 I meant that you put it on those squares before entering the room. You'll be shot in the face if you're in the way in the future. 😛

As an aside, have you considered probing for wires first?

[User]
 I have, but figured that setting them off isn't that big of a deal, provided it happens in front of me. It has the bonus of making anything non-resettable not dangerous in the future.

Im sure I'll regret this the first time I hit an AoE trap, but hey, it'll work great until then. I will, however, check like a paranoid psycho when the ladder is not available.

As for using the ladder before entering the room, yup. Moving before putting it down is needlessly risky.

[User]
 Oookay... as you slap the ladder down again, you snap two more wires. You're in the path of one of the darts.

 (1d20+10)[ 15 ]  vs flatfooted AC, for  (1d4+1)[ 3 ]

[User] Thanks to mage armor, it bounces off harmlessly. Still, Guess isn't thrilled with this, so after this 10ft move, he picks up the ladder, and starts taking 20 searching each area, assuming that each has a tripwire in this room.

[User] What's your search pattern?

[User]
 Well, being a halfling, I don't have to cover a lot of height. I'll check for trip wires first, then floor panels, then look at the wall for anything visibly dangerous. Obviously, I'll avoid any of these that I see.

I'll continue navigating to the statue by hugging the south, then east walls.

[User] Sorry, I should have been more clear: how are you going about this search? Visual only?

[User] Yup. Touching things is bad. Also, there will be nothing silly like getting closer to traps to view them in detail. Im happy avoiding things, and living in blissful ignorance about their little details.

[User] It's only fair to warn you that tripwires have a search DC of 20, then.

[User]
 *looks at negative search modifier*

Huh, I'd like to amend my plan, then. I'll stick with the ladder method. Otherwise, same movement plan.

[User]
 Okay. You ladder snaps two more tripwires to the north (in the G-5-6 squares, by my reckoning). You in the range of one of the darts.

 (1d20+10)[ 17 ]   (1d4+1)[ 4 ]

[User] Ouch, that stings a bit. Oh well, when you don't have trapsense, some things have to be done the hard way. Continuing on up north, using the same tactic.

[User]
 More tripwires in the G-3-4 squares, this time. You're in range of one of the darts again.

 (1d20+10)[ 14 ]   (1d4+1)[ 4 ]

[User]
 Yay for mage armor.

After using the ladder on G-2, G-1, search check on the statue, taking twenty(19).

If no traps found on it, use rope check check on the statue(note, only 30 feet of rope used, because the other 20 feet is being used to link my bag 15ft behind me.

Use Rope:  (1d20+3)[ 20 ]

[User]
 Another dart, yay.  (1d20+10)[ 17 ]  for  (1d4+1)[ 3 ]

A close examination reveals that the statue is marble beneath all the dust, and although presumably valuable, is very, very heavy. You notice a small flask tucked away behind the base.

And what exactly are you trying to do with the rope?

[User]
 I was going to tie it up, on the assumption that it was either trapped or going to come alive. Im tying it so that it wont be able to move much if it does(Never mind the ladder on it though...thats overkill).

I will now drink a potion of CLW:  (1d8+1)[ 4 ] , then attempt to carefully pull out the flask using an unlit torch as a stick.

[User] 'Kay. You do so. What now?

[User]
 If I can't identify it by looking at it, I cast detect poison at the flask. Assuming it's not poisonous, I add it to the bag. DC 20 wis check to determine exact type if poison:  (1d20+2)[ 8 ]

I then ladder my way down to G-3, then directly left to the statue. Once there, I take twenty(19) searching the statue for traps or loot.

[User]
 It's not poisonous.

Also, statue? You mean chest, I presume?

If so, you snap two more wires on your way there. You're in the path of one of them (again).  (1d20+10)[ 23 ]  for  (1d4+1)[ 3 ]

[User]
 Sorry, chest indeed.

If no traps are found, I open the chest with my club, taking care not to stand in front of it.

Edit: Ouch. Thank goodness I had a fair amount of hp on this build.

[User]
 The chest lid lifts easily - too easily, in fact. Too late you realize that there was a pressure plate under the lid of the chest, which has a false bottom.

The sound of three breaking vases wrests your attention away from the chest. All of the vases have been tipped forward, releasing a small snake each into the squares in front of their original locations. Roll initiative.

 (1d20+7)[ 19 ]
 (1d20+7)[ 19 ]
 (1d20+7)[ 16 ]

[User]
 Curses...I knew it was a trap of some sort...

Init:  (1d20+3)[ 23 ]

[User]
 Can't complain about that roll.

I five ft step back to E3, and begin casting sleep.

[User]
 The snakes advance to E-2, F-2, and E-4, and bite you.

 (1d20+4)[ 8 ]
 (1d20+4)[ 8 ]
 (1d20+4)[ 11 ]

If any hit, take 1 damage and make a fort save.

[User]
 Phew. Was counting on that.

I presume I can't take an AoO while concentrating, so sleep goes off. DC14 will for each. I'll resume turn once I know which is snoozing.

[User]
 (1d20+1)[ 6 ]
 (1d20+1)[ 16 ]
 (1d20+1)[ 5 ]

E-2 and E-4 are out.

[User]
 Excellent, than I'll attempt to club the alert one.

Greatclub attack:  (1d20+2)[ 14 ]
Dmg:  (1d8)[ 5 ]

[User]
 That's a miss.

F-2 wakes up E-2, which  wakes up E-3.  5-ft steps and wakes up E-4.

E-4 tries to bite you.  (1d20+4)[ 14 ]  1 damage if it hits, plus a fort save.

[User]
 Still unbitten.

Once more, swing at E-4.

 (1d20+2)[ 22 ]
Dmg:  (1d8)[ 6 ]

[User]
 Crit confirm:  (1d20+2)[ 9 ]
Crit Dmg: (1d8)[ 6 ]

[User]
 F-2 and E-2 bite you again.

 (1d20+4)[ 19 ]   (1d20+4)[ 10 ]

[User]
 Ouch, the 19 connects. Any hp damage with that?

Fort save:  (1d20+5)[ 18 ]

[User]
 The bite is 1d2-2, minimum 1. So 1 damage.

You pass the fort save.

[User]
 18 should be a pass, so rolling another attack(on the one that bit me, of course).

Greatclub:[roll]1d20+2[/rolll]
Dmg:  (1d8)[ 7 ]

[User]
 Bah. Can't type roll.

Atk Roll:  (1d20+2)[ 20 ]

[User]
 Animal abuse! 🫤

The last snake standing tries to bite you again.  (1d20+4)[ 22 ]

[User]
 Yeah, they're abusing me! Again w the biting.

Fort Save:  (1d20+5)[ 13 ]

Spells and Stats:

 Spoiler

Sorc:
0: one cast today.
1: two cast today.

Current AC: 17
Current HP: 9(max of 17)

Current effects:
Mage Armor(+4AC, 1 hr remaining)

[User]
 Presuming that either passes, or the poison doesn't affect my attack roll(they're usually con), here goes my next attack.

Atk:  (1d20+2)[ 12 ]
Dmg:  (1d8)[ 4 ]

[User] Miss. Another bite.  (1d20+4)[ 18 ]

[User]
 Nother hit.

Fort Save:  (1d20+5)[ 15 ]

Swing back:  (1d20+2)[ 10 ]
Dmg:  (1d8)[ 1 ]

Spells and Stats:

 Spoiler

Sorc:
0: one cast today.
1: two cast today.

Current AC: 17
Current HP: 8(max of 17)

Current effects:
Mage Armor(+4AC, 1 hr remaining)

[User]
 If this thing seriously bites you to death... 😛
 (1d20+4)[ 10 ]

[User]
 At this point, it's looking distinctly possible. =)

Atk:  (1d20+2)[ 12 ]
Dmg:  (1d8)[ 3 ]

[User] Bite, rinse, repeat.  (1d20+4)[ 13 ]

[User]
 Luck is turning, I can feel it.

Atk:  (1d20+2)[ 6 ]
Dmg:  (1d8)[ 5 ]

[User]
 Turning its back on you, that is. In shame.

 (1d20+4)[ 23 ]

[User]
 Noo...just when I needed it most.

Fort save:  (1d20+5)[ 18 ]

My attack:  (1d20+2)[ 20 ]
Dmg:  (1d8)[ 8 ]

[User]
 Okay, it's down.

Secondary fort saves coming your way by the time you finish CDGing the snakes.

Let's see if you survive first.

[User]
 My first action is to chug my last potion of CLW:  (1d8+1)[ 6 ]

One fort save each, eh? Lemme count.

[User]
 Four, looks like.

 (1d20+5)[ 18 ]
 (1d20+5)[ 22 ]
 (1d20+5)[ 10 ]
 (1d20+5)[ 8 ]

Spells and Stats:

 Spoiler

Sorc:
0: one cast today.
1: two cast today.

Current AC: 17
Current HP: 13(max of 17)

Current effects:
Mage Armor(+4AC, 1 hr remaining)

[User]
 You take  (1d66)[ 35 ]  con damage.

150 xp, no loot.

[User]
 *ahem*

As amusing as it would be to have a death attack like that on a normal viper... [roll1d6[/roll] con damage.

[User]
 *incoherent grumbling*
 (1d6)[ 5 ]

[User]
 I drop to 9 con, and lose 5hp as a result of the ability dmg. 8 hp remaining.

I go back to the right wall, back to the statute, and reclaim my precious rope and ladder.

I then retrace my path along the right wall, then south wall, until arriving at the door in E-7, which I take 20 searching for traps(19). Does the door open inward or outward?

[User]
 You came through the door at E-7. 😛 It didn't spontaneously develop traps.

Unless otherwise noted, all doors are well-fitted sliding metal, with no handles or the like.

[User]
 Ah, gotcha.

Then at E-1, I take 20 searching for traps, then, if none are found, I poke that door open with my club, while standing off to the side.

[User]
 That's another two tripwires snapped to get to the door from your already cleared path. You're in the way of one of the darts.  (1d20+10)[ 20 ]  for  (1d4+1)[ 4 ]

The door isn't trapped. Opening it reveals that the hall runs for another twenty feet before teeing to the east and west.

[User]
 4hp remaining.

I ladder my way down the hallway, and take the left fork.

[User] At the split, you see that the hall goes east for twenty feet before turning south. To the west, the way you're headed, it continues for thirty feet before turning south. It goes south for ten feet before turning west again. It goes for twenty feet before turning south again. There is a door on the north side of this bend.

[User] Take 20(19) searching for traps, then pry the door open with mah club.

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

There is a door at C-3, south side, which you are just outside of. There is a seemingly human man standing in the room, wearing chainmail, a red silk headband, a silver chain around his wrist, and something that seems a holy symbol at his neck. He is holding a spiked chain.

Roll initiative:  (1d20+2)[ 13 ]

[User] Init:  (1d20+3)[ 20 ]

[User] Huh. Im dry on first level spells, soo...I cast Sonic Snap on him(1 dmg, no save; DC 13 will save to avoid being deafened for a round), then take a move action back through the halls. The ladder gets left where it was.

[User]
 (1d20)[ 16 ]   Whitetext.

You hear the sound of a door sliding shut.

[User]
 Lovely. I slowly, cautiously walk back to the door.

If I find nobody on the way, and it's shut, I crack the door open a lil bit, and if I can see him, cast sonic snap on him again.

[User]
 He's inside the doorway, and has a readied action to smack you if you open the door.

So that'll be  (1d20+3)[ 16 ]  vs flatfooted, for  (2d4+3)[ 5 ]  +  (1d6)[ 5 ] .

[User] Concealment bonus for only opening the door a crack?

[User]
 I don't think you can do that, technically. The door is either open or closed, depending on whether you've manipulated it or not.

Unless you know otherwise, of course.

[User]
 Hmm, possible interpretation of the sliding door. Swinging doors are harder, since an enemy can just shove through them on his way to you, but sliding doors could, at least in theory, be partially opened.

As for how that works with regards to the rules specifically, I'm not sure. The SRD doesn't specify either way, but all of it's rule specific stuff is aimed at hinged doors. It just mentions that sliding doors exist.

Im fine either way, if this guy ends up dead, I've another build idea.

[User]
 As far as I know, manipulating a door is a simple open/shut. Otherwise I'd have to get into varying degrees of cover depending on interpretation of how much "I open it a little ways" means and such, and nobody wants that.

Well, except Guess-Talt, but whatever. 😛

You take a spiked chain to the face unless I'm mistaken.

[User] Nifty, I'll roll up a newer, much more broken character then, and try again. =) Expect a sheet ooh, tomorrow or friday.