[User]
 Arena Tournament, Round 64:  Robin  vs.  The Ox That Moves Mountains
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300xp
 GP Award:  300gp

 Robin  - Madtinker
 The Ox That Moves Mountains  - Mavian

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

[User]
 Robin

Init  (1d20+3)[ 20 ]

No purchases.

[User]
 No purchases, and you go first, I can't match that.

Starting in B10 with a handaxe in one hand.

For Refs:

 Spoiler

Manuevers: Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin Rd1

Start in Y11 with Longbow, move to W14
Fire Longbow  (1d20+4)[ 10 ]
damage (1d8)[ 4 ]
crit confirm (1d20+4)[ 10 ]
crit damage  (2d8)[ 3 ]

stats
 Spoiler
   Robin Turtles
M LN Half Orc Fighter 1,  Level  1,  Init  +3,  HP  12/12,  DR  -,  Speed  30
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +4,  Ref  +3,  Will  +2,  Base Attack Bonus  1
   Greataxe   +5 (1d12+6, x3)
   Composite Longbow (15/20)   +4 (1d8, x3)
   Throwing Axe   +5/+4 (1d6+4, x2)
   Chain Shirt  (+4 Armor, +3 Dex)
 Abilities  Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
 Condition  None

[User]
 Well, now that that it is out of the way

Swift Action: Enter Stonefoot Stance

Standard Action: Ready an action

 Spoiler

Ready an action to use mighty throw if attacked

Stats:

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers:  Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin, Rd 2
Free: Declare Dodge against the Ox
Because I lack imagination, attack again!
Attack  (1d20+4)[ 10 ]
Damage (1d8)[ 3 ]
Crit Confirm (1d20+4)[ 17 ]
Crit Damage (2d8)[ 6 ]

Stats
 Spoiler
Robin Turtles
M LN Half Orc Fighter 1, Level 1, Init +3, HP 12/12, DR -, Speed 30
AC 18, Touch 14, Flat-footed 14, Fort +4, Ref +3, Will +2, Base Attack Bonus 1
Greataxe +5 (1d12+6, x3)
Composite Longbow (15/20) +4 (1d8, x3) 13 arrows
Throwing Axe +5/+4 (1d6+4, x2)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
Condition None

[User]
 Now that's just silly

Free Action: Deflect Arrows

 Ox - Round 2

Standard Action: Ready an Action

 Spoiler

Ready an action to attack with wolf fang strike and then five foot step away if attacked.

Stats

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers: Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin, Rd3
 My bad luck is statistically unlikely to last forever.
Attack  (1d20+4)[ 14 ]
Damage (1d8)[ 5 ]
Crit Confirm  (1d20+4)[ 24 ]
Crit Damage  (2d8)[ 8 ]

Stats
 Spoiler
Robin Turtles
M LN Half Orc Fighter 1, Level 1, Init +3, HP 12/12, DR -, Speed 30
AC 18, Touch 14, Flat-footed 14, Fort +4, Ref +3, Will +2, Base Attack Bonus 1
Location: W14
Greataxe +5 (1d12+6, x3)
Composite Longbow (15/20) +4 (1d8, x3) 12 arrows
Throwing Axe +5/+4 (1d6+4, x2)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
Condition None

[User]
 Your bad luck?  You mean attacking me in a way thats never going to actually hit me due to the fact that I can deflect it is bad luck?  Your just wasting arrows man.

Free Action: Deflect Arrows

 Ox - Round 3

Standard Action: Ready an Action

 Spoiler

Ready an action to attack with wolf fang strike and then five foot step away if attacked.

Stats

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers: Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin

Crud.  Shows how carefully I read your charcter sheet.

Double move to O18.

Done.

Stats
 Spoiler
Robin Turtles
M LN Half Orc Fighter 1, Level 1, Init +3, HP 12/12, DR -, Speed 30
AC 18, Touch 14, Flat-footed 14, Fort +4, Ref +3, Will +2, Base Attack Bonus 1
Location: O18
Greataxe +5 (1d12+6, x3)
Composite Longbow (15/20) +4 (1d8, x3) 12 arrows
Throwing Axe +5/+4 (1d6+4, x2)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
Condition None

[User]
 The strange thing is, your the third person who has done that exact same thing.

 Ox - Round 4

Standard Action: Ready an Action

 Spoiler

Ready an action to attack with wolf fang strike and then five foot step away if attacked.

End of turn

Stats:

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers: Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin

Well, usually I check for spells, AC, hitpoints, and weapons.  Feats I've kinda overlooked generally.

Move to J16, dropping the useless bow and drawing Greataxe.

Ready Action
 Spoiler
If he charges me, move to J14

Done

Stats
 Spoiler
Robin Turtles
M LN Half Orc Fighter 1, Level 1, Init +3, HP 12/12, DR -, Speed 30
AC 18, Touch 14, Flat-footed 14, Fort +4, Ref +3, Will +2, Base Attack Bonus 1
Location: J16
Greataxe +5 (1d12+6, x3)
Composite Longbow (15/20) +4 (1d8, x3) 12 arrows
Throwing Axe +5/+4 (1d6+4, x2)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
Condition None

[User]
 Most people seem to, I wonder why that is.

 Ox - Round 5

Standard Action: Ready an Action

 Spoiler

Ready an action to attack with wolf fang strike and then five foot step away if attacked.

End of turn

Stats:

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers: Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin

Double move to the tree in B15

Done

Stats

 Spoiler
Robin Turtles
M LN Half Orc Fighter 1, Level 1, Init +3, HP 12/12, DR -, Speed 30
AC 20, Touch 14, Flat-footed 14, Fort +4, Ref +3, Will +2, Base Attack Bonus 1
Location: J16
Greataxe +5 (1d12+6, x3)
Composite Longbow (15/20) +4 (1d8, x3) 12 arrows
Throwing Axe +5/+4 (1d6+4, x2)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
Condition None

[User] Something about Deflect Arrows, seems like people don't really look for it.  My first match in round 60, my opponent spent a couple turns casting True Strike and Blade of Blood (which he put five of his own HP into) to send this uber-buffed crossbow bolt my way...and then I just knocked it down and killed him with one spell, thanks to the damage he'd already done to himself.

[User]
 There are ways around it, but it does shut down alot of ranged builds for the cost of 2 feats.

Ox - Round 6

Standard Action: Ready an Action

 Spoiler

Ready an action to attack with wolf fang strike and then five foot step away if attacked.

End of turn

Stats:

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers: Burning Blade, Wind Stride, Counter Charge, Mighty Throw

[User]
 Robin

Let's end this.  Charge to B11, triggering whatever action you have had readied this entire time, probably goring my face into the ground.  But if not, the Greataxe of death will kill, kill, kill you.

Attack (1d20+7)[ 11 ]
Damage  (1d12+6)[ 13 ]
Crit Confirm  (1d20+7)[ 21 ]
Crit Damage  (2d12+12)[ 32 ]

Done

Stats
 Spoiler
Robin Turtles
M LN Half Orc Fighter 1, Level 1, Init +3, HP 12/12, DR -, Speed 30
AC 16, Touch 12, Flat-footed 12, Fort +4, Ref +3, Will +2, Base Attack Bonus 1
Location: B11
Greataxe +5 (1d12+6, x3)
Composite Longbow (15/20) +4 (1d8, x3) 12 arrows
Throwing Axe +5/+4 (1d6+4, x2)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
Condition None

Edit:  I freakin hate these dice!

[User]
 Readied Action:
Punch:  (1d20+7)[ 17 ]  Damage: (1d6+6)[ 10 ]
Then a five foot step to B9

Swift Action: Burning Blade
Five foot step back to B10
Full Round Action: Full Attack
Punch:  (1d20+7)[ 25 ]  Damage:  (1d6+6)[ 11 ] + (1d6+1)[ 4 ]
Horns:  (1d20+2)[ 14 ]  Damage:  (1d6+3)[ 8 ] + (1d6+1)[ 2 ]

#Edit: I'm pretty sure the Falcon Punch ends you.

End of Turn

Stats for Refs:

 Spoiler

Hp: 8
Ac: 18
Pos: B10
Maneuvers:  Burning Blade , Wind Stride, Counter Charge, Mighty Throw

[User]
 How do you get two five foot steps in one round?  Or is that still part of your readied action?

If it is part of the readied action, then Robin is totally destroyed by your flaming fists of death.  The first punch hits against my charging AC, the second one hits just because.

Nice build.  That's a lot of damage in very little time.

[User] It was part of the readied action.  Hence why I wasn't moving at all.

[User]
 High Ref Hust
The Ox has moved the mountains, slain Robin, and earned his winnings.


[User]
 The six of you stand in a large, tall chamber. It runs over 100 feet in length and just as tall in height. Adorning the walls are a series of platforms flanking either side of the chamber, rising slowly and sequentially like very large stairs. Before you stands Master Jir Zaan, wearing his Jedi robes and a large smile. The six of you stand in a semicircle before him with your training droids standing just behind you. A small droid hovers off to Master Zaan’s right at about shoulder height. As you stand at attention you glance around you and notice one another. Since your training has been primarily in isolation, you have yet to have the chance to meet one another. Master Zaan holds his hands out to you and speaks, his deep voice echoing throughout the chamber.

  “My young padawans, the first stage of your training has come to a close. It is time for you to learn to work together and move as one.”

A small metallic ball comes floating towards Master Zaan. Without taking his eyes from you he makes a slight hand motion and the ball flies upwards towards the rear of the chamber, passing through a small hoop suspended from the ceiling.

  “Now, before we begin, I must go attend to something quickly. Take a moment to introduce yourselves.  You’ll be spending a great deal of time together from here on out.”

OOG: Say hello! Describe your droids real briefly for everyone else’s benefit.

[User]
 Oolan was a ball of anxiousness and curiosity.  He hadn't met any of these jedi before, and was delighted to have so many new people to learn with...and learn from.

Lok zipped around his head, it was obvious the little droid was restless.

 "Stop it.  This is serious.  Lok!  I mean it!  Oolan snapped at the remote under his breath.

Lok was a small sphere the size of an average human's fist.  A singular yellow light gleamed from a protruding digital lens.  The rest of Lok's dull metallic shell was riddled with scuffs, scrapes, stratches, and a few dings.  Small holes were visible on the surface of the droid, which were likely blaster ports used to fire energy for one of the many lightsaber training programs.

 "Greetings everyone.  I am Oolan, and this...WILL YOU SIT STILL???"  Oolan snapped at the droid, then looked back at the others, and grinned.   "This is Lok.  I gather all of you have been training under Master Zaan as well?"   Oolan gave Lok a frustrated look...then focused his attention on the others again, once more a large smile drawing across his neti face.

[User]
 Jnnl looked about, smiling congenially. The Sullustan's short rotund form shifted from one foot to another, his pupiless eyes black eyes scanning over the assorted Padawans. He had known Master Zaan had others, but he hadn't never met them. The other Droids interested him as well. Obviously Runt wasn't the standard. This wasn't that shocking. The Huge Droid (easily topping 8 feet) was a rather intimidating sight. His hulking form, created in burnished metal, was obviously intensely powerful. Jnnl laughed at Oolan's chiding of Lok. He obviously had the oppisite relationship with his droid as Jnnl.

 "I'm Jnnl. This is Runt."

Jnnl grinned widely.

 "He's a big teddy bear. Don't be scared."

Runt let out a sigh from behind Jnnl. He didn't even try correcting Jnnl anymore. His charge and he had a very trying relationship.

[User]
 Zabawi appeared exceptionally out of place. Whilst his fellow padawans wore plain brown and tan robes, his were navy and pale blue. He wears a lightsaber, but it is accompanied by a well used utility belt and blaster pistol. His droid also looks quite out of the ordinary. It had started as a standard service droid: large and powerful. But over the years it had clearly been submitted to many whimsical modifications, sprouting arms in odd places and many open ports for easy upgrades and modifications.

As people were introducing themselves, Zabawi was only paying half attention, focusing instead on the binder cuffs he had strapped to his wrists trying to get them off. Noting this, his droid decided to make the introductions for him, "My designation is D3-XR, and my Arkanian companion here is Zabawi."

 Spoiler

mechanics check to 'pick the lock' DC 25
 (1d20+12)[ 19 ]

[User]
 After failing to pick the lock he sighs, then looking to D3-XR he says "Offshoot, Dexter. I'm an Arkinian Offshoot. Don't lump me in with those arrogant, four-fingered, pupil-less, Arkanians." Zabawi prided himself on being an offshoot, preferring it to his genetic cousins, despite the shortened life-span and slave status. There was polite edicuit to be shown though so he finished saying "Greetings Oolan, Jinnel." he nodded slightly to both, but stuttered through the second name, not sure how to pronounce it properly  how does someone have a name without vowels?  after which he returned to the binders.

 Spoiler
same DC
 (1d20+12)[ 13 ]

[User]
 Jecht
As close to the corner or edge of the room as he could be and yet still be considered in the group Jecht gives a little cough to make sure they know where the voice is coming from.  "Names Jecht, pleased to meet all of you."

He was about to fade away into the back, but his protocol droid was getting indignant and in a half veiled answer and a tone much like that of a butler it tried to whisper to him. Although it was clearly audible "Master! That is no way to be polite. You have not introduced me, and nor have you given them your proper name. You also didn't bow. I thought you would have known better."

With a little sigh Jecht steps forward and bows to the group and waves his hand at the droid.  "I am Jecht Xenon, and this is my companion, aid, and training droid 'Beep Roop' he is quite eager to be doing something different."

The droid appears to be a slightly modified  GE3-Series Protocol Droid.  It appears to be slightly bulkier from the addition of a great many servos and data banks. Additionally one of the eyes is a large wide and flat looking targeting scope. An old fashioned wire antenna is located on its head. The overall appearance looks old and antiquated, and butler like.

[User]
 Landomaw looked around at the other jedi and their training droids and said: "Nice to meet you, my name is Landomaw, and this is Mank." His training droid nodded. Mank was about the same size as Landomaw, just barely taller than him. Mank looked almost the same as a 3PO-series protocol droid, but looked more designed to battle than to serve tea. He has a sturdier and more dextrous structure than a basic 3PO-unit, but looks otherwise the same.

OOC: BTW, I still don't have an internet (I'm posting from the school's library) so don't expect me to post very often.

[User]
 Jnnl smiled, giving Zabawi full credit for effort. His pronunciation left something to be desired, but such was life.

 "Hmmm... anybody know if there is anything to eat around here? I could use a bite, specially if any of you..."

His broad sweep included the droids.

 "...know how to cook. Runt can prepare military rations, and that just barely."

The Large Robot shifted slightly, bending over to look it's charge in the eyes.

"Jnnl, my meals are nutritionally balenced, and intended to keep you in good shape."

 "And they have several other remarkable qualities. Several of them could probably take blaster shot with no visible damage, and your Orange Goop is bouncy enough that you could probably use it as a shock observer."

"You exaggerate. And if you don't like it, you could cook for yourself."

 "Don't be angry. Your cooking might have more applications in Ship Construction then the culinary realm, but that's an accomplishment of sorts."

The droid attempted to look hurt, but it's size and blockiness of form made it a mild failure. It didn't matter. Jnnl was already busy looking about for his lunch.

[User]
 "If you do not stop buzzing about my head, I'll shut you off and have you turned into kitchen appliances."  Oolan scolded Lok.

"Beep-booooooooooooop." Lok let out as he ceased his chaotic flying.

 "I wonder what kind of plans Master has in store for us.  Obviously he's wanting for us to be able to operate as a team...but I wonder for what purpose.  Any ideas?"

"Beep-boo..." Lok began to chirp.

 "Anyone  else  have ideas?"  Oolan quickly interrupted, with a disapproving expression directed towards his small droid.

[User]
 After a few moments your Master returns, a troubled look upon his face. He strides back to where he first stood and turns again to face you. The worried look fades from his face as the smile returns. The metallic sphere returns to his hand and he tosses it up and down a few times.

  "My Padawans, your first challenge is to take this ball and pass it through the hoop, just as I have done."

Again the sphere flies up near the ceiling and passes through the small circle, this time floating directly back to his hand.

  "Now I know you are each strong enough in the Force to do this with ease, so I have decided to make this a little more challenging."

He nods to his personal droid, still floating by his side. The lights on the front of Master Zaan's droid flash briefly and your training droids all snap to attention and walk forward, forming a line in front of you. Master Zaan motions to a rack on the wall and weapons float to the droids (stun rods and stun blasters).

  "Any questions before we begin?"

OOG: Regardless as to whether you have questions or not, please roll your initiatives with this post. I tend to wait till I have almost everyone's posts before beginning, so if there is a lag, it is usually because I am waiting.

OOG2:  OOC Thread

[User]
 Jnnl looks at the group, and smiles.

 "This should be fun. My vote is each one of us due it in turn, while the others protect him. Frankly, I'd rather not get Runts fist in the face while I was playing with Balls."

[User]
 Zabawi raised his hand, or rather hands, "uhm, I have one. I don't know the combination to get these off, Dexter does, am i to fight with these on master?" Zabawi felt foolish for having the cuffs on. But he had figured this to be some boring graduation ceremony, so he had figured he would use the time to practice his craft. While he awaited the answer he continued to struggle with the binders.

 Spoiler
[b]Mechanics:  (1d20+12)[ 17 ]

[User]
 Landomaw smiles and says:

"So, if I understood right, we have to move that ball through that hoop using the Force, with our droids trying to stop us with stun weapons? If so, I have a feeling this is going to get  really  interesting."

 Spoiler
Initiative roll:  (1d20+5)[ 9 ]

[User]
 Jecht
Jecht looks at the line of odd looking droids and thinks this is going to be interesting to say the least. Although it didn't seem too challenging and he had a skeptical look on his face.

Initiative

 Spoiler
 (1d20+2)[ 13 ]

[User]
 Initiative

 Spoiler
 (1d20+3)[ 14 ]

[User]
 Initiative

 Spoiler
 (1d20+4)[ 19 ]

[User]
 Oolan chuckled as Lok lined up next to the other droids.  He was half the size of most of the droids head units.

 "Yeah...interesting indeed."  he said with another chuckle.

[User]
 Enrique

Off on the side, a being who seemed to be not paying any particular attention to his master stood with his arms around his back, and head wavering around the region. They called this race Miraluka. Physically blind, but could see through their innate tap into the force. It was kind of like looking in super-sonic waves, only it didn't stop when solid objects were hit. A single brown band wrapped around his eyes, tied behind his hair kept his blank eyes hidden from the world. Very little within his attire clashed with the Jedi robes. Even his own appearance was trim and clean, almost to the point of perfectionism.

Beside him stood a droid. By all rights it was quite nondescript of the standard combat droid. Its owner preferred to keep it quiet as possible, and only speaking up when protocol called for it.

 "Enrique... Certainly is a diverse group. Should prove to be interesting in the future."

 Spoiler
Sorry for the delay. College. ^.^; Situation is back to status quo and posting shall resume post-haste.

  Init  - (1d20+6)[ 22 ]

[User]
 Spoiler
Trying to roll initiative.

 (1d20+5)[ 8 ]

Okay, this dice roll definitely F'd me over pretty good.

None of the rolls worked in the earlier post, and now that I post it, and it finally works, it gives me an 8.  F U dice roller Gods.


[User]
 Vitellius shook his head. What had he expected? Of course it would be closed this late at night. Walking down the road, he noticed that his feet has carried him to the front of the prison. Wondering at this, he glanced around quickly then attempted to vault over the outer wall of the prison.

Before you can jump over the wall you see a shadowy figure following you. (Gorask this is you).

OOC: The recruiting office is closed presently, due to the fact that it is about 9pm, I shall let you decide together what tact to take.

[User] Vitellius vaults over the wall easily and lands silently on the other side, giving no sign that he had spotted anything out of the ordinary. Then, he waited in the darkness, his twin blades drawn.

[User] OOC: That is rather assumptive Silvercoin.

[User]
 OOC: Sorry. I'll roll here. If I fail, I'll edit.

Athletics:  (1d20+11)[ 24 ]
Stealth:  (1d20+8)[ 28 ]

[User]
 Vitellius, you are sure no-one, other than Gorask who has been tailing you since you left the council has seen you. The wall however is another matter, it is 30' of flat cut stone, there are few hand holds perhaps some climbing apparatus would assist, you make it nearly half-way with this attempt, the next 15' seem daunting though.

 Spoiler
You manage to climb halfway up the wall (half your speed, 3 squares or 15') you will need to pass 2 more checks to get up and over.

[User] OOC: Wait. Can I recognise the person tailing me as him?

[User] Yes, you have seen him before, and he is making little effort to hide.

[User]
 Right. 2 more rolls then

(Also, I'm doing this only if I'm not allowed to take 10. If I can, you may choose to ignore the rolls below)

 (1d20+11)[ 12 ]
 (1d20+11)[ 24 ]

[User] Gorask hisses at Vitellius,  "What are you doing?  Hang on a minute, I was hoping to talk with someone who has an ounce of sense for once."

[User] Perhaps it is the distration of Gorask's voice, perhaps the smooth stone wall, but Vitellius loses his grips and drops to the cobbles, taking  (1d10)[ 7 ]  damage from falling uncomforatbly.

[User]
 Vitellius cursed as he lost his grip and hit the ground, before springing to his feet and turning to face Gorask.

“ Next time, please talk to me when making me lose my concentration won’t cause bodily injuries. ” The fall had hurt.

“ Now, it would appear the ‘council’ has no intention of actually gathering any intelligence. That path leads to failure for them, which might not be a bad thing. However, knowing how things are can come in useful in the most unexpected of ways. Care to join me? ”

[User] Gorask gives Vitellius an odd look.   "I'm all for infiltrating the guard, but I had thought you planned to join, not break in."

[User]
 Vitellius raised an eyebrow.

" No. The guard recruitment post was closed. This is the prison they plan to break into. Still think they can pull it off without a hitch ?"


[User]
 Arena Tournament, Round 66:  T'nari Green  vs.  Deathbringer
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 T'nari Green  - Strangie
 Deathbringer  - Lubirio

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

[User]
 Checking in, no purchases, probably no money for reactionary purchases anyway.

  Initiative  - (1d20+3)[ 23 ]

[User]
 Here I am.

No purchases.

Init:  (1d20+4)[ 10 ]

EDIT: Oops, forgot I had Improved Init, haha. Should be 14, but not that it matters.

[User]
 I guess I'll start then:

 Death Bringer - Round 1

 Spoiler
Start in M25, double move at regular speed to K14.
  Hide  - (1d20+7)[ 26 ]
  Move Silently  - (1d20+7)[ 16 ]
These rolls don't include any modifiers for moving faster than half speed, add them accordingly.

Stats:

 Spoiler
Position: K14
HP: 6/6
AC: 15 (T:15/FF:12)
Maneuvers: Stunning Fist 1/day.

[User]
 T'nari, Round 1

Ref question:
 Spoiler
Do the clouds count as being spaces we can walk on, as well, or do they not have floors?

 Spoiler
Start in N2, with longbow in hand, buckler strapped to wrist

Move at half speed to Q2.
Hide:  (1d20+8)[ 27 ]
Move Silently:  (1d20+8)[ 13 ]

Readied Action: Shoot Deathbringer if he ever enters LoS

Done.

Stats:

 Spoiler

AC: 17 (Base 10 + Dex 4 + Armor 3)
HP: 8/8
Position: Q2

[User]
 Strangie

 Spoiler
They are just like regular squares, except the essentially have the Obscuring Mist spell cast on them with some minor differences listed in the map text.  No movement penalty or anything like that.

LoS check:

T'Nari

 Spoiler
No LoS

Deathbringer

 Spoiler
No LoS

[User]
 Death Bringer - Round 2

 Spoiler
Double Move at half speed to K14->K13->K12->K11->K10->L9->L8, for 30ft of movement.
  Hide  - (1d20+7)[ 25 ]
  Move Silently  - (1d20+7)[ 21 ]

Stats:

 Spoiler
Position: L8
HP: 6/6
AC: 15 (T:15/FF:12)
Stunning Fist 1/day.

[User]
 T'nari, Round 2

 Spoiler
Move at half speed to S4.

Move Silently:  (1d20+8)[ 15 ]
Hide:  (1d20+8)[ 17 ]

Readied action: Shoot Deathbringer if he comes within LoS.

Done.

Stats:

 Spoiler

AC: 17 (Base 10 + Dex 4 + Armor 3)
HP: 8/8
Position: S4

[User]
 @Refs

 Spoiler

T L  (1d20+8)[ 9 ]  -4 distance
D L  (1d20+2)[ 16 ]  -more since he was farther away when T moved.

@T'nari

 Spoiler

No Los

@Death

 Spoiler

No LoS

[User]
 Death Bringer - Round 3:

 Spoiler
Move Action: move straight diagonal to P4, will revise if LoS is gained.
  Hide  - (1d20+7)[ 19 ]
  MS  - (1d20+7)[ 16 ]
Add apropriate penalties for moving speed.

Not done, waiting on possible LoS.

[User]
 @Refs

 Spoiler

D-Spot  (1d20+7)[ 16 ]

@T'nari

 Spoiler

You see Death moving south west,

@Death

 Spoiler

No LoS

[User]
 Spoiler
Move Action: Move at regular speed P4->Q3->R2->S1->T1.
  Hide  - (1d20+7)[ 18 ]
  MS  - (1d20+7)[ 14 ]
Add appropriate modifiers for speed.

Done. Have been forgetting that...

Stats:

 Spoiler
Position: T1
HP: 6/6
AC: 15 (T:15/FF:12)
Stunning Fist 1/day.

Refs:

 Spoiler
Just noticed something: my move speed is 40ft, not 30ft. *facepalm* I'm not counting on reversing all those turns already past to make the proper adjustments, but I'll be going at 40ft from now on, just so you're aware. 😉

[User]
 Refs:

 Spoiler
My readied action goes off when LoS is established, as stated. What square do I spot him in?

Not done, need this question answered first.

[User]
 Bah. Well, I wanted to wait for my question to get answered first, but I suppose it doesn't matter.

T'nari establishes LoS with Deathbringer at some point, and his readied action triggers. Exactly where I'll leave to the refs because it wasn't stated in the spoiler.

For Ref:

 Spoiler
If it is within 30', I gain a +1 to hit and damage. If my position is revealed from the attack, please make that known. Also, if Death does not see me attacking him, he should be considered flatfooted.

Attack:  (1d20+6)[ 26 ]
Damage:  (1d8)[ 1 ]

If Crit:

 Spoiler
Crit Check:  (1d20+6)[ 17 ]
Crit Damage:  (2d8)[ 10 ]

EDIT: Uh oh. It might not even matter. I think this may be game, unless someone has a reason to declare otherwise. I still don't know what space I picked up LoS from, only that I had LoS.

[User] I have the feat diehard, so I would be at -5 and disabled... But I'm not sure you'd still have LoS at the end of my turn, I move into some clouds, we need a ref to decide on this before we take it any further. I hope of course for a possible rewind. 😁

[User]
 Ah, yeah, I forgot about the Diehard thing. If you were within 30' when I shot you, you'll be at -8 instead, though, because of Point Blank Shot (and its damage getting multiplied as well). I didn't include it in the damage because I wasn't sure if it applied or not.

 But, yes, we'll need a Ref to decide exactly what happens from here.

EDIT: ... wait a second. T'nari has Favored Enemy (Orc) +2. And with a critical hit that's like an extra 6 damage. I think you are dead, my friend, with or without Point Blank Shot.

[User]
 that makes for one very lucky shot... so let's calculate damage again:
rolled damage = 11
favored enemy = 4 (+2, multiplied for crit)
point blank shot = 2 (maybe multiplied for crit, if not no difference, I'll still be dead)
that adds up to 17, putting me at -11, dead, so I guess all depends on the fact that I may or may not have been within 30ft of you at the time you shot, if I'm not within 30ft, he survives! (at -9HP and disabled, but he lives!).

Since you had LoS, could you measure the distance between you and the most logical place for you to have gained LoS to me (probably N6, that's where I emerged from the clouds). Or we could ask a ref to measure dist.

Even if I survive, I'll probably get killed, but Death Bringer fights to the bitter end, however soon that may come. 😉

[User]
 Actually, a bow's threat range is x3, so the +2 favored enemy bonus and the +1 PBS bonus would be x3 as well.

So...

Rolled damage: 11
Favored Enemy +2: 6
Point Blank Shot bonus: 3

20 damage, total, if all of that is correct and applies. Yikes. Sorry, dude. I am going to go to bed as it's like 7 in the morning over here, so when I get up I'll see how this got resolved.

At the very least, it was a quick death. 😦

[User]
 yes, so even without the point blank range, it's bye-bye for me.

 Before falling lifelessly on the floor, Death Bringer looked T'nari in the eye, making a silent vow, to Bring death to him. He then fell onto the floor, dead in a single shot by T'nari's mighty bow.

If anything above is illogical because I'm dead the moment the arrow enters me, disregard it. 😉

[User]
 High Ref Mav:

T'Nari gets the win and the loot

[User]
 T'nari walks out of the clouds to Deathbringer's south, placing a boot on his back and tearing out the arrow that felled him.

 "How unfortunate."

Well that was sort of undramatic. Oh well, haha. Good luck in the loser's bracket.


[User]
 Ok, so I figure columns works just fine.  As for buff rounds, I'm good with 2, no all days.

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

[User]
 No all days? Interesting. I'll do it.

Buffs (2 rounds, no all-days):

 Spoiler
Round 1: Zone of Silence, Activate Tigerskin Armor for +4 dex
Round 2: Greater Invisibility, Quickened Nondetection, Hide:  (1d20+37)[ 12 ](49)

I'll take the bottom side.

Location (OO):

 Spoiler
C11

Initiative:  (1d20+6)[ 19 ](25)

[User]
 Buff rounds:

 Spoiler

Use Scabbard of Keen Edges on both kukris, drink potion of Conviction +5.

  Initiative  - (1d20+6)[ 23 ]

Edit: Starting in C-2.  Guess it's your turn.

[User]
 So me first.
Actions:

 Spoiler
Cast Haste

What kinds of senses do you have? Also, do you happen to have a Ring of Spell-Battle? What you detect depends on these factors.

My turn is not over.

[User]
 Low light vision, and no.

... and I just realized where I meant for some of my skill points to go.  Just in case I get nat 20's:
  Listen  - (1d20-1)[ 2 ]
  Spot  - (1d20-1)[ 10 ]

[User]
 Wow that's low. I'm not even going to bother rolling since my natural 1 beats your 20.

You can't detect me at all, but I take some more actions.

I have mindsight, so I know your location, your creature type (like "Humanoid" or "Outsider", but not "Elf" and such) and your intelligence score.

OO:

 Spoiler
Greater Mirror Image  (1d4+4)[ 1 ](5) , move up to C11 +15 feet.

End turn.

[User]
 Current location is C-2, and Humanoid with Int 12.

My turn, I'll fly to B-12.  If I still can't see you, I'll activate See Invisibility.

Let me know if I can see you at any point in there, cause if I do see you then I'm not done.

[User]
 Sorry about the wait.

Since you're flying, what elevation are you at?

Also, make a caster level check.

[User]
 Sorry, 15 feet up.

I'm not a caster, so is that a d20 + 0 or what?

[User]
 If it's from an item, use the CL of the item.

Whether or not you succeed, you don't detect me after casting the spell.

Observers only:

 Spoiler
Although he got within my Zone of Silence, he still can't possibly beat my move silently

Sorry for the delay. For some reason, I couldn't access this site for an hour.

[User]
 Caster level check for my See Invisibility item:  (1d20+9)[ 19 ]

Doesn't See Invisibility just plain work?  I'm assuming there's more going on here, like a Hide that my abysmally low Spot check can't beat, but I'm just making sure.

Ok, my turn is done if I can't detect you.

[User]
 There are methods to beat See Invisibility and even True Seeing. I also have HiPS, though, and that's primarily what you need to beat.

I have LoS to you. What do I see? Particularly, what kind of equipment do you have?

[User]
 You see a human wielding two kukris and wearing a chain shirt, a cloak, various other items that may or may not be magical, and some boots with small wings on them.

Yeah with that horrible Spot I have, this may be over if I can't ever find you.  I have a feeling if you went to this much trouble to be undetected that you have Greater Invis up so you can attack me from a distance and I'll never know where you are.  If you think I have a shot at locating you, then we can continue, but otherwise there's not much point I think.

[User]
 You probably can't ever find me. My hide while attacking or casting a spell is +37 and it's impossible to hear me. I assume you've made preparations for fighting spellcasters, but you should get your hands on something to beat stealthy types too. A Blindfold of True Darkness would have found me by now, for example.

I hit you with a spell, will save DC 24 negates.

If you make the save, a DC 28 spellcraft check reveals the spell you just resisted:

 Spoiler
Hold Person

You don't detect any more happenings this turn.

OO:

 Spoiler
5-step up to C11+20, cast Quickened Hold Person, start casting Dominate person with 4 spin.

Your turn.

[User]
 Hmm, I just re-read through my sheet and I think I'm not totally helpless yet, assuming I don't fail the save for the save or suck/die/lose that you just tossed at me.

 (1d20+18)[ 22 ]

[User]
 OMG.  So, my turn is to spend a full-round action to make another save.

 (1d20+18)[ 33 ]

Ok, and with a swift action, I now have blindsense out to 30 ft.  Do I detect you now?  Oh, and your turn.

[User]
 You detect something in C11, 20 feet off the ground.

Make a will save, DC 30.

If you succeed:

 Spoiler
Roll again. I can force rerolls.

If you beat that one as well:

 Spoiler
Roll yet again. I can do it twice. 😉

If you're still unaffected, the DC to identify the spell is 30. It's:

 Spoiler
Dominate Person

If you fail:

 Spoiler
You're Dominated.

My turn has just begun. My further actions depend on whether or not this affects you.

Edit: I forgot that the DC increases by 1 if you are denied your dex to AC. If you don't have some kind of Uncanny Dodge, it's DC 31.

[User]
 I do in fact have Uncanny Dodge.

 (1d20+18)[ 19 ]

...and I think that's game, isn't it?  Damn and I just figured out where you were too.  Grrr, if I had made that freakin save, I could've nailed you a good one that turn I spend using a full-round to make another save.

[User]
 A natural 1 on the first save? Ouch.

You're right; you could have hurt me pretty badly if you beat Hold Monster, assuming the 50% miss chance didn't save me.

[User] Wow, and I just realized I was doing my will saves wrong.  Moment of Perfect Clarity is what let me get a +18 to my Will save, normal is 4.  So yeah, I'm good and whooped.  Well, you've pointed out that Will saves are a major weakness in my character, and that I should've readied Iron Heart Surge.  If I had a turn to attack, I could've done (1d20+18) x 2 damage, and then 1d4+10d6+11 damage and stun.  I think I'm definitely going to rework a few feats and some of my equipment and skill points, so if you haven't started checking my sheet you can probably wait until it's redone.

[User] I held off on checking your character since I was fighting him. PM me when your character is ready for review.


[User] Bah, you're going to lose like so many others against the power of my talking collar! Doliest yells, walking into the arena in a flapping Trenchcoat(TM).

[User]
 Yes, my dear fellow, whatever you say. But don't come whining to me when you lose!  A very, very British man in blue armor exclaims, walking forward, dice in hand.

Initiative:  (1d20)[ 10 ]
Hand:  (5d43)[ 16 ][ 11 ][ 18 ][ 25 ][ 3 ](73)
Reroll:  (3d43)[ 42 ][ 20 ][ 2 ](64)

 Spoiler
 1. Sabersaurus
2. Sabersaurus
3. Black Stego
4. Dark Driceratops
5. Gilasaurus
6. Gilasaurus
7. Gilasaurus
8. Hydrogeddon
9. Hydrogeddon
10. Hydrogeddon
11. Hyper Hammerhead
12. Hyper Hammerhead
13. Jurak Monolov
14. Jurak Monolov
15. Jurak Monolov
16. Jurak Protapus
17. Jurak Protapus
18. Jurak Protapus
19. Jurak Tyranus
20. Jurak Tyranus
21. Jurak Tyranus
22. Jurak Vello
23. Jurak Vello
24. Jurak Vello
25. Fissure
26. Hammer Shot
27. Jurassic World
28. Jurassic World
29. Lightning Vortex
30. Mystical Space Typhoon
31. Nobleman of Crossout
32. Swords of Revealing Light
33. Bottomless Trap Hole
34. Bottomless Trap Hole
35. Bottomless Trap Hole
36. Fossil Excavation
37. Fossil Excavation
38. Magic Cylinder
39. Mirror Force
40. Sakuretsu Armor
41. Wall of Revealing Light
42. Widespread Ruin
43. Widespread Ruin

Synchro:
Jurak Giganot
Jurak Giganot
Jurak Giganot
Flamvell Urquizas
Flamvell Urquizas
Flamvell Urquizas

[User]
 Whatever, let the schooling begin.

Initiative-
 (1d20)[ 9 ]
Hand-
 (5d40)[ 11 ][ 35 ][ 1 ][ 24 ][ 34 ](105)
Deck-

 Spoiler

1.Blue-eyes white dragon
2.Blue-eyes white dragon
3.Blue-eyes white dragon
4.Beserk Dragon
5.Divine Dragon Ragnarok
6.Saggi the dark clown
7.Saggi the dark clown
8.X-head cannon
9.X-head cannon
10.Blade Knight
11.Scrap-iron scarecrow
12.Sakretsu Armor
13.Sakretsu Armor
14.Mirror force
15.Magic Cylinder
16.Crush Card Virus
17.The Flute Of summoning Dragon
18.Smashing Ground
19.Shield Crush
20.Polymerization
21.Polymerization
22.Monster Reborn
23.Emergency Provisions
24.Cost Down
25.Burst stream of destruction
26.A Wing-beat of giant dragon
27.A feather of the phoenix
28.A feather of the phoenix
29.Z-metal tank
30.Z-metal tank
31.Y-Dragon Head
32.Y-Dragon Head
33.Masked Dragon
34.Masked Dragon
35.Masked Dragon
36.Lord of D.
37.Kaiser sea horse
38.Exploder Dragon
39.Decoy Dragon
40.Deal with dark ruler

Extra deck-
Blue eyes ultimate dragon
2x XYZ dragon cannon
King of Dragun

Hand(5)

 Spoiler

BEWD
Masked Dragon x2
Cost Down
Scrap-iron Scarecrow

[User]
 Alright, winner gets bragging rights over the loser then!

DRAW
 (1d38)[ 32 ](32)

I Summon Hyper Hammerhead in Attack Mode and set a card face down.
End Turn

Field:
Hyper Hammerhead (1500 atk, 1200 def)
(face down)
 Spoiler
 fossil excavation

Hand:

 Spoiler
 Jurak Protapus
Jurak Protapus
Fissure
Black Stego

Deck:

 Spoiler
 1. Sabersaurus
2. Sabersaurus
3. Dark Driceratops
4. Gilasaurus
5. Gilasaurus
6. Gilasaurus
7. Hydrogeddon
8. Hydrogeddon
9. Hydrogeddon
10. Hyper Hammerhead
11. Jurak Monolov
12. Jurak Monolov
13. Jurak Monolov
14. Jurak Protapus
15. Jurak Tyranus
16. Jurak Tyranus
17. Jurak Tyranus
18. Jurak Vello
19. Jurak Vello
20. Jurak Vello
21. Hammer Shot
22. Jurassic World
23. Jurassic World
24. Lightning Vortex
25. Mystical Space Typhoon
26. Nobleman of Crossout
27. Swords of Revealing Light
28. Bottomless Trap Hole
29. Bottomless Trap Hole
30. Bottomless Trap Hole
31. Fossil Excavation
32. Magic Cylinder
33. Mirror Force
34. Sakuretsu Armor
35. Wall of Revealing Light
36. Widespread Ruin
37. Widespread Ruin

[User]
 Three turns or less;
 (1d35)[ 3 ]
 I play a monster and a card facedown and end my turn.
Hand-

 Spoiler

BEWD
Cost down
Beserk Dragon
Masked Dragon

Facedowns

 Spoiler

Scrap-iron Scarecrow
Masked Dragon

--Facedown--
--Facedown--

[User]
 Right then...
Draw:
 (1d37)[ 4 ]

I special summon Gilasaurus in defense mode and summon Jurak Protapus in Attack Mode! Hyper Hammerhead attack his facedown moster with your obscenely long and complicated attack name!

[User] You destroy my masked dragon, which summons a masked dragon, which summons a masked dragon.

[User]
 Main Phase 2:

I activate Fissure to destroy your remaining masked dragon.

I end my turn.

Hand:
 Spoiler
 Jurak Protapus
Black Stego

[User]
 Okay I draw-
 (1d34)[ 30 ]
 I summon Lord of D, and destroy Gilasaurus! Then I end my turn.
Hand-

 Spoiler

BEWD
Beserk Dragon
Cost down

Facedown-

 Spoiler

Scrap-Iron scarecrow

Field-
--LoD--
--Facedown--

[User]
 I draw my righteous card of justice!
 (1d36)[ 27 ]

I set a facedown and activate my continuous trap card "Fossil Excavation"!
This allows me to discard a card from my hand to pull any dinosaur monster from my graveyard to the field! I discard Jurak Protapus and pull it to the field! The only downside to this strategy is that my Jurak doesn't get it's effect!

I summon Black Stego from my hand in Attack Mode!

Hyper Hammerhead, ATTACK!

Both Jurak monsters and the Stego attack directly. End turn

Field:
Black Stego ATK 1200 DEF 2000 *attack mode*
Jurak Protapus x2 ATK 1700 DEF 1200 *both attack mode*
Hyper Hammerhead ATK 1500 DEF 1200 *attack mode*

Fossil Excavation
FACE DOWN

 Spoiler
 bottomless trap hole

[User] Okay, I think you understand how the roll mechanics work so I'm surrending.

[User] Right. Thanks for the session.


[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 cramped, 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, a torch is already lit, resting in a bracket by the sole door visible in the room.

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2||W|||
[/table]

There is a door at A-1, west side.

DM notes:
 Spoiler
2, 1, 9

[User]
 ((This is my first ever post in a play-by-post, so please bear with any problems with format))

Wrecca surveys his surroundings.  The single door beckons to him, but wary from his knowledge of the dangers of dungeons, he stoops to search the floor in front of the door for any sort of trap.

 (1d20+4)[ 14 ]

If there are no traps to be found, Wrecca moves into A1, listens at the door...

  (1d20+4)[ 21 ]

...and checks it and the torch holder next to it for traps.  (1d20+4)[ 16 ]

 And in case you want two search checks here:  (1d20+4)[ 14 ]

If there are traps in either A1 or on the door, the disable device checks are as follows, each only if necessary:

 (1d20+8)[ 27 ]
 (1d20+8)[ 26 ]

Also, in the case that the door is locked, Wrecca tries to unlock it:  (1d20+6)[ 11 ]

Assuming Wrecca is still alive, he opens the door to the next room.

[User]
 You see no traps on the door on the door or near the torch. However...

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] Wrecca carefully takes his morningstar by the business end and uses the wooden haft to push on the door, in an attempt to open it without getting zapped.

[User]
 The door opens without issue. The wires snap and fall uselessly to the side.

Outside, there is a hall running to the north and south. It's impossible to tell how far without a light source.

[User]
 Wrecca reaches into his backpack and withdraws his bullseye lantern, filling it with oil and lighting the wick.  He opens the shutter, aiming the bright beam of light north down the hall.

Spot Check  (1d20+4)[ 20 ]
Listen Check  (1d20+4)[ 14 ]

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

[User]
 Wrecca nervously moves down the hallway, his eyes glancing constantly to the floor, to the walls, and back up ahead again, looking for any danger.

Search  (1d20+4)[ 19 ]

When he reaches the turn, he stops and looks down the eastward hallway.

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

If you continue down the hall:
 Spoiler
At the eastern bend, you see that the hall continues for thirty feet before turning to the south. Ten feet from the bend you're at, there is a short (five foot) hallway on the north side, which ends in a door.

[User]
 Wondering what next, Wrecca continues to search for traps as he makes his way down the hall, turning left to investigate the door to the north.  This door he checks for traps thoroughly.

Searching for traps on the way down the hall  (1d20+4)[ 18 ]

Search for traps on the door: Wrecca takes a 20 for a 24.

[User] You find a tripwire in front of the door.

[User]
 Wrecca will disable the tripwire, careful not to destroy it so that he can reset it if need be.

Disable Device  (1d20+8)[ 12 ]

Wrecca then uses the haft of his morningstar to push the door open.

[User] That would trigger it, as you failed by at least five. However, it's only fair that I should point out that you can easily step over any tripwires you discover.

[User] Heh, I guess you're right.  Wrecca does so.

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

There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.

There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. They look wary.

[User]
 Wrecca cautiously surveys the elves.

 "Err..." he hesitates, unsure of what to say.
  He starts in Elvish, "Greetings, I mean you no harm. I am called Wrecca. "

Diplomacy check?  (1d20-1)[ 0 ]

WOW on that Diplomacy check.

[User]
 The elves look at you contemptuously.

"What do you want?" one asks, spitting out the words.

[User]
 "Whoa, sorry to scare you. I just want some help... seems like I'm trapped in this dungeon, and I'm having a devil of a time at it so far."

He glances at the angry-looking elves, "Any chance you guys could help me find a way out of here?"

Another diplomacy check?  (1d20-1)[ 15 ]

[User]
 The elves seem to relax slightly, but still look suspicious.

"We have encountered nothing friendly thus far," one says. "And much that is unfriendly. It seemed wisest to wait for our kin to rescue us, rather than venturing into the halls and losing more of our number. We likely know less of this place than you, if you have traveled any considerable distance."

[User]
 Wrecca, "I haven't traveled far, and know little.  You say you've encountered others, and lost a companion?  Perhaps we'd all be safer together? But if you desire to stay here, I will not disturb you any further than to ask you to allow me passage and any little information you might aid me with."

Another diplomacy check (or gather information, which is at the same penalty), I reckon  (1d20-1)[ 2 ]

Wrecca looks at the door behind the elf nearest him, and then over at the other across the room.  "Do you know what lies beyond these doors?"

[User] The elf shakes his head sadly. "We cannot tell you much, except that there is a trap of some sort to the northwest of this room. We found Aarayn dead there, killed by darts with no obvious source."

[User]
 Wrecca nods. "I see.  I will avoid that at all cost then.  If you don't mind, I'll just check the door to the east for any traps, and be on my way.  May Corellon guide you to safety."

Final Diplomacy Check, just to see if I can make myself seem any less of a jerk to these guys.  (1d20-1)[ 4 ]

Wrecca moves across the room to the door at G4.
He checks it for traps.  Search  (1d20+4)[ 19 ]

[User] I think it's only fair to tell you that the lowest Search DC in this dungeon is 20.

[User]
 I suppose that is a suggestion that I take a 20?

I'll do so if you allow it now I guess.

[User] You find that there is a web of concealed copper wires strewn across the door.

[User] Wrecca just uses the haft of his morningstar to push it open, as before.

[User]
 The elves react with surprised shouts when the door seems to explode in a flash of bright blue light, but recover a moment later and thank you for finding and disabling the trap.

Opening the door reveals a corridor that runs to the north and south.

To the north, it continues for twenty-five feet before turning west.

To the south, it continues for fifteen feet before turning east. There is a door on the south side of the bend.

[User]
 Wrecca bids the elves farewell, apologizing again for startling them, and wishing them luck.  He turns right, walking south, searching the hallway for traps (Search 24) as he goes, and stepping over any tripwires he encounters.

Upon arriving at the door on the south wall of the bend, Wrecca checks it for traps (Search 24).  If he finds an electricity traps as he has before, he'll open the door with his morningstar again.

((Taking 20's on both Search checks.))

[User] You find a tripwire in front of the southern door. You also see that the hall continues to the east for ten feet before turning north.

[User] Wrecca avoids setting off the tripwire and opens the door with the haft of his morningstar.

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

There is a door at A-1, north side, which you are standing just outside of, and another at D-1, east side. There is a man, seemingly human except for his glowing blue eyes, seated in C-3 behind a table in B-2/C-2. He is wearing dark red robes that appear to be made of silk, and there is a worked silver and gold diadem atop his head. He looks up from a roll of parchment on his desk when you open the door, raising an eyebrow.

[User]
 Wrecca opens his eyes wide in surprise.

"Greetings, good sir.  You look like just the guy to ask for directions!"

[User]
 Spoiler
Everyone roleplays with this guy. Is it the eyebrow quirk?

Regardless, everything in the dungeon should be taken as an enemy. While I can RP out the scenes with you if you like, I didn't actually give anything a reason to be here, and it'll likely come out contrived. No matter what, any living thing you encounter should be considered a hostile target.

[User]
 (Its the eyebrow quirk. 🙂  Is this initiative then, or do I get a surprise round of some sort?)

Wrecca will move two squares south, and one southeast to close and hit him with his morningstar.

 Spoiler
 Initiative  (1d20+2)[ 3 ]
           Attack  (1d20+2)[ 13 ]
           Damage  (1d8)[ 6 ]
           Sneak Attack (if applicable)  (1d6)[ 2 ]

[User] (1d20)[ 5 ]   Whitetext.

[User]
 He reacts first, and you feel a missile of force slam into your chest, dealing  (1d4+1)[ 5 ]  damage. You also have a -4 penalty to strength until further notice.

Did you want to keep your old turn?

[User] I guess so, although that strength penalty will probably doom my attack. I'm down to 2 hit points by the way.

[User]
 It does indeed miss.

A loud snap sounds next to your ear, dealing 1 point of sonic damage. Will save.

Edit: He provokes an AoO for doing this.

[User]
 Wrecca takes advantage of his distraction with casting the spell and swings his morningstar again.

 Spoiler

Will save  (1d20+2)[ 22 ]
Attack of opportunity  (1d20+2)[ 6 ]
Damage  (1d8)[ 7 ]

[User]
 (I think it'll be Wrecca's turn again. He is really sucking [or I am])

Wrecca steadies himself, and attacks once more with the morningstar.

 Spoiler

Attack roll  (1d20+2)[ 6 ]
Damage  (1d8)[ 1 ]

[User]
 The dice do not favor you, good sir.

The man starts to cast another spell, provoking an AoO.

[User]
 Attack roll  (1d20+2)[ 20 ]
Damage  (1d8)[ 4 ]

[User]
 Concentration:  (1d20+4)[ 6 ]

His spell fizzles. He looks winded. Your go.

[User]
 Wrecca goes in for the kill

Morningstar Attack  (1d20+2)[ 18 ]
Damage  (1d8)[ 2 ]

[User]
 He's down and bleeding. I'll just assume you CDG him, because it would be really, really silly not to. 😛

150 xp, and the equipment mentioned on his body.

[User] Wrecca will take the parchment from the desk and the diadem from the guy's head.  He'll take a 20 searching the room for anything else, and another for searching the door for traps (24 Search total on both).

[User]
 The doors aren't trapped.

The desk turns out to have four drawers, all of which are locked.

[User]
 Wrecca will pick each lock, just one try a-piece. He'll take anything of value or of interest, then he'll go open the door.

 (1d20+6)[ 10 ]
 (1d20+6)[ 21 ]
 (1d20+6)[ 13 ]
 (1d20+6)[ 12 ]

[User] You unlock the second drawer easily enough, but it doesn't open.


[User]
 As Blue Ghost enters the Arena he is faced with Altaria's dark side, with his dyed black hair and leather jacket.
 "Once again we face each other Ghosty boy."
Playing field:
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Pandemonium
3) Pandemonium
4) Terraforming
5) Terraforming
6) Terraforming
7) Field Barrier
8) Field Barrier
9) Archfiend General
10) Archfiend General
11) Archfiend General
12) Rose, Warrior of Revenge
13) Rose, Warrior of Revenge
14) Rose, Warrior of Revenge
15) Terrorking Archfiend
16) Terrorking Archfiend
17) Infernalqueen Archfiend
18) Infernalqueen Archfiend
19) Shadowknight Archfiend
20) Earthbound Immortal Ccapac Apu
21) Archfiend Soldier
22) Archfiend Soldier
23) Darkbishop Archfiend
24) Darkbishop Archfiend
25) Earthbound Immortal Ccapac Apu
26) Life Absorbing Machine
27) Life Absorbing Machine
28) Solemn Wishes
29) Solemn Wishes
30) Call of the Haunted
31) Checkmate
32) Checkmate
33) Falling Down
34) Falling Down
35) Axe of Despair
36) Axe of Despair
37) Sakuretsu Armour
38) Sakuretsu Armour
39) Magic Jammer
40) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler

Face Downs:

[User]
 Create Water
 (1d20)[ 7 ]
 (5d40)[ 18 ][ 38 ][ 36 ][ 27 ][ 36 ](155)  (first 4 taken)
 (3d40)[ 37 ][ 29 ][ 18 ](84)  (37 taken)
If I win Initiative, I'll go first.
Playing field:
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Pandemonium
3) Pandemonium
4) Terraforming
5) Terraforming
6) Terraforming
7) Field Barrier
8) Field Barrier
9) Archfiend General
10) Archfiend General
11) Archfiend General
12) Rose, Warrior of Revenge
13) Rose, Warrior of Revenge
14) Rose, Warrior of Revenge
15) Terrorking Archfiend
16) Terrorking Archfiend
17) Infernalqueen Archfiend

19) Shadowknight Archfiend
20) Earthbound Immortal Ccapac Apu
21) Archfiend Soldier
22) Archfiend Soldier
23) Darkbishop Archfiend
24) Darkbishop Archfiend
25) Earthbound Immortal Ccapac Apu
26) Life Absorbing Machine

28) Solemn Wishes
29) Solemn Wishes
30) Call of the Haunted
31) Checkmate
32) Checkmate
33) Falling Down
34) Falling Down
35) Axe of Despair

39) Magic Jammer
40) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Infernalqueen Archfiend
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Sakuretsu Armour
Face Downs:

[User]
 Blue Ghost strides confidently into the arena and fixes his opponent with a defiant glare.

 The reign of your archfiends is coming to an end, Altaria.
 (d20)[ 1 ]
 (5d40)[ 36 ][ 13 ][ 33 ][ 2 ][ 28 ](112)
 (3d40)[ 35 ][ 6 ][ 12 ](53)

[User]
 "Crit. Fail on Initiative is not a good sign, Ghosty boy."  ((Note: I just got the urge to make a Toon deck))
 (1d35)[ 18 ]
 First of all, I summon the  Infernalqueen Archfiend  and play two face-downs.
Out of a wall of fire emerges a skeletal queen
 Then I'll equip my Queen with the  Axe of Despair
A large axe appears in the Queen's hands.
 And as soon as you draw I'll activate the  Life Absorbing Machine
Playing field:
{table="head]1|2|3|4|5
-|-|IA|-|-
-|AoD|F|LAM|-[/table]
IA= Infernalqueen Archfiend, ATK=1900
AoD= Axe of Despair
LAM= Life Absorbing Machine

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Pandemonium
3) Pandemonium
4) Terraforming
5) Terraforming
6) Terraforming
7) Field Barrier
8) Field Barrier
9) Archfiend General
10) Archfiend General
11) Archfiend General
12) Rose, Warrior of Revenge
13) Rose, Warrior of Revenge
14) Rose, Warrior of Revenge
15) Terrorking Archfiend
16) Terrorking Archfiend
17) Infernalqueen Archfiend

19) Earthbound Immortal Ccapac Apu
20) Archfiend Soldier
21) Archfiend Soldier
22) Darkbishop Archfiend
23) Darkbishop Archfiend
24) Earthbound Immortal Ccapac Apu
25) Life Absorbing Machine

26) Solemn Wishes
27) Solemn Wishes
28) Call of the Haunted
29) Checkmate
30) Checkmate
31) Falling Down
32) Falling Down
33) Axe of Despair

34) Magic Jammer
35) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

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

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Sakuretsu Armour
-Shadowknight Archfiend
Face Downs:
Sakuretsu Armour
Life Absorbing Machine

[User]
 So I lost the element of surprise. That is not the only factor in a battle.
 (d35)[ 26 ]
 It seems the weather is on my side today. I activate Heavy Storm!

A mighty gust of wind tears through the field, stripping bare the Archfiends' defenses.

 Now it is time for the downtrodden to liberate themselves from the oppressors. I summon Exiled Force! Attack the tyrant!

A ragtag group of warriors, wearing makeshift armor appears. They draw their swords and charge Infernalqueen, yelling war cries to the winds.

 The rebels have struck the first blow. The power of the Archfiends will soon be broken.
I will then Set 2 cards and end my turn.

OOC: Do you mind if I dispense of the table?

 Monsters:
 Exiled Force  ( 1000 /1000)

 Spell/Traps:
Face-down 1
Face-down 2

 Life Points:  8000

 Spoiler

 Hand:  2

 Spoiler

Oppressed People
Reinforcement of the Army

Face Down: Limit Reverse, Common Charity

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	People Running About
4.	People Running About
5.	People Running About
6.	United Resistance
7.	United Resistance
8.	United Resistance
9.	Tune Warrior
10.	Tune Warrior
11.	Marauding Captain
12.	Exiled Force
13.	Junk Synchron
14.	Junk Synchron
15.	Junk Synchron
16.	Sangan
17.	Magical Mallet
18.	Magical Mallet
19.	Card Destruction
20.	United We Stand
21.	Enchanting Fitting Room
22.	Enchanting Fitting Room
23.	Dark Factory of Mass Production
24.	Dark Factory of Mass Production
25.	Lightning Vortex
26.	Huge Revolution
27.	Huge Revolution
28.	Common Charity
29.	Mirror Force
30.	Call of the Haunted
31.	Limit Reverse
32.	Justi-Break
33.	Justi-Break
34.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm

 Removed from Play:

 Spoiler

Empty

[User]
 ((I'm fine with you not using the table))
 "Your rebels may have struck the first blow, but the great Fiends will retalliate with twice the force."
 (1d34)[ 2 ]
 "The weather may be on your side Ghosty, but the environment's on mine."
 I activate  Pandemonium !
 The walls of hell rise aorund the rebel troops.
 And now to dispense our elite enforcer, go  Shadowknight Archfiend , attack!
 The skeletal warrior that appears out of a hurricane cuts a swath through the rebels.
Playing field:
{table="head]1|2|3|4|5
-|-|SA|-|-
-|-|-|-|-[/table]
SA= Shadowknight Archfiend, ATK=2000
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium

3) Pandemonium
4) Terraforming
5) Terraforming
6) Terraforming
7) Field Barrier
8) Field Barrier
9) Archfiend General
10) Archfiend General
11) Archfiend General
12) Rose, Warrior of Revenge
13) Rose, Warrior of Revenge
14) Rose, Warrior of Revenge
15) Terrorking Archfiend
16) Terrorking Archfiend
17) Infernalqueen Archfiend

18) Earthbound Immortal Ccapac Apu
19) Archfiend Soldier
20) Archfiend Soldier
21) Darkbishop Archfiend
22) Darkbishop Archfiend
23) Earthbound Immortal Ccapac Apu
24) Life Absorbing Machine

25) Solemn Wishes
26) Solemn Wishes
27) Call of the Haunted
28) Checkmate
29) Checkmate
30) Falling Down
31) Falling Down
32) Axe of Despair

33) Magic Jammer
34) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 7900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend

Removed from Play:
 Spoiler
*nothing*

Hand- 1

 Spoiler
-Sakuretsu Armour
Face Downs:

[User]
 Blue Ghost grimaces as the warriors are cut down.
 The battle is hard, but we shall not give up, for we are fighting for our lives.
 (d34)[ 17 ]

[User]
 I activate my face-down Common Charity Trap Card and draw 2 more cards. See, all the common folk under the rule of the archfiends are contributing to the rebellion.
 (2d33)[ 4 ][ 7 ](11)
 I remove People Running About to pay for the cost.
Next, I activate Reinforcement of the Army to add Tune Warrior to my hand, and then I summon him to the field. As a Tuner, he can organize my rebels into a true fighting force.

[User]
 Then I activate Magical Mallet. I shuffle my hand into my Deck and draw 2 new cards.
 (2d32)[ 8 ][ 28 ](36)
 I activate my face-down Limit Reverse to Special Summon Exiled Force from my Graveyard. Then I tune him with Tune Warrior.

Let the earth be cleansed from the terror that has blighted it for so long. Spirit of the undefiled, come forth! Black Rose Dragon!

With Black Rose Dragon's effect, I will wipe the field clean. Then I Set another card face-down and end my turn.
 Monsters:
 Spell/Traps:
Face-down

 Life Points:  7500

 Spoiler

 Hand:  1

 Spoiler

United Resistance

Face Down: Call of the Haunted

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	People Running About
6.	United Resistance
7.	United Resistance
8.	Tune Warrior
9.	Marauding Captain
10.	Exiled Force
11.	Junk Synchron
12.	Junk Synchron
13.	Junk Synchron
14.	Sangan
15.	Magical Mallet
16.	Card Destruction
17.	United We Stand
18.	Enchanting Fitting Room
19.	Enchanting Fitting Room
20.	Dark Factory of Mass Production
21.	Dark Factory of Mass Production
22.	Lightning Vortex
23.	Huge Revolution
24.	Huge Revolution
25.	Common Charity
26.	Mirror Force
27.	Limit Reverse
28.	Justi-Break
29.	Justi-Break
30.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon

 Removed from Play:

 Spoiler

People Running About

[User]
 "Your rebels are dedicated, I'll give them that."
 (1d33)[ 26 ]
 I'll play two face downs and end my turn
Playing field:
{table="head]1|2|3|4|5
-|-|-|-|-
-|F|F|-|-[/table]

 Spoiler
Deck:

 Spoiler
1) Pandemonium

2) Pandemonium
3) Terraforming
4) Terraforming
5) Terraforming
6) Field Barrier
7) Field Barrier
8) Archfiend General
9) Archfiend General
10) Archfiend General
11) Rose, Warrior of Revenge
12) Rose, Warrior of Revenge
13) Rose, Warrior of Revenge
14) Terrorking Archfiend
15) Terrorking Archfiend
16) Infernalqueen Archfiend

17) Earthbound Immortal Ccapac Apu
18) Archfiend Soldier
19) Archfiend Soldier
20) Darkbishop Archfiend
21) Darkbishop Archfiend
22) Earthbound Immortal Ccapac Apu
23) Life Absorbing Machine

24) Solemn Wishes
25) Solemn Wishes

27) Checkmate
28) Checkmate
29) Falling Down
30) Falling Down
31) Axe of Despair

32) Magic Jammer
33) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 7900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Shadowknight Archfiend
-Pandemonium

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:
-Call of the Haunted
-Sakuretsu Armour

[User]
 Dedication is required for the work of freedom.
 (d30)[ 5 ]
 I summon United Resistance! Strike another blow for freedom!

A group of peasants rises up. Drawing makeshift weapons, they charge at Altaria.

 With that I end my turn.
 Monsters:
  United Resistance
 Spell/Traps:
Face-down

 Life Points:  7500

 Spoiler

 Hand:  1

 Spoiler

People Running About

Face Down: Call of the Haunted

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Tune Warrior
8.	Marauding Captain
9.	Exiled Force
10.	Junk Synchron
11.	Junk Synchron
12.	Junk Synchron
13.	Sangan
14.	Magical Mallet
15.	Card Destruction
16.	United We Stand
17.	Enchanting Fitting Room
18.	Enchanting Fitting Room
19.	Dark Factory of Mass Production
20.	Dark Factory of Mass Production
21.	Lightning Vortex
22.	Huge Revolution
23.	Huge Revolution
24.	Common Charity
25.	Mirror Force
26.	Limit Reverse
27.	Justi-Break
28.	Justi-Break
29.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon

 Removed from Play:

 Spoiler

People Running About

[User]
 (1d32)[ 3 ]
 First I activate Terraforming, putting Pandemonium back to my hand, and then back to the field
 "Then I activate Call of the Haunted, bringing my elite troop Shadowknight.
The skeletal warrior rises out of the ground.
 "Once again, cut a path through his pathetic Resistance"
The knight decapitates every member of the Resistance.
Playing field:
{table="head]1|2|3|4|5
-|-|SA|-|-
-|-|F|CotH|-[/table]
SA= Shadowknight Archfiend, ATK=2000
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler

2) Pandemonium

4) Terraforming
5) Terraforming
6) Field Barrier
7) Field Barrier
8) Archfiend General
9) Archfiend General
10) Archfiend General
11) Rose, Warrior of Revenge
12) Rose, Warrior of Revenge
13) Rose, Warrior of Revenge
14) Terrorking Archfiend
15) Terrorking Archfiend
16) Infernalqueen Archfiend

17) Earthbound Immortal Ccapac Apu
18) Archfiend Soldier
19) Archfiend Soldier
20) Darkbishop Archfiend
21) Darkbishop Archfiend
22) Earthbound Immortal Ccapac Apu
23) Life Absorbing Machine

24) Solemn Wishes
25) Solemn Wishes

26) Checkmate
27) Checkmate
28) Falling Down
29) Falling Down
30) Axe of Despair

31) Magic Jammer
32) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 6900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:
-Sakuretsu Armour

[User]
 This does not end here! The resistance will continue!
 (d29)[ 19 ]
 I activate my Call of the Haunted to bring back Black Rose Dragon! Incinerate that Shadowknight again!
I will then Set another monster and end my turn.
 Monsters:
 Black Rose Dragon  ( 2400 /1800)
Face-down

 Spell/Traps:
 Call of the Haunted
 Life Points:  7000

 Spoiler

 Hand:  1

 Spoiler

Dark Factory of Mass Production

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Tune Warrior
8.	Marauding Captain
9.	Exiled Force
10.	Junk Synchron
11.	Junk Synchron
12.	Junk Synchron
13.	Sangan
14.	Magical Mallet
15.	Card Destruction
16.	United We Stand
17.	Enchanting Fitting Room
18.	Enchanting Fitting Room
19.	Dark Factory of Mass Production
20.	Lightning Vortex
21.	Huge Revolution
22.	Huge Revolution
23.	Common Charity
24.	Mirror Force
25.	Limit Reverse
26.	Justi-Break
27.	Justi-Break
28.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon
United Resistance

 Removed from Play:

 Spoiler

People Running About

[User]
 You think your Dragon can penetrate an elite Knight's  Sakuretsu Armour?
(I activate Sakuretsu Armour, destroying your Dragon)

[User]
 Very well. I shall just Set my monster and end my turn.
 Monsters:
Face-down

 Spell/Traps:
 Life Points:  7000

 Spoiler

 Hand:  1

 Spoiler

Dark Factory of Mass Production

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Tune Warrior
8.	Marauding Captain
9.	Exiled Force
10.	Junk Synchron
11.	Junk Synchron
12.	Junk Synchron
13.	Sangan
14.	Magical Mallet
15.	Card Destruction
16.	United We Stand
17.	Enchanting Fitting Room
18.	Enchanting Fitting Room
19.	Dark Factory of Mass Production
20.	Lightning Vortex
21.	Huge Revolution
22.	Huge Revolution
23.	Common Charity
24.	Mirror Force
25.	Limit Reverse
26.	Justi-Break
27.	Justi-Break
28.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon
United Resistance
Call of the Haunted

 Removed from Play:

 Spoiler

People Running About

[User]
 "Your puny resistance is no match for the Archfiend Elite"
 (1d30)[ 13 ]
 Now, all hail the king of fiends, come forth  Terrorking Archfiend !
A skeletal figue with a crown and black wings walks out of a tornado of shadow in the central altar of Pandemonium
 Now, Shadowknight, attack his facedown, Terrorking, attck him!
The two fiends charge, the Knight slicing the face down into halves and the king slashing Blue Ghost with a Claymore.
Playing field:
{table="head]1|2|3|4|5
-|TK|SA|-|-
-|-|-|CotH|-[/table]
SA= Shadowknight Archfiend, ATK=2000
TK= Terrorking Archfiend, ATK=2000
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Terraforming
3) Terraforming
4) Field Barrier
5) Field Barrier
6) Archfiend General
7) Archfiend General
8) Archfiend General
9) Rose, Warrior of Revenge
10) Rose, Warrior of Revenge
11) Rose, Warrior of Revenge
12) Terrorking Archfiend

14) Infernalqueen Archfiend
15) Earthbound Immortal Ccapac Apu
16) Archfiend Soldier
17) Archfiend Soldier
18) Darkbishop Archfiend
19) Darkbishop Archfiend
20) Earthbound Immortal Ccapac Apu
21) Life Absorbing Machine
22) Solemn Wishes
23) Solemn Wishes
24) Checkmate
25) Checkmate
26) Falling Down
27) Falling Down
28) Axe of Despair
29) Magic Jammer
30) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 6900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming
-Sakuretsu Armour

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:

[User]
 A group of helpless men and women scatter before the charging Shadowknight, but are caught and mowed down.

 ... You like massacring innocents, do you?
 (d28)[ 7 ]
 I Set another monster and end my turn. That's all I can do for now.
 Monsters:
Face-down

 Spell/Traps:
 Life Points:  5000

 Spoiler

 Hand:  1

 Spoiler

Dark Factory of Mass Production

Face-down: Tune Warrior

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Marauding Captain
8.	Exiled Force
9.	Junk Synchron
10.	Junk Synchron
11.	Junk Synchron
12.	Sangan
13.	Magical Mallet
14.	Card Destruction
15.	United We Stand
16.	Enchanting Fitting Room
17.	Enchanting Fitting Room
18.	Dark Factory of Mass Production
19.	Lightning Vortex
20.	Huge Revolution
21.	Huge Revolution
22.	Common Charity
23.	Mirror Force
24.	Limit Reverse
25.	Justi-Break
26.	Justi-Break
27.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon
United Resistance
Call of the Haunted
People Running About

 Removed from Play:

 Spoiler

People Running About

[User]
 ((Hey, an evil alter ego has to try))
 "Your Resistance will not stand for much longer."
 (1d29)[ 6 ]
 "Now, I summon the Terrorking's most trusted servant, the  Archfiend General . Now Shadowknight destroys your face down and my other two Archfiends will cripple you."
Shadowknight once again kills some innocents while Blue ghost is flanked and hit by some Slashing Damage.
Playing field:
{table="head]1|2|3|4|5
-|TK|SA|AG|-
-|-|-|CotH|-[/table]
SA= Shadowknight Archfiend, ATK=2000
TK= Terrorking Archfiend, ATK=2000
AG= Archfiend General, ATK=2100
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Terraforming
3) Terraforming
4) Field Barrier
5) Field Barrier
6) Archfiend General
7) Archfiend General
8) Archfiend General
9) Rose, Warrior of Revenge
10) Rose, Warrior of Revenge
11) Rose, Warrior of Revenge
12) Terrorking Archfiend

13) Infernalqueen Archfiend
14) Earthbound Immortal Ccapac Apu
15) Archfiend Soldier
16) Archfiend Soldier
17) Darkbishop Archfiend
18) Darkbishop Archfiend
19) Earthbound Immortal Ccapac Apu
20) Life Absorbing Machine
21) Solemn Wishes
22) Solemn Wishes
23) Checkmate
24) Checkmate
25) Falling Down
26) Falling Down
27) Axe of Despair
28) Magic Jammer
29) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 6900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming
-Sakuretsu Armour

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:

[User]
 Argh...
 (d27)[ 10 ]
 A last-ditch effort... I summon Junk Synchron, and with its effect bring back the People Running About who you killed last turn, and tune the two.

Relief to the downtrodden, new hope for the oppressed, Synchro Summon, Magical Android!
Destroy Terrorking Archfiend!

Magical Android unleashes a wave of psychic energy, striking down Terrorking Archfiend.

 The Archfiends may not be yet broken, but now there is hope again. I end my turn, and Magical Android shall replenish 600 of my Life Points.
 Monsters:
 Magical Android  ( 2400 /1700)
 Spell/Traps:
 Life Points:  1500

 Spoiler

 Hand:  1

 Spoiler

Dark Factory of Mass Production

Face-down: Tune Warrior

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Marauding Captain
8.	Exiled Force
9.	Junk Synchron
10.	Junk Synchron
11.	Sangan
12.	Magical Mallet
13.	Card Destruction
14.	United We Stand
15.	Enchanting Fitting Room
16.	Enchanting Fitting Room
17.	Dark Factory of Mass Production
18.	Lightning Vortex
19.	Huge Revolution
20.	Huge Revolution
21.	Common Charity
22.	Mirror Force
23.	Limit Reverse
24.	Justi-Break
25.	Justi-Break
26.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon
United Resistance
Call of the Haunted
Tune Warrior
Junk Synchron

 Removed from Play:

 Spoiler

People Running About
People Running About

[User]
 "Dammit, we'll need to go on a defensive for a short time."
 (1d28)[ 17 ]
I'll play a monster face down but my Archfiends will hold position.
Playing field:
{table="head]1|2|3|4|5
-|F|SA|AG|-
-|-|-|CotH|-[/table]
SA= Shadowknight Archfiend, ATK=2000
AG= Archfiend General, ATK=2100
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Terraforming
3) Terraforming
4) Field Barrier
5) Field Barrier

6) Archfiend General
7) Archfiend General
8) Rose, Warrior of Revenge
9) Rose, Warrior of Revenge
10) Rose, Warrior of Revenge
11) Terrorking Archfiend

12) Infernalqueen Archfiend
13) Earthbound Immortal Ccapac Apu
14) Archfiend Soldier
15) Archfiend Soldier
16) Darkbishop Archfiend

18) Earthbound Immortal Ccapac Apu
19) Life Absorbing Machine
20) Solemn Wishes
21) Solemn Wishes
22) Checkmate
23) Checkmate
24) Falling Down
25) Falling Down
26) Axe of Despair
27) Magic Jammer
28) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 6900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming
-Sakuretsu Armour
-Terrorking Archfiend

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:
Darkbishop Archfiend

[User]
 What, you can't crush the puny resistance?
 (d26)[ 18 ]
 Magical Android strikes down Archfiend General, and I end my turn, gaining 600 more Life Points.

OOC: I wish I had Thought Ruler Archfiend in my Extra Deck, but how do you justify that flavor-wise?

 Monsters:
 Magical Android  ( 2400 /1700)

 Spell/Traps:
 Life Points:  2100

 Spoiler

 Hand:  2

 Spoiler

Dark Factory of Mass Production
Lightning Vortex

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Marauding Captain
8.	Exiled Force
9.	Junk Synchron
10.	Junk Synchron
11.	Sangan
12.	Magical Mallet
13.	Card Destruction
14.	United We Stand
15.	Enchanting Fitting Room
16.	Enchanting Fitting Room
17.	Dark Factory of Mass Production
18.	Huge Revolution
19.	Huge Revolution
20.	Common Charity
21.	Mirror Force
22.	Limit Reverse
23.	Justi-Break
24.	Justi-Break
25.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon
United Resistance
Call of the Haunted
Tune Warrior
Junk Synchron

 Removed from Play:

 Spoiler

People Running About
People Running About

[User]
 "I hardly think a Phsycic Robot comes under the same category."
 (1d27)[ 7 ]
Another Archfiend General says hi
Playing field:
{table="head]1|2|3|4|5
-|F|SA|AG|-
-|-|-|CotH|-[/table]
SA= Shadowknight Archfiend, ATK=2000
AG= Archfiend General, ATK=2100
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Terraforming
3) Terraforming
4) Field Barrier
5) Field Barrier

6) Archfiend General

8) Rose, Warrior of Revenge
9) Rose, Warrior of Revenge
10) Rose, Warrior of Revenge
11) Terrorking Archfiend

12) Infernalqueen Archfiend
13) Earthbound Immortal Ccapac Apu
14) Archfiend Soldier
15) Archfiend Soldier
16) Darkbishop Archfiend

17) Earthbound Immortal Ccapac Apu
18) Life Absorbing Machine
19) Solemn Wishes
20) Solemn Wishes
21) Checkmate
22) Checkmate
23) Falling Down
24) Falling Down
25) Axe of Despair
26) Magic Jammer
27) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 6200
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming
-Sakuretsu Armour
-Terrorking Archfiend

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:
Darkbishop Archfiend

[User]
 Well, the Resistance has to invoke some outside help from Synchro monsters. But using Archfiends would be stretching it too far.
 (d25)[ 24 ]
 Throw as many soldiers and generals against us as you wish. Our Android ally can overcome them all. Attack!

Another wave of psychic energy brings down the new General.

 With each passing turn, the resistance grows. I end my turn and gain 600 more Life Points.
 Monsters:
 Magical Android  ( 2400 /1700)
 Spell/Traps:
 Life Points:  2700

 Spoiler

 Hand:  3

 Spoiler

Dark Factory of Mass Production
Lightning Vortex
Justi-Break

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Marauding Captain
8.	Exiled Force
9.	Junk Synchron
10.	Junk Synchron
11.	Sangan
12.	Magical Mallet
13.	Card Destruction
14.	United We Stand
15.	Enchanting Fitting Room
16.	Enchanting Fitting Room
17.	Dark Factory of Mass Production
18.	Huge Revolution
19.	Huge Revolution
20.	Common Charity
21.	Mirror Force
22.	Limit Reverse
23.	Justi-Break
24.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Tune Warrior
Black Rose Dragon
United Resistance
Call of the Haunted
Tune Warrior
Junk Synchron

 Removed from Play:

 Spoiler

People Running About
People Running About

[User]
 "Yet each turn brings me closer to a useful card."
 (1d26)[ 11 ]
I summon another Infernalqueen and end.
Playing field:
{table="head]1|2|3|4|5
-|F|SA|IA|-
-|-|-|CotH|-[/table]
SA= Shadowknight Archfiend, ATK=2000
IA= Infernalqueen Archfiend, ATK=900
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Terraforming
3) Terraforming
4) Field Barrier
5) Field Barrier

6) Archfiend General

7) Rose, Warrior of Revenge
8) Rose, Warrior of Revenge
9) Rose, Warrior of Revenge
10) Terrorking Archfiend

12) Earthbound Immortal Ccapac Apu
13) Archfiend Soldier
14) Archfiend Soldier
15) Darkbishop Archfiend

16) Earthbound Immortal Ccapac Apu
17) Life Absorbing Machine
18) Solemn Wishes
19) Solemn Wishes
20) Checkmate
21) Checkmate
22) Falling Down
23) Falling Down
24) Axe of Despair
25) Magic Jammer
26) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 5900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming
-Sakuretsu Armour
-Terrorking Archfiend
-Archfiend General
-Archfiend General

Removed from Play:
 Spoiler
*nothing*

Hand- 0

 Spoiler

Face Downs:
Darkbishop Archfiend

[User]
 It's just a matter of time now. Your reign will end.
 (d24)[ 20 ]
 I activate Dark Factory of Mass Production to add my two Tune Warriors from my Graveyard to my hand. Then I summon one Tune Warrior.
Magical Android destroys the loathed Shadowknight, and Tune Warrior slays Infernalqueen.
I then Set two cards and end my turn, reaping another 600 Life Points from Android.
 Monsters:
 Magical Android  ( 2400 /1700)
 Tune Warrior  ( 1600 /300)

 Spell/Traps:
Face-down
Face-down

 Life Points:  3300

 Spoiler

 Hand:  2

 Spoiler

Lightning Vortex
Tune Warrior

Face Down: Justi-Break, Common Charity

 Deck:

 Spoiler

1.	Oppressed People
2.	Oppressed People
3.	Oppressed People
4.	People Running About
5.	United Resistance
6.	United Resistance
7.	Marauding Captain
8.	Exiled Force
9.	Junk Synchron
10.	Junk Synchron
11.	Sangan
12.	Magical Mallet
13.	Card Destruction
14.	United We Stand
15.	Enchanting Fitting Room
16.	Enchanting Fitting Room
17.	Dark Factory of Mass Production
18.	Huge Revolution
19.	Huge Revolution
20.	Mirror Force
21.	Limit Reverse
22.	Justi-Break
23.	Human-Wave Tactics

 Extra Deck:

 Spoiler

2x Armory Arm
2x Ally of Justice Catastor
2x Junk Warrior
1x Magical Android
1x Flamvell Uruquizas
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
1x Stardust Dragon
1x Colossal Fighter
2x Mist Wurm

 Graveyard:

 Spoiler

Heavy Storm
Exiled Force
Common Charity
Reinforcement of the Army
Magical Mallet
Limit Reverse
Black Rose Dragon
United Resistance
Call of the Haunted
Junk Synchron
Dark Factory of Mass Production

 Removed from Play:

 Spoiler

People Running About
People Running About

[User]
 ((Wow, that android really shut me down))
 (1d25)[ 4 ]
Looking through my deck now, there's actually no way I can get the upper hand now.
 "Fine, the Resistance and their robot friend have won, the Archfiends will pull out of the Territory."
Playing field:
{table="head]1|2|3|4|5
-|F|-|-|-
-|-|-|-|-[/table]
SA= Shadowknight Archfiend, ATK=2000
IA= Infernalqueen Archfiend, ATK=900
CotH= Call of the Haunted
Field= Pandemonium

 Spoiler
Deck:

 Spoiler
1) Pandemonium
2) Terraforming
3) Terraforming

5) Field Barrier

6) Archfiend General

7) Rose, Warrior of Revenge
8) Rose, Warrior of Revenge
9) Rose, Warrior of Revenge
10) Terrorking Archfiend

11) Earthbound Immortal Ccapac Apu
12) Archfiend Soldier
13) Archfiend Soldier
14) Darkbishop Archfiend

15) Earthbound Immortal Ccapac Apu
16) Life Absorbing Machine
17) Solemn Wishes
18) Solemn Wishes
19) Checkmate
20) Checkmate
21) Falling Down
22) Falling Down
23) Axe of Despair
24) Magic Jammer
25) Magic Jammer

Extra Deck:

 Spoiler
1.	Thought Ruler Archfiend
2.	Thought Ruler Archfiend
3.	Thought Ruler Archfiend
4.	Red Dragon Archfiend
5.	Red Dragon Archfiend
6.	Red Dragon Archfiend

Stats:
Life Points: 4900
Graveyard:
 Spoiler
-Sakuretsu Armour
-Axe of Despair
-Life Absorbing Machine
-Infernalqueen Archfiend
-Pandemonium
-Terraforming
-Sakuretsu Armour
-Terrorking Archfiend
-Archfiend General
-Archfiend General
-Shadowknight Archfiend
-Infernalqueen Archfiend
-Call of the Haunted

Removed from Play:
 Spoiler
*nothing*

Hand- 1

 Spoiler
-Field Barrier
Face Downs:
Darkbishop Archfiend

[User]
 (So, is the duel over now?)

 Freedom at last. Now to deal with the messy business of restoring order...