[User]
 Draken vs. Thalnawr

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Aiden, Hound. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

 Draken

 Spoiler
The Hound of Doom starts at I30.

 Thalnawr

 Spoiler
Aidan Windblade starts at AA5.

[User]
 The Hound, using his massive, arena-covering telepathy.
   "I will DEVOUR your SOUL."
 Initiative

 Spoiler
 (1d20+2)[ 4 ]

 Actions!

 Spoiler

Swift Action: Enter Child of Shadow Stance.
Standard Action: Activate Ring of Invisibility.

[User]
 Preparing for deadly battle, Aidan grins at his foe's confidence.

Actions

 Spoiler
Swift action: Enter Absolute Steel stance
Standard action: Activate Ring of Invisibility

Initiative

 Spoiler
(1d20+9)

[User]
 Trying initiative again...
 (1d20+9)[ 29 ]

[User]
 Actions

 Spoiler
Full Round: Gain Psionic Focus DC20 Concentration  (1d20+21)[ 40 ]
Free Action: Manifest Mind Blade

[User]
 Action: round 1

 Spoiler
Move and Standard actions: The Hound double moves to R19.
Swift Action: Enter the Dance of the Spider stance.

[User]
 Action Round 2:

 Spoiler
Aidan moves Up the Walls to X10, hoping to get a glimpse of his foe

[User]
 Shoulda put a spot check on the last post.

 Spoiler
Aidan scans the area (Spot Check)  (1d20+10)[ 15 ]

[User]
 You are now within Mindsight range. You see nothing.

   "You. Cannot. See. ME. But. I. can see. YOU."
 Round 2 Actions.

 Spoiler
Move & Standard: Double Move to X16.
Swift Action: Use Sudden Leap Maneuver to jump to X12
No need to roll the Jump check, as the DC is just 20 and skill checks don't suffer automatic failures.

Also, Aiden is now within Blindsight range.

Spent Maneuvers:

 Spoiler

Sudden Leap: 1

[User]
 Time for a change of tactics.
Round 3 Actions:

 Spoiler
Swift Action: Change stance to Hearing the Air (30 foot blindsense) Which should make it so I sense the Hound.
Move Action: Charge mind blade with Psychic Strike (+3d8 damage)  Lasts till I hit with it.
Standard Action: Initiate Lightning Throw strike towards the hound.
Attack roll:  (1d20+27)[ 40 ]  Concealment 50%:  (1d100)[ 26 ]  Damage:  (1d10+8)[ 10 ]  +  (1d4)[ 1 ]  +  (3d8)[ 13 ]  +  (12d6)[ 37 ]

Spent Maneuvers:

 Spoiler
Lightning Throw: 1

[User]
 The hound howls in pain and anger as it is struck.

Total damage: 46 (Damage reduction 5)

   "Surrender. Your. LIFE."
 Third Round Actions:

 Spoiler
Swift: Activate Dancing Moongose.
Standard: Attack with Tongue. Twice.
 Attack Roll:   (1d20+30)[ 32 ] ,  Damage Roll:    (1d4+11)[ 14 ]  + 2 Negative levels + Fortitude Save DC 24 or be paralized for  (1d6+2)[ 3 ]  minutes.
 Attack Roll:   (1d20+30)[ 33 ] ,  Damage Roll:    (1d4+11)[ 15 ]  + 2 Negative levels + Fortitude Save DC 24 or be paralized for  (1d6+2)[ 3 ]  minutes.
In addition, if the attack hits, the Hound can start a grapple check without incurring an AaO, and if he succeeds, he pulls you to his square and automaticaly tries a bite attack.
 Possible Grapple Check :  (1d20+26)[ 31 ]
 Possible Second Grapple Check :  (1d20+26)[ 33 ]
 Possible Bite attack:   (1d20+27)[ 38 ] ,  Damage:   (2d6+7)[ 13 ] , plus 2 Negative levels.
 Possible second Bite attack:   (1d20+27)[ 39 ] ,  Damage:   (2d6+7)[ 10 ] , plus 2 Negative levels.

Possible Critical confirmations:

 Spoiler

 First tongue :  (1d20+30)[ 38 ]
 Second tongue :  (1d20+30)[ 40 ]
 First bite :  (1d20+27)[ 36 ]
 Second bite :  (1d20+27)[ 34 ]

Maneuvers Spent:

 Spoiler

Sudden leap: 1
Dancing Moongose: 1

(WOW. Rolled 2 and 3 on the attack rolls for the tongues. Luckly I am attacking your flat-footed AC.)

[User]
 2 Tongue attacks miss (phew).

 How about you surrender yours, dog?

Actions Round 4:

 Spoiler
Tumble check to drop into X11 without damage (DC15)  (1d20+25)[ 41 ]
Expend Psionic Focus for Deep Impact (attack roll is resolved as touch attack)
Standard Action: Initiate Divine Surge  (1d20+27)[ 41 ]
Damage  (1d10+8)[ 12 ]  +  (1d4)[ 2 ]  +  (8d8)[ 37 ]
Swift Action: If the attack roll succeeded, regain Psionic Focus via Instant Clarity(Concentration DC20)  (1d20+21)[ 37 ]
Move action: If Focus is regained, move Up the Walls to X10 (10' move, 30 remaining) then Tumble (DC15) down to X9  (1d20+25)[ 28 ]  and move to X4.

Possible Critical Confirmation:

 Spoiler
 (1d20+27)[ 36 ]   If so, double the result of the d10+8

Expended Maneuvers:

 Spoiler
Lightning Throw: 1
Divine Surge: 1
Instant Clarity uses: 1/3

[User] Did you forget your 50% concealment from Invisibility?  Or are you saying that under 50% hits you and over it misses?  Not that the invisibility matters right now, since we've both attacked and broken it.  It does however matter for if my Psychic Strike damage was used on that Lightning Throw or not.  If concealment foiled my first attack then add  (3d8)[ 14 ]  to the damage I possibly did on Round 4.  (edit) And remove the damage from my first attack, obviously.

[User]
 Detestable Uncanny Dodge.

Total Damage: 78

   "You. FAIL. To even DELAY. The INEVITABLE."

 Spoiler
Move action: Move to W7.
Swift: Activate Dancing Moongose again.
Standard: Attack, same thing as last time.

 Tongue 1:  Attack roll  (1d20+30)[ 41 ] , Damage roll:  (1d4+11)[ 14 ] , 2 Negative levels, Fort save DC 24 or  (1d6+2)[ 7 ]  minutes of paralization.
 Tongue 2:  Attack roll  (1d20+30)[ 34 ] , Damage roll:  (1d4+11)[ 14 ] , 2 Negative levels, Fort save DC 24 or  (1d6+2)[ 7 ]  minutes of paralization.
 Grapple 1:   (1d20+26)[ 46 ]
 Grapple 2:   (1d20+26)[ 37 ]
 Bite 1:  Attack roll  (1d20+27)[ 47 ] , Damage roll:  (2d6+7)[ 12 ] , 2 Negative levels.
 Bite 2:  Attack roll  (1d20+27)[ 31 ] , Damage roll:  (2d6+7)[ 14 ] , 2 Negative levels.

Critical Confirmations:

 Spoiler

Tongue 1:  (1d20+30)[ 37 ]
Tongue 2:  (1d20+30)[ 32 ]
Bite 1:  (1d20+27)[ 40 ]
Bite 2:  (1d20+27)[ 39 ]

Maneuvers spent:

 Spoiler
Sudden Leap 1
Dancing Moongose 2

[User]
 Question about the negative levels.  Aren't they only applied on touch attacks?  That's what it seems to say in the BoVD.

 At 7th level, the soul eater bestows 2 negative levels with a touch.

Immediate Action:

 Spoiler
Initiate Wall of Blades counter vs first attack  (1d20+27)[ 38 ]

Saves & Grapple Checks:

 Spoiler
Fortitude Save (DC24) for first attack (if counter failed) (1d20+16)[ 20 ]
Grapple Check 1 (if saved):  (1d20+23)[ 37 ]
Fortitude Save (DC24) vs second attack  (1d20+16)[ 17 ]
Grapple Check 2 (if saved):  (1d20+23)[ 39 ]

Expended Maneuvers:

 Spoiler
Lightning Throw: 1
Divine Surge: 1
Wall of Blades: 1

[User]
 Looks like I'm paralyzed and grappled.

Total Damage taken: 106...

Good Game, I salute you sir, since you'll have your way with me next round.

[User]
 ... Do you really want the hound to deliver touch attacks instead of normal attacks?

And yeah. It is pretty moot to continue now that you will be paralized for 70 rounds.

[User]
 Originally Posted by Draken
 ... Do you really want the hound to deliver touch attacks instead of normal attacks?

And yeah. It is pretty moot to continue now that you will be paralized for 70 rounds.

Nah, I was just curious.  Anyhow, the only thing that really confuses me about the whole fight is multiple readies of the same maneuver.  I've never exactly seen it played that way before, but RAW don't make a ruling one way or the other on that.  Every single NPC they created in the ToB only prepares one instance of each maneuver, however, which might have lent to my confusion.

[User]
 I must say when I first made the character I was not the most wise in ToB rules. But I have been hunting in every page of the book and there doesn't seen to be anything anywhere that forbids readying the same maneuver more than once, like a wizard can prepare a spell more than once.

All the book says is that it is not possible to leave open slots without readied maneuvers.

[User] Yeah, I'm almost positive they intended it to be no more than 1 of each maneuver readied, but they didn't write that into their rules.  Oh well, that gives me the option of having more preparations of the hard hitters for my next matches.

[User]
 Match Finalized.

 Draken/Hound of Doom ,  Victor
Wins 1/Losses 0

 Thalnawr/Aiden Windblade ,  Victim
Wins 0/Losses 1


[User]
 Eurus vs. MistressBaerne

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Anastriana, Michael. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

 Eurus

 Spoiler
Michael starts at I4.

 MistressBaerne

 Spoiler
Anastriana starts at AA32.

[User]
 (1d20+7)[ 27 ]  Initiative

Michael crosses himself, mounts his griffon, and draws his bow, just before a flash of light transports him and his foe to the arena.

[User]
 [roll]1d20+11[/roll]  Initiative

Anastriana mounts Grim the Dire Bat and draws her bow, smiling slightly as she appears in the arena in a flash of light.

EDIT: Erm, how do you roll dice on this board?

[User]
 Testing... (1d20)

EDIT: Never mind, obvious solutions exhausted.

[User]
 Erm... That's odd. The first one should've worked.  (1d20+11)[ 23 ]

You didn't try to edit in the roll, did you?

[User]
 Well, yes, as it didn't work the first time. But the editing was an attempt to fix what should have already worked.

 (d20+11)[ 21 ]

EDIT: Odd... Anyway, you go first.

[User]
 Michael directs his mount forward, keeping his eyes peeled for any sign of his foe.

Actions:

 Spoiler
Moving 60 feet to J-16

[User]
 Anastriana is surprised by the fact that she can't see her enemy, and, after a moment's thought, nocks an arrow and waits for him to appear.

 Spoiler
In other words, I ready a full attack against Michael should he show himself.

[User]
 Hmm, I assume Lyndworm will tell us when we get within line of sight of each other. That might result in having to backtrack a few rounds if he doesn't notice right away, though. Anyway...

 Spoiler
Move to J-28

[User]
 Secret plot, engage! This'll require Lyndworm's involvement, as it's rather twisty.

 Spoiler
Right, I'm making a Hide check ( (d20+25)[ 29 ] , and readying an action to snipe at Michael if he should appear. That is to say, one ranged attack, then immediately hide again. It's specifically allowed in the Hide skill description. The bat moves to Z34.

[User]
 OOC  :
For future reference, please PM me if you'd like my opinion/ruling on something.

Currently, Grim has line of sight to Michael, and vice versa. Grim resides in square Z34, Michael resides in square J28.

[User]
 At a prompt from Michael, Silvertide flies toward the dire bat, the griffon's great wings whipping up dust from the ground only a few feet below. His bow seems to glow with an aura of holy power, and a protective curtain of wind springs to life around him. The knight unleashes a storm of arrows at the beast, each shot splitting in two mid-flight. Half of the arrows vanish after striking flesh or dirt, but the other half -- the original arrows -- arc through the air to return to Michael's side.

 Actions:
As a free action, Michael spends a turn attempt to activate Divine Might, adding his charisma modifier (5) to damage for 1 round. As a swift action, he activates the Air Devotion feat, giving him a +4 sacred bonus to armor class and causing ranged attacks against him to incur a 50% miss chance for 10 rounds.

Silvertide moves to Z-28, flying 5 feet above the ground, and Michael makes a full attack against the dire bat, using Improved Rapid Shot to make 4 attacks. The Splitting property on his bow causes each shot to split in two (both arrows requiring separate attack rolls), resulting in 8 attacks total. The Raptor Arrows that he's shooting automatically take on the Bane property appropriate to whatever he's attacking, and return to him after the attack.

 Rolls:
  Attack 1  - (1d20+27)[ 38 ] ;   Damage 1  - (1d8+8)[ 15 ] + (2d6)[ 7 ]
  Attack 2  - (1d20+27)[ 33 ] ;   Damage 2  - (1d8+8)[ 10 ] + (2d6)[ 7 ]
  Attack 3  - (1d20+27)[ 39 ] ;   Damage 3  - (1d8+8)[ 9 ] + (2d6)[ 7 ]
  Attack 4  - (1d20+27)[ 30 ] ;   Damage 4  - (1d8+8)[ 13 ] + (2d6)[ 6 ]
  Attack 5  - (1d20+22)[ 42 ] ;   Damage 5  - (1d8+8)[ 9 ] + (2d6)[ 9 ]
  Attack 6  - (1d20+22)[ 30 ] ;   Damage 6  - (1d8+8)[ 14 ] + (2d6)[ 4 ]
  Attack 7  - (1d20+17)[ 37 ] ;   Damage 7  - (1d8+8)[ 12 ] + (2d6)[ 11 ]
  Attack 8  - (1d20+17)[ 35 ] ;   Damage 8  - (1d8+8)[ 12 ] + (2d6)[ 7 ]

[User]
 Crit confirmation for attacks 5 and 7:

  Attack 5 Confirmation  - (1d20+22)[ 29 ]
  Attack 5 Confirmation  - (1d20+17)[ 37 ]  (Sorry, that's for attack 7)

If either of these confirm, multiply the base damage from that attack (not counting the 2d6 from bane) by 3.

[User]
 Grim the Dire Bat falls to the ground with six arrows through his chest, landing with a heavy thump. He does not get back up again.

 Spoiler
All attacks other than 4 and 6 hit, and attack 7 is a confirmed critical. Total damage: Greater than hit points. He killed my bat!

Just as Michael the bat-slaying fiend is beginning to celebrate, an arrow whips towards him from an uncertain location!

 (1d20+31)[ 37 ]

And damage... (1d8+10)[ 12 ]  +  (1d6)[ 2 ]

[User]
 Oops, and
 Spoiler
Hide check for staying hidden... [roll]1d20+25[/roll]

EDIT: Oops again, I spelled "hidden" wrong.

DOUBLE EDIT: Accidentally deleted part of the roll, was 30.

[User]
 (EDIT: Wait, you forgot to roll the miss chance from Air Devotion. Unless you have a way to ignore wind effects?)

Hehehe...

So... since I don't know if you're invisible, hiding, or actually out of line of sight, here's a pair of spot checks from Michael and his mount. Other actions for the turn depend on if I see you or not.

  Michael spot  - (1d20+18)[ 31 ]
  Silvertide spot  - (1d20+16)[ 22 ]

If neither one sees you, then I have two questions. First, which direction (roughly) did the shot come from? Presumably I could tell that much, at least, from the direction the arrow is sticking out of me. 😉 A simple north, south, east or west would be great.

Second, Silvertide has Scent, so are you within 30 feet of Z-28? If so, he'll know (though he won't know exactly where you are in that area unless you're within 5 feet).

[User]
 (d100)[ 84 ]  Here's your miss chance...

And I'm roughly southeast of you, within 30 feet. Your spot checks fail.

[User]
 The arrow thuds into Michael's side, and he winces in pain. Quickly, he guides Silvertide in an S-curve, hoping to get close enough for the griffon to be able to locate its target by scent.

 Actions:
Sorry if this gets confusing, aerial maneuverability is a pain.

If Silvertide gets within 5 feet of you, he can pinpoint you by scent. He has a fly speed of 80 feet, but average maneuverability, so he can only turn 45 degrees for every 5 feet he moves. Being a large creature, he currently occupies 4 squares, Z-28 through Y-29, just above ground level.

He will move 20 feet east, 5 feet southeast, 5 feet south, and 5 feet southwest. Then 15 feet west, 5 feet southwest, 5 feet south and 5 feet southeast. This should bring him, at some point during his move, within 5 feet of each square southeast of his starting location within 30 feet.

If/when he gets within 5 feet of you, he immediately stops and attempts to initiate a grapple. He doesn't have Improved Grapple, but you'd need to be able to make attacks of opportunity with a bow to take advantage of that. Regardless of if he succeeds or fails, Michael will then open fire at you. If you  are  grappled, you lose your dex bonus to AC and Improved Precise Shot keeps him from accidentally hitting Silvertide.

 Rolls:
  Griffon Touch Attack  - (1d20+34)[ 36 ] ;   Griffon Grapple  - (1d20+38)[ 57 ]
  Attack 1  - (1d20+27)[ 36 ] ;   Damage 1  - (1d8+3)[ 6 ] + (2d6)[ 8 ]   Attack 2  - (1d20+27)[ 28 ] ;   Damage 1  - (1d8+3)[ 11 ] + (2d6)[ 5 ]
  Attack 3  - (1d20+27)[ 43 ] ;   Damage 1  - (1d8+3)[ 7 ] + (2d6)[ 7 ]
  Attack 4  - (1d20+27)[ 45 ] ;   Damage 1  - (1d8+3)[ 8 ] + (2d6)[ 11 ]
  Attack 5  - (1d20+22)[ 26 ] ;   Damage 1  - (1d8+3)[ 10 ] + (2d6)[ 8 ]
  Attack 6  - (1d20+22)[ 41 ] ;   Damage 1  - (1d8+3)[ 10 ] + (2d6)[ 6 ]
  Attack 7  - (1d20+17)[ 32 ] ;   Damage 1  - (1d8+3)[ 4 ] + (2d6)[ 7 ]
  Attack 8  - (1d20+17)[ 19 ] ;   Damage 1  - (1d8+3)[ 9 ] + (2d6)[ 2 ]

[User]
 Well, that's that - You did rather more than my total hit points in damage.

Incidentally, I want your bow. 🙂

[User]
 Really? I think it was only 119 damage, assuming all of them hit... Sorry it was over so fast. 😳

The Splitting enchantment is in Champions of Ruin, and it's awesome for any archer. For the cost of a +3 bonus, all arrows you fire split in two, each requiring a separate attack roll and thus being eligible for precision-based damage like sneak attack or favored enemy.

[User]
 I'm usually a mage of some sort, so my collection of martial rulebooks is rather lacking - clearly a mistake. I may have to redo my character.

Anyways, good fight and congratulations on your win!

[User] Thanks, and good luck to you in future fights. 😁

[User]
 Match Finalized.

 Eurus/Michael of the Veldt ,  Victor
Wins 1/Losses 0

 MistressBaerne/Anastriana ,  Victim
Wins 0/Losses 1


[User]
 Draken vs. Expirement10K14

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Gurg, Hound. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

 Draken

 Spoiler
The Hound of Doom starts at G6.

 Expirement10K14

 Spoiler
Gurg starts at AA36.

[User]
 (For the record, I changed my maneuver selection a bit)

Behold. The Hound of Doom appears!

   "Feast. On. Your. LIFE!"

Initiative:  (1d20+2)[ 15 ]

Swift Action: Enter Child of Shadow Stance.
Standard Action: Activate Ring of Invisibility.


[User]
 Omglolnub vs. Vasharanpaladin

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Krunch, Thernagale. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

 Omglolnub

 Spoiler
Thernagale starts at F9.

 Vasharanpaladin

 Spoiler
Krunch starts at AI35.

[User]
 Initiative:
 (1d20+15)[ 28 ]

 Spoiler

 Surprise Round:  Thern uses this time to draw his greatsword, not having much else to do before the fight starts.

[User]
 Initiative:
 (1d20+4)[ 9 ]

 Spoiler

Krunch has his hammer in hand.

[User]
 Alright, so, my move.

 Spoiler
Move Action: I fly thirty feet up, from where I am. And to H 11 (60 ft of movement).
Standard: None
Swift/Quickened: None

[User]
 Krunch looked around.  There were tall things here.  It took a bit, but the two brain cells in his head finally met.

 Spoiler

Move:  Climb ( (1d20+17)[ 20 ] ) to the top of the cliff in AJ34.

Once on top of the high place, he looked around again, and spied... a thing.  In the air.  Not one to take chances (or know what that meant), he picked up a rock, hurling it at the flying thing.

 Spoiler

Standard:  Attack  (1d20+31)[ 41 ] , adjust for 50 ft. range increment,  (2d8+17)[ 20 ]  damage on hit.

[User] I don't know if you can even throw that far, I'm counting at least five range increments. If you can, it's at the least -10 to attack, and I was only about 2/3rds of the way to me (feel free to do the math again). I think you missed, but again, feel free to re-do my math.

[User] Eh, whatever.  I threw a bloody rock. 😛

[User] Haha, well, doing the math three times get's me at exactly five range increments, which is a -10 penalty, which is a miss by 1. Agreed?

[User] ...Sure, let's go with that. 😛

[User]
 Narrowly dodging a rock thrown at him, Thern quickly discerns the location of the thrower, and moves that way.

 Spoiler
Move action: Moving up 30 feet (to the ceiling) and then to N17, using two move actions.

[User]
 He missed.  A little annoyed, Krunch picked up another one and hurled that one as well.

 Spoiler

Free action:  Enter rage (+2 to hit, -2 AC, +30 HP)
Standard action:  Attack  (1d20+33)[ 40 ] , adjust for range,  (2d8+17)[ 19 ]  damage on a hit.

[User]
 Grah, 32, you just barley hit me.

~~~
Getting hit just barely by a rock thrown by his opponent, Thern almost flies off his hinges, but manages to keep himself under control, but only barely. He quickly moves along the ceiling.

 Spoiler
Move actions, running (4x speed) to AE32.

For next round, you have 1 range increment on me.

[User]
 ...Then do you  really  need me to tell you what Krunch is gonna do next? 😩

 Spoiler

Standard:  Attack  (1d20+33)[ 43 ] ,  (2d8+17)[ 29 ]  damage on a hit.

[User]
 Getting hit by the second rock pushed Thern to the edge, but he wasn't ready to go crazy just yet.

 Spoiler
Moving to AI30, and down 30 feet.

[User]
 Krunch hurled another rock, before readying his hammer again.

 Spoiler

Standard:  Attack  (1d20+33)[ 51 ] ,  (2d8+17)[ 29 ]  damage on hit.
Move:  Draw Big Freaking Hammer.

[User]
 Alright, here goes nothing.

The rock hits Thern straight on, but it doesn't seem to phase him, this is his chance.

 Spoiler
Full-Round Action: Charging Krunch, with power attack 9, Leap attack, diving charge, and as a swift action, activating Belt of Battle, which gives me another full round action at the cost of all it's charges. Additionally, Ring of Lions Charge, as a continuous effect, allows me to make a full attack at the end of a charge. Finally, taking 10 on a jump check to get +4 damage from Raptor School.

Attack Rolls (only miss on a nat 1, so rolled without modifiers):
 (1d20)[ 13 ]
 (1d20)[ 20 ]
 (1d20)[ 4 ]
 (1d20)[ 2 ]
 (1d20)[ 19 ]
 (1d20)[ 18 ]

Damage (In order):
[roll]3d6+2d6+43+45+4[/roll]
[roll]3d6+2d6+43+45+4[/roll]
[roll]3d6+2d6+43+45+4[/roll]
[roll]3d6+2d6+43+45+4[/roll]
[roll]3d6+2d6+43+45+4[/roll]
[roll]3d6+2d6+43+45+4[/roll]
[roll]3d6+2d6+43+45+4[/roll]

[User]
 Rolling to confirm three crits:
 (d20)[ 6 ]
 (d20)[ 16 ]
 (d20)[ 7 ]

And Damage again:
 (3d6)[ 10 ] + (2d6)[ 4 ] +92
 (3d6)[ 14 ] + (2d6)[ 9 ] +92
 (3d6)[ 15 ] + (2d6)[ 3 ] +92
 (3d6)[ 12 ] + (2d6)[ 7 ] +92
 (3d6)[ 18 ] + (2d6)[ 4 ] +92
 (3d6)[ 10 ] + (2d6)[ 6 ] +92

 (3d6)[ 12 ] + (2d6)[ 7 ] +92
 (3d6)[ 8 ] + (2d6)[ 9 ] +92
 (3d6)[ 7 ] + (2d6)[ 6 ] +92

[User] 989 damage total. That's dead 3.9 times over. So, you unconscious?

[User] ...Upon reviewing my sources... yes. 😦

[User]
 From here we can assume that I Coup de Grace you, and I win :)

Sorry for the very, very, brutal beat down, but, I did warn you :P

[User] You crit.  Three times. 😦

[User] The crits only added 325 damage, without those I would have still dealt 664 damage.


[User]
 Commence DM Railroading to get you up to spot:

As Janus hands over the small wooden holy symbol to the creature with scales a rusty red creature, it chuckles slightly after taking it, looking it over.  Pathetic, Janus. Was it you that wishes to kill me when this is all over? The party has come back half as many, should I take this as incompetence? No...perhaps you have some excuse as to why you let three of your allies to disappear; or...did you kill them yourself? Hmm..that last solution amuses me.

And what about you?  pointing to the halfling priest of Feth.  Did the Goddess of disease condemn them to die? Or did you just...fail at your ability as a medic? There is always the thought of you slaying them in their sleep as well..but unlike your more physical companion...I have doubts  Those red eyes would then turn to Tainas, the last of the old group, shaking his head once again before turning around to find his seat in the foyer, and taking a seat.  I will not even bother speculating with you. One so arrogant and pompus couldn't likely lift a blade, let alone use it.

Upon taking a seat, three more people would be ushered into the room. The first is a tall half orc. His facial features cold and hard, and his body rippling with muscle. The man in the seat idly entertained the brief idea of a battle of muscle against the half orc, and Janus. Perhaps some other time... Upon the half-orc's back hung a bow that looked as strong as it was, a weapon custom made to compliment the creature's power.

The second was a man of absolute beauty, as if sculpted by a famous artist, then brought to life from the gods themselves. He looked out of place here, in a room full of shady characters and evil intent, but he was here nonetheless, and the smile upon his face suggested that he did not mind, and perhaps enjoyed the assumptions made about him.

Last was (Insert Walkabout's description here...don't have anything on him yet...will edit this part as he comes.)

 Your new companions, complete with one of my own.  The man then got up, and sent some servants for his things, which amounted to just a heavy mace, and a shield.  Formalities must wait, however..as it is time to strike. My spies have sent word that another item I seek has just been discovered in a small hamlet known as Kreskalat, on an island to the far northeast of hear. I shall accompany you for this one, I would like to see this task done with lives intact.

The creature walks over to Janus and grabs a hold of his hand, his grip cold and scaly, and viselike, as trying to pull away always results in failure.  Take each other's hand, we shall get their through my magic. Leave none alive in the town. The item wee seek is an amulet. It will stand out when you see it.
 OoC:
 World Map

You started at the Summer Palace of Uruk...you traveled up to Kreskalt on the island on the top right of the page.

[User] *Virug looks over those present eyes lingering over the two of unusual heritage.  He then walks over and takes the hand of the red scaley figure*  Let the hunt begin.  This is to be a massacre is it?

[User] "Well, survival of the fittest need not always be caused by disease. Since Feth has decided their fates so be it. At the very least, I certainly did not fail my job." Secan speaks to the monster in a retort.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||K|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet.

[User]
 Karl taps the areas around him with his ten-foot pole.

If there is no reaction, he proceeds to the door and draws his guisarme.

EDIT: How often do you expect to be posting?  Daily, Twice daily, More?  It helps let me know how often I need to refresh.

[User]
 Unlike some people, I don't believe in death traps on the first door. 😛

Opening the door reveals an unlit hallway running to the south and east. Without a light source, it's impossible to determine more.

Edit: On average, thrice a day. Right now, about every five minutes if you're able.

[User]
 Cool...I can post rather often during most evenings, but rarely during weekdays.

Karl cracks a sunrod and walks forward.

[User]
 To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

To the east, it runs beyond the range of your sunrod's light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.

[User] Karl will begin going south, stopping at the first split.

[User] The hall goes east for ten feet before turning north. Five feet north of the bend, there is a door on the east side of the hall.

[User] Karl walks over and opens the door.

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

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]

There is a door at A-2, which you are just outside of another at E-4, south side, and another at E-3. There is a human in a chain shirt, holding a longsword, standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.

Initiative:  (1d20+2)[ 8 ]

[User]
 Initiative  (1d20+1)[ 6 ]

Enemies first then ☹

[User]
 The man gestures for you to leave and places a restraining hand on the beast's neck.

Your turn.

[User]
 Karl runs forward to B3 before thrusting at the beast with his Guisarme.

Touch Attack  (1d20+5)[ 20 ]
Trip Attempt  (1d20+9)[ 15 ]
Free Attack (on successful trip)  (1d20+9)[ 21 ]
Damage  (2d4+6)[ 13 ]

If my touch attack hit, my Stone Bones maneuver gives me DR 5/adamantine for one round.

[User]
 Your attack passes right through the beast. A moment later, it vanishes.

The man casts a spell in your direction, and a wave of color washes over you.

Will save.

[User] Will Save  (1d20+1)[ 15 ]

[User] Passed.  Text.

[User]
 Karl 5ft-steps forward, then stabs at the illusionist.

Touch Attack  (1d20+5)[ 21 ] ; hitting here activates my Vanguard Strike
Trip Attempt  (1d20+9)[ 18 ]
Follow Up Attack  (1d20+13)[ 29 ]
Damage  (2d4+6)[ 12 ]

[User] Dex check:  (1d20+2)[ 21 ]

[User]
 Concentration vs DC 16:  (1d20+6)[ 13 ]

Spell fizzled.

[User]
 Karl attempts the same maneuver again:

Touch Attack  (1d20+5)[ 11 ] ; hitting here activates my Vanguard Strike
Trip Attempt  (1d20+9)[ 15 ]
Follow Up Attack  (1d20+13)[ 19 ]
Damage  (2d4+6)[ 10 ]

[User]
 Miss.

Concentration DC 15:  (1d20+6)[ 7 ]

It's the battle of incompetence!

Edit: Wait, how did you get Vanguard strike twice?

[User]
 Karl continues to repeat the same motion.

Touch Attack  (1d20+5)[ 25 ] ; Vanguard Strike
Trip Attempt  (1d20+9)[ 10 ]  As an ability check, this doesn't automatically fail on a natural one...right?
Follow Up Attack  (1d20+13)[ 24 ]
Damage  (2d4+6)[ 12 ]

I only have 3 maneuvers prepped...and I have extra maneuver.  Effectively, I refresh my maneuvers every round.

[User]
 I believe the official ToB FAQ clarifies that crusaders must ready all five manuevers.

In fact, I'm certain of it. I can dig up a link if you'd like.

[User]
 Originally Posted by Tanaric
 I believe the official ToB FAQ clarifies that crusaders must ready all five manuevers.

In fact, I'm certain of it. I can dig up a link if you'd like.

...Damn.  Can we retcon it in, starting now?  I have been such an incompetent, it doesn't really make a difference...

[User] Yes. Can I get a list of your readied maneuvers for bookkeeping?

[User]
 Sure thing: Crusader's Strike, Vanguard's Strike, Stone Bones, Douse the Flames, and Charging Minotaur.

Currently Granted Maneuvers:
 Spoiler
 (1d5)[ 1 ]
 (1d4)[ 2 ]
 (1d3)[ 1 ]

[User] Dex check:  (1d20+2)[ 15 ]

[User]
 Concentration vs DC 15:  (1d20+6)[ 15 ]

Take 1 sonic damage and make a fort save vs temporary deafness if it matters to you.

[User]
 Not particularly.

New Maneuver:  (1d2)[ 1 ]

Karl eschews the indirect approach, concentrating simply on stabbing his opponent.

Attack  (1d20+5)[ 7 ]
Damage  (2d4+6)[ 8 ]

I am not rolling well today...oh, and I forgot to mention that I have Martial Stance up.  Hasn't mattered yet...

[User]
 (1d20+6)[ 20 ]  vs DC 15.

Take another point of sonic damage.

Edit: Martial Stance? I assume you mean Martial Spirit?

[User]
 ...Correct.  I always get that stance's name wrong...

Attack  (1d20+5)[ 20 ]
Damage  (2d4+6)[ 12 ]

[User]
 Splat. He goes down.

150 xp, chain shirt, longsword, spell component pouch.

[User]
 The next round, Karl's maneuvers refresh, triggering his Vital Recovery and healing him 4.  Unnecessary, Martial Spirit fully healed him last turn.

Karl collects the human's treasure before turning and opening the door at E3.

[User] Opening that door reveals a hall running to the north and south. North, it runs for ten feet before turning east. South, it runs for ten feet before turning west.

[User] Karl will head north and peek his head around the corner.

[User] The hall runs east for twenty feet before turning north. After fifteen feet, there is a door on the south side of the hall.

[User] Karl walks over to the door and opens it, because Karl likes doors.

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

There is a door at B-1, which you are just outside of, and another at B-5.

There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side.

Initiative:  (1d20+2)[ 12 ]

[User]
 Initiative:  (1d20+1)[ 7 ]

Orc's go.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||D|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet.

[User]
 Ooh boy. Here we go.
Alright, first thing's first, let's get us a Vestige.
Domithog pulls out hi-... Domithog apparently lost his chalk and paint when I forgot to save his sheet, so now he has no way of drawing a seal.
Guess I'll have to draw it in the blood of my enemies.

Domithog walks forward and checks the door for traps with his 10' Long Spear.
 Search:  (1d20+4)[ 6 ]

[User] If you want to add any purchases before you open the door, feel free.

[User]
 I'll do that.
I don't think there are any listed prices for chalk, paint and a paintbrush, so I deducted 2 gold total, which I figure it enough?

If it is, I draw up Savnok's seal (takes me a minute), and then summon him (also a minute).
Binding Check:  (1d20)[ 11 ]  DC 20. 'Least there are only light side effects for failing.

An arrow is now stuck underneath my skin somewhere. Doesn't hurt.
Also, if I don armour or a shield - or make up my mind about doing something and then ignore it, I'm acting against Savnok's wishes, giving me a -1 penalty on attack rolls, skill checks and saves.

[User]
 Chalk is 1cp a piece. I presume it takes 1 piece per seal drawn.

I have no idea about paint brushes.

What does Savnok require you to do on a failed binding check?

[User]
 Edited with reply to just that.

If chalk weigh next to nothing, I'll just buy 50.

[User] The door appears to be untrapped by things that can be triggered via poking.

[User]
 I already searched the door. Disregard this roll.

 "Lumos!"  Domithog casts Light on a piece of chalk.

Domithog opens the door and peaks out.

[User] You see the same stuff you saw before, if you were keeping a map. If not, I'll detail it again.

[User] Let's go south, then. Keeping up the routine with the spear.


[User]
 You awaken slightly disoriented in a stone room. It's about 25' wide and 45' long. The room is lighted by a single burning torch on the south wall. The room is otherwise empty. A closed iron door is in the north wall, and an open archway is in the east.

Map
 Spoiler
{table]|A|B|C|D|E|F|G|H|I
1
2
3|||||K
4
5[/table]
K = Kiba
Doors at A1 north wall and A5 south wall.

DM Notes
 Spoiler
 Sheet

[User]
 Heading eastward toward the archway Kiba softens his footsteps and remains in the shadows and peers into the Arch.

 Spoiler

Hide: (1d20+5)[ 6 ]
Move Silently: (1d20+5)[ 18 ]
Spot: (1d20+4)[ 23 ]

[User]
 Sorry, the arch is on the  west  wall, not the east. I had it right on the map i gave you. I just said it wrong in the description.

The flickering torchlight from inside the room shows the hallway traveling 15 feet before turning north.

[User]
 Continuing his silent movement Kiba stalks over to the door and puts an ear to it.

 Spoiler

Move Silently: (1d20+5)[ 14 ]
Listen: (1d20+4)[ 24 ]

[User] You hear a very soft scratching sound which reminds you of insects.

[User]
 Backing away from the door slowly Kiba sneaks down the western hallway and heads north at the turn.

 Spoiler

Hide: (1d20+5)[ 16 ]
Move Silently:  (1d20+5)[ 24 ]

[User]
 Walking through the archway, Kiba feels a slight pressure on his shin as he bumps against a tripwire. A distinct clanking can be heard from above an instant before a portcullis slams down.

Reflex Save and decide which direction you are moving (i.e., back into the room or into the hall).

[User] Reflex: (1d20+3)[ 20 ] Into the hall.

[User]
 You avoid the falling portcullis, jumping and rolling into the hall. Its large spikes embed themselves into the floor. Returning to the room will prove to be quite difficult.

The hall goes 15ft west before turning north for 15ft, ending in a wooden door.

[User]
 Kiba continues toward the door this time keeping an eye out for tripwires or anything else nasty. When he gets to the door he will listen at it.

 Spoiler

Hide: (1d20+5)[ 6 ]
Move Silently: (1d20+5)[ 8 ]
Search: (1d20+8)[ 13 ]
Listen: (1d20+4)[ 20 ]

[User] He finds nothing out of the ordinary and does not hear anything.

[User]
 Kiba goes over the door inch by inch making sure beyond the shadow of a doubt that there are no traps on it.

 Spoiler
Taking twenty on Search

[User] He finds no traps.


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

[User]
 Clarice casts bless , Sally casts mage armour

inititive

c (1d20)[ 16 ]  +1
f (1d20)[ 18 ] +3
p (1d20)[ 3 ] +6
s (1d20)[ 3 ]  +4

[User] a drow appears at the bottom gate  (1d20)[ 1 ]


[User]
 Arena Tournament, Round 82:  Sparks  vs.  Gleb
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Sparks  - RandomAction
 Gleb  - theterran

 All Combatants, please roll initiative and declare final purchases, if any. Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 Wow, it has been a tough battle so far. Good luck Terran!

Sparks, Ini roll:  (1d20+3)[ 17 ]

I am undecided on purchases as of yet, but I will be making a few.

[User]
 Yeah, I'm still looking into Purchases as well.🤨
  Initiative  - (1d20+11)[ 30 ]

[User] Ok, No Purchases for me, but reserve right to make reactionary ones.

[User] Alright, I'm still contemplating...😩

[User]
 Alright,

Purchases: Scroll of Resist Energy, Scroll of Mage Armor.

Starting in Y12 with scroll in hand.

(edit)
I'll wait to see if there are any reactionary purchases before I start.
(/edit)
Stats:

 Spoiler

Location: Y12
HP: 5/5
AC: 15
Spells

 Spoiler
Level 0 - Launch Bolt, Launch Bolt, Launch Bolt, Mage Hand
Level 1 - Color Spray-x, Color Spray, Kelgore's Firebolt, Expeditious Retreat-x

[User] If it will work (allowable by Refs), give me 200gp and I'll conceed you the win. I can level right now, so this is a win-win situation to me.

[User] I don't think money exchange by players is considered allowable.  You have to fight it out, or you can concede outright and get what you'd normally get in that situation, namely nothing unless this is the last match of the tournament, in which case you probably get 300 gp for being runner-up.

[User]
 Originally Posted by hustlertwo
 I don't think money exchange by players is considered allowable.  You have to fight it out, or you can concede outright and get what you'd normally get in that situation, namely nothing unless this is the last match of the tournament, in which case you probably get 300 gp for being runner-up.

Just being greedy is all.

No purchases, go ahead.

[User]
 Gleb - Round 1

Cast a spell from the scroll in hand. (Spellcraft DC17)

 Spoiler
Resist Energy (Fire)
OO

 Spoiler

  CLC  - (1d20+1)[ 3 ]  (DC4)(🫤)

drop the used scroll
I'll move to Y18.

End my Turn.

Stats:

 Spoiler
Location: Y18
HP: 5/5
AC: 15
Spells

 Spoiler

Level 0 - Launch Bolt, Launch Bolt, Launch Bolt, Mage Hand
Level 1 - Color Spray-x, Color Spray, Kelgore's Firebolt, Expeditious Retreat-x

[User]
 Gleb:
 Spoiler
That's DC4.  It's CL+1.

[User]
 @Sallera

 Spoiler
Well that sucks...thanks for that though...

[User]
 Here we go.

 Sparks,R-1:
Start in B-12, with wand held ready.
Double move to H-19.

End turn.

Stats:
 Spoiler

Location: H-19
Hp: 11/11
AC: 18 (+5armor+3dex), T-13, F-15
Saves: F+5, R+3, W+1
Gloves of the Arcanist 0/2 uses left.
Spells:
Lvl 0 - 3/3
Lvl 1 - 1/3
Lvl 2 - 1/1

[User]
 Gleb - Round 2

Move to V15.

Ready an Action:

 Spoiler
Cast KFB at him if he comes into LoE

End my Turn.

[User]
 Sparks,R-2:
Move to M-16.
Ready an action.
Refs
 Spoiler

Cast Seeking Ray at him, if/when I gain LoE.

End turn.

Stats:
 Spoiler
Location: M-16
Hp: 11/11
AC: 18 (+5armor+3dex), T-13, F-15
Saves: F+5, R+3, W+1
Gloves of the Arcanist 0/2 uses left.
Spells:
Lvl 0 - 3/3
Lvl 1 - 1/3
Lvl 2 - 1/1

[User]
 Gleb - Round 3

Move to V9.

Ready An Action:

 Spoiler
Use KFB if I get LoE

End my Turn.

[User] Let me ask for LoE, I think you triggered my readied action.

[User] Well, quite the opposite, actually.  Gleb's readied action is triggered when Sparks moves to M16, so rewind to that point.

[User]
 😦

It did, didn't it...

Alright, Cast a spell.

  FireDamage  - (2d6)[ 4 ]  Reflex Halves DC16

[User]
 Sparks, R-2-redux:
Wow, 4 damage!? Here is where I fail the save:  (1d20+3)[ 5 ]
Cast a spell @ Gleb - standards action.
Spellcraft DC16
 Spoiler
Seeking Ray

Caster level check DC 8:  (1d20+1)[ 13 ]
-if successful -
Ranged touch  (1d20+4)[ 17 ]
Crit check  (1d20+4)[ 14 ]
Damage  (4d6)[ 12 ]
Crit  (4d6)[ 12 ]

End turn.

Stats:
 Spoiler

Location: M-16
Hp: 11/11
AC: 18 (+5armor+3dex), T-13, F-15
Saves: F+5, R+3, W+1
Gloves of the Arcanist 0/2 uses left.
Spells:
Lvl 0 - 3/3
Lvl 1 - 1/3
Lvl 2 - 0/1

[User] I believe that is match. Good game Terran.

[User] And I die. ☹

[User]
 High Ref Sallera
 Sparks takes victory with his signature spell.

[User] Ok, now the hard part of updating my sheet and leveling.


[User]
 You awaken slightly disoriented in a stone room. It's about 25' wide and 35' long. The room is lighted by a single burning torch on the south wall. There are two wooden barrels against the south wall. A closed iron door is in the north wall, and a wooden door is in the east. The wood of the eastern door is splintered and broken, and what remains of the door barely hangs on the hinges.

Map
 Spoiler
{table]|A|B|C|D|E
1
2
3|||C
4
5
6
7[/table]
C = Cliche
Doors at C1 north wall and E3 east wall.

DM Notes
 Spoiler
 Sheet

[User] Cliche clambers to his feet and sorts out his helmet that had gone slightly squiffed , checks through his items to see what he has with him and then heads over to the barrels to investigate them , keeping an eye out on the east door as he does so .

[User] They are old wooden barrels. The wood is slightly rotted. They do not have lids, leaving them open.

[User] Asuming there is nothing of intrest in the barrels , Cliche heads over to the broken door in the east wall and has a look beyond

[User]
 One barrel holds hempen rope. The other holds a small drum with a small scroll case tied to it.

Beyond the broken door, the hallways immediately turns south and travels about 15 feet before turning east.

[User]
 Cliche takes the hempen rope and puts it into his pack , then examines the drum and the scroll case , If it looks ok he opens the scroll case to investigate its content .
If all that goes well he heads down the corridor to the south following it along , weapon and shield ready .

[ooc] Is it a drum like an instrument or a drum containing a liquid ?

[User]
 OOC: It's an instrument.

There is a crumbling scroll within the case. It looks old and worn. The leather head on the drum has become tighter with age as the leather has dried over the years. It appears as if it could still be played, but great care would be necessary to prevent the drum head from splitting.

[User] Cliche carefully packs away the scroll and takes the drum with him too and heads down the corrdidor leading from the east door

[User] The hallways heads south for 10ft, east for 10ft, and north for 30ft. You make it 10ft north before the floor gives way. Make a Reflex save.

[User] eeekkk (1d20)[ 2 ]   and splatt

[User]
 You fall 15ft down   Falling Damage  - (d6)[ 1 ] . The falling debris makes a loud crashing sound throughout the area.

Standing up, you find yourself in another hallway on a lower level. The ceiling is 10ft above you, and the top of the hole another 5ft above that. The hallway in which you stand goes 10ft west before turning north. It extends south beyond the range of your darkvision. 50ft to the south, a side hall splits off to the east.

You hear what seems like large insects scurrying away as if in fear from the sound of the crash.

[User]
 umm not quite flying    Cliche stands up , dusts himself off , quickly channels a small bit of divine power into his slightly twisted ankle .
He then heads south towards the junction .

ooc : spontaneous cure minor wound  using a detect magic , also bear in mind as a dwarf if i approach any stonework traps my stonecunning may kick in .

[User]
 OOC: I'm aware. I rolled for it since you weren't actively searching. You didn't notice it.

As you move south, you find that the hallway is 90ft long and turns to the east at the end. You encounter no more traps as you approach the junction. The eastbound hallway travels 30ft before ending with a door on the south wall.

[User]
 ooc :ah good stuff thought it may be that but just checking .

Cliche heads east to the door way and ready incase anyone is inside pushes the door open


[User]
 A shimmering light took on the form of the first person to enter the arena; the holographic system had come some way. It took on a standard human form, a duel-disk placed upon it's arm - a cloak that would not have been out-of-place a few hundred years ago covered the shining body, exposing only the arm and the disk. Despite it's attempts to look "natural," it did not blink and looked rather... artificial, you could say, and it's mouth was out-of-sync with the word it said.

 "BEGIN."

[User]
 "HAND."  Five cards were whisked away from the top of the deck, and were placed at equal intervals in front of the individual, with their proportions increased to a size equalling a standard human. The eyes of the hologram swivelled back and forth unnaturally, examining each card in turn.

 (1d20)[ 15 ]
 (5d42)[ 28 ][ 38 ][ 20 ][ 41 ][ 30 ](157)
 (4d42)[ 6 ][ 11 ][ 16 ][ 33 ](66)

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

 Life Points
8000

 Spoiler
 Hand  - 0

 Spoiler
-
-
-
-
-

 Facedown

 Spoiler
N/A

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Deck #5 - Shiny Metal  ~ 42

 Spoiler
1. Cyber Dragon
2. Jade Knight
3. Jade Knight
4. Necroface
5. Honest
6. Honest
7. Honest
8. X-Head Cannon
9. X-Head Cannon
10. X-Head Cannon
11. Y-Dragon Head
12. Y-Dragon Head
13. Y-Dragon Head
14. Z-Metal Tank
15. Z-Metal Tank
16. Z-Metal Tank
17. V-Tiger Jet
18. V-Tiger Jet
19. W-Wing Catapult
20. W-Wing Catapult
21. Heavy Mech Support Platform
22. Heavy Mech Support Platform
23. Cyber Dragon Zwei
24. Cyber Dragon Zwei
25. Heavy Storm
26. Mystical Space Typhoon
27. Double Summon
28. Dimension Explosion
29. Dimension Explosion
30. Lightning Vortex
31. Machine Assembely Line
32. Limiter Removal
33. Overload Fusion
34. Luminous Spark
35. Torrential Tribute
36. Return from the Different Dimension
37. Roll Out!
38. Roll Out!
39. Mirror Force
40. Dimensional Prison
41. Dimensional Prison
42. Threatening Roar

 Extra Deck

 Spoiler
2x XY-Dragon Cannon
2x YZ-Tank Dragon
2x XZ-Tank Cannon
2x XYZ-Dragon Cannon
2x VVW-Tiger Catapult
2x VWXYZ-Dragon Catapult cannon
1x Chimeratech Overdragon
1x Chimeratech Fortress Dragon
1x Cyber Twin Dragon

[User]
 A lavender skinned elf steps out of a great stone archway, its architecture in the style of the ancient Egyptians.  I am the Tombkeeper of the Forbidden One. Here's to a good duel!

Initiative:  (1d20)[ 14 ]
Draw:  (5d40)[ 9 ][ 17 ][ 34 ][ 10 ][ 34 ](104)
Rerolls:  (3d40)[ 30 ][ 13 ][ 40 ](83)
 Deck #1: Tomb of Exodia

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Jar of Greed
08. Jar of Greed
09. Jar of Greed
10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
17. Nightmare’s Steelcage
18. Nightmare’s Steelcage
19. Nightmare’s Steelcage
20. Level Limit - Area B
21. Gravity Bind
22. Pot of Avarice
23. Dark Mimic LV1
24. Dark Mimic LV1
25. Dark Mimic LV1
26. Marshmallon
27. Dark Mimic LV3
28. Dark Mimic LV3
29. Dark Mimic LV3
30. Emissary of the Afterlife
31. Emissary of the Afterlife
32. Emissary of the Afterlife
33. Dark Bribe
34. Dark Bribe
35. Dark Bribe
36. The Transmigration Prophecy
37. Defensive Draw
38. Defensive Draw
39. Defensive Draw
40. Spirit Reaper

[User]
 "DRAW."
 (1d37)[ 30 ]

The hologram shook slightly.  "SET."  As it continued it's habit of making annoying short sentence, one monster appeared on the field in face-down defence position; a magic/trap also appeared. The hologram updated the duel disk on display, then ceased to move. The silence that immediately followed was not punctuated until the hologram saw fit to speak again.  "END."

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|-|-[/table]
Facedown - ????/ ????
 Life Points
8000

 Spoiler
 Hand  - 5

 Spoiler
-Roll Out
-Dimension Explosion
-Lightning Vortex
-Overload Fusion

 Facedown

 Spoiler
- Monster 3 - W-Wing Catapult
-S/T 3 - Dimensional Prison

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Deck #5 - Shiny Metal  ~ 37

 Spoiler
1. Cyber Dragon
2. Jade Knight
3. Jade Knight
4. Necroface
5. Honest
6. Honest
7. Honest
8. X-Head Cannon
9. X-Head Cannon
10. X-Head Cannon
11. Y-Dragon Head
12. Y-Dragon Head
13. Y-Dragon Head
14. Z-Metal Tank
15. Z-Metal Tank
16. Z-Metal Tank
17. V-Tiger Jet
18. V-Tiger Jet
19. W-Wing Catapult
20. Heavy Mech Support Platform
21. Heavy Mech Support Platform
22. Cyber Dragon Zwei
23. Cyber Dragon Zwei
24. Heavy Storm
25. Mystical Space Typhoon
26. Double Summon
27. Dimension Explosion
28. Machine Assembely Line
29. Limiter Removal
30. Luminous Spark
31. Torrential Tribute
32. Return from the Different Dimension
33. Roll Out!
34. Mirror Force
35. Dimensional Prison
36. Threatening Roar

 Extra Deck

 Spoiler
2x XY-Dragon Cannon
2x YZ-Tank Dragon
2x XZ-Tank Cannon
2x XYZ-Dragon Cannon
2x VVW-Tiger Catapult
2x VWXYZ-Dragon Catapult cannon
1x Chimeratech Overdragon
1x Chimeratech Fortress Dragon
1x Cyber Twin Dragon

[User]
 I see.

Draw:  (1d40)[ 37 ]
Rerolls:  (3d40)[ 16 ][ 29 ][ 34 ](79)
 I summon Emissary of the Afterlife, in attack mode. It will then attack your facedown. Once I know the result of this move, I will finish my turn.

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

Lifepoints: 8000

Hand: 2

 Spoiler
Mirror Force
Nightmare's Steelcage

Facedowns: 3

 Spoiler
Spot 2: Defensive Draw
Spot 3: Jar of Greed
Spot 4: Dark Bribe

Graveyard: 0

 Spoiler
0

Out of Play: 0

 Spoiler
0

Deck: 34

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Jar of Greed
08. Jar of Greed
 09. Jar of Greed
 10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Nightmare’s Steelcage
18. Nightmare’s Steelcage
19. Nightmare’s Steelcage
20. Level Limit - Area B
21. Gravity Bind
22. Pot of Avarice
23. Dark Mimic LV1
24. Dark Mimic LV1
25. Dark Mimic LV1
26. Marshmallon
27. Dark Mimic LV3
28. Dark Mimic LV3
29. Dark Mimic LV3
 30. Emissary of the Afterlife
31. Emissary of the Afterlife
32. Emissary of the Afterlife
33. Dark Bribe
 34. Dark Bribe
35. Dark Bribe
36. The Transmigration Prophecy
 37. Defensive Draw
38. Defensive Draw
39. Defensive Draw
40. Spirit Reaper

[User]
 "UNVEIL."  The hologram did not move it's mouth, as the sound byte escapes the speakers. The face-down spell revealed itself as Dimensional Prison, which removed Emissary of the Afterlife from play without destroying it.

 "PROCEED."

[User] I set three cards and I end my turn. Your move.

[User]
 (1d36)[ 29 ]

The hologram seemed to consider it's options. This did not take long.  "SET."  As another magic/trap appeared, the speakers shook once again.  "END."

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|-|-|-[/table]
Facedown - ????/ ????
 Life Points
8000

 Spoiler
 Hand  - 5

 Spoiler
-Roll Out
-Dimension Explosion
-Lightning Vortex
-Overload Fusion
-Limiter Remover

 Facedown

 Spoiler
- Monster 3 - W-Wing Catapult
-S/T 3 - Dimensional Prison

 Graveyard

 Spoiler
-Dimensional Prison

 Removed From Play

 Spoiler
-

 Deck #5 - Shiny Metal  ~ 35

 Spoiler
1. Cyber Dragon
2. Jade Knight
3. Jade Knight
4. Necroface
5. Honest
6. Honest
7. Honest
8. X-Head Cannon
9. X-Head Cannon
10. X-Head Cannon
11. Y-Dragon Head
12. Y-Dragon Head
13. Y-Dragon Head
14. Z-Metal Tank
15. Z-Metal Tank
16. Z-Metal Tank
17. V-Tiger Jet
18. V-Tiger Jet
19. W-Wing Catapult
20. Heavy Mech Support Platform
21. Heavy Mech Support Platform
22. Cyber Dragon Zwei
23. Cyber Dragon Zwei
24. Heavy Storm
25. Mystical Space Typhoon
26. Double Summon
27. Dimension Explosion
28. Machine Assembely Line
29. Luminous Spark
30. Torrential Tribute
31. Return from the Different Dimension
32. Roll Out!
33. Mirror Force
34. Dimensional Prison
35. Threatening Roar

 Extra Deck

 Spoiler
2x XY-Dragon Cannon
2x YZ-Tank Dragon
2x XZ-Tank Cannon
2x XYZ-Dragon Cannon
2x VVW-Tiger Catapult
2x VWXYZ-Dragon Catapult cannon
1x Chimeratech Overdragon
1x Chimeratech Fortress Dragon
1x Cyber Twin Dragon

[User]
 During my own Draw Phase, I activate Jar of Greed, so I draw two cards.

Draw:  (2d40)[ 23 ][ 33 ](56)
Rerolls:  (5d40)[ 1 ][ 20 ][ 36 ][ 34 ][ 18 ](109)
 I set a facedown monster and I activate my Nightmare's Steelcage! Neither of us can attack for two of your turns. Go ahead, your move.

Field Magic: None
{table="head] 1 | 2 | 3 | 4 | 5
-- | -- | FD | -- | --
-- | FD | NS | FD | --[/table]
NS = Nightmare's Steelcage, 0/2 turns

Lifepoints: 8000

Hand: 2

 Spoiler
Mirror Force
Nightmare's Steelcage
Dark Bribe

Facedowns: 3

 Spoiler
Spot 2: Defensive Draw
Spot 3: Dark Mimic LV1
Spot 4: Dark Bribe

Graveyard: 1

 Spoiler
Jar of Greed

Out of Play: 1

 Spoiler
Emissary of the Afterlife

Deck: 32

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Jar of Greed
08. Jar of Greed
 09. Jar of Greed
 10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Nightmare’s Steelcage
18. Nightmare’s Steelcage
19. Nightmare’s Steelcage
20. Level Limit - Area B
21. Gravity Bind
22. Pot of Avarice
 23. Dark Mimic LV1
24. Dark Mimic LV1
25. Dark Mimic LV1
26. Marshmallon
27. Dark Mimic LV3
28. Dark Mimic LV3
29. Dark Mimic LV3
 30. Emissary of the Afterlife
31. Emissary of the Afterlife
32. Emissary of the Afterlife
 33. Dark Bribe
 34. Dark Bribe
35. Dark Bribe
36. The Transmigration Prophecy
 37. Defensive Draw
38. Defensive Draw
39. Defensive Draw
40. Spirit Reaper

[User]
 ((Note: I believe I forgot to show that I had a face-down magic/trap in my last turn. My apologies.))

 "..."
 (1d35)[ 6 ]
 "SET."  Proclaimed the hologram, as a magic/trap appeared in the face-down position.  "FLIP."  The face-down W-Wing Catapult moved into attack position, but was unable to attack. [color="RoyalBlue]"FINISHED."[/color]

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|F|-[/table]
Facedown - ????/ ????
 Life Points
8000

 Spoiler
 Hand  - 5

 Spoiler
-Dimension Explosion
-Lightning Vortex
-Overload Fusion
-Limiter Remover
-Honest

 Facedown

 Spoiler
- Monster 3 - W-Wing Catapult
-S/T 3 - Dimensional Prison
-S/T 4 - Roll Out!

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Deck #5 - Shiny Metal  ~ 35

 Spoiler
1. Cyber Dragon
2. Jade Knight
3. Jade Knight
4. Necroface
5. Honest
6. Honest
7. X-Head Cannon
8. X-Head Cannon
9. X-Head Cannon
10. Y-Dragon Head
11. Y-Dragon Head
12. Y-Dragon Head
13. Z-Metal Tank
14. Z-Metal Tank
15. Z-Metal Tank
16. V-Tiger Jet
17. V-Tiger Jet
18. W-Wing Catapult
19. Heavy Mech Support Platform
20. Heavy Mech Support Platform
21. Cyber Dragon Zwei
22. Cyber Dragon Zwei
23. Heavy Storm
24. Mystical Space Typhoon
25. Double Summon
26. Dimension Explosion
27. Machine Assembely Line
28. Luminous Spark
29. Torrential Tribute
30. Return from the Different Dimension
31. Roll Out!
32. Mirror Force
33. Dimensional Prison
34. Threatening Roar

 Extra Deck

 Spoiler
2x XY-Dragon Cannon
2x YZ-Tank Dragon
2x XZ-Tank Cannon
2x XYZ-Dragon Cannon
2x VVW-Tiger Catapult
2x VWXYZ-Dragon Catapult cannon
1x Chimeratech Overdragon
1x Chimeratech Fortress Dragon
1x Cyber Twin Dragon

[User]
 I Flip Summon my Dark Mimic LV1 in my main phase 1, which lets me draw two cards this turn.

Draw:  (2d40)[ 52 ]
Rerolls:  (7d40)[ 23 ][ 39 ][ 13 ][ 30 ][ 38 ][ 26 ][ 17 ](186)  ((Just took the first two usable rerolls))

 After using Upstart Goblin, I end my turn. Your move!

Field Magic: None
{table="head] 1 | 2 | 3 | 4 | 5
-- | -- | DM | -- | --
-- | FD | NS | FD | --[/table]
NS = Nightmare's Steelcage, 1/2 turns
DM = Dark Mimic LV1,  100 /1000

Lifepoints: 8000

Hand: 4

 Spoiler
Mirror Force
Dark Bribe
Defensive Draw
The Transmigration Prophecy

Facedowns: 2

 Spoiler
Spot 2: Defensive Draw
Spot 3:
Spot 4: Dark Bribe

Graveyard: 1

 Spoiler
Jar of Greed

Out of Play: 1

 Spoiler
Emissary of the Afterlife

Deck: 30

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Jar of Greed
08. Jar of Greed
 09. Jar of Greed
 10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
 13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Nightmare’s Steelcage
18. Nightmare’s Steelcage
19. Nightmare’s Steelcage
20. Level Limit - Area B
21. Gravity Bind
22. Pot of Avarice
 23. Dark Mimic LV1
24. Dark Mimic LV1
25. Dark Mimic LV1
26. Marshmallon
27. Dark Mimic LV3
28. Dark Mimic LV3
29. Dark Mimic LV3
 30. Emissary of the Afterlife
31. Emissary of the Afterlife
32. Emissary of the Afterlife
 33. Dark Bribe
 34. Dark Bribe
35. Dark Bribe
36. The Transmigration Prophecy
 37. Defensive Draw
38. Defensive Draw
 39. Defensive Draw
40. Spirit Reaper

[User]
 I play Upstart Goblin. I get to draw one card, you get 1000 life points.

Draw:  (1d40)[ 36 ]
Rerolls:  (3d40)[ 31 ][ 18 ][ 33 ](82)

((Rest of Turn Edited In Above))

[User]
 (1d34)[ 20 ]
 "FLIP."  The face-down monster revealed itself as W-Wing Catapult.  "SUMMON."  As he said this, Heavy Mech Support Platform appeared, then aligned itself with W-Wing Catapult, creating a Union between them.  "END."

{table=head]1|2|3|4|5
-|-|W|-|-
-|H|F|F|-[/table]
 W -Wing Catapult - 1300+500 ( 1800 )/1500
 H eavy Mech Support Platform

 Life Points
9000

 Spoiler
 Hand  - 5

 Spoiler
-Dimension Explosion
-Lightning Vortex
-Overload Fusion
-Limiter Remover
-Honest

 Facedown

 Spoiler
-S/T 3 - Dimensional Prison
-S/T 4 - Roll Out!

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Deck #5 - Shiny Metal  ~ 35

 Spoiler
1. Cyber Dragon
2. Jade Knight
3. Jade Knight
4. Necroface
5. Honest
6. Honest
7. X-Head Cannon
8. X-Head Cannon
9. X-Head Cannon
10. Y-Dragon Head
11. Y-Dragon Head
12. Y-Dragon Head
13. Z-Metal Tank
14. Z-Metal Tank
15. Z-Metal Tank
16. V-Tiger Jet
17. V-Tiger Jet
18. W-Wing Catapult
19. Heavy Mech Support Platform
20. Cyber Dragon Zwei
21. Cyber Dragon Zwei
22. Heavy Storm
23. Mystical Space Typhoon
24. Double Summon
25. Dimension Explosion
26. Machine Assembely Line
27. Luminous Spark
28. Torrential Tribute
29. Return from the Different Dimension
30. Roll Out!
31. Mirror Force
32. Dimensional Prison
33. Threatening Roar

 Extra Deck

 Spoiler
2x XY-Dragon Cannon
2x YZ-Tank Dragon
2x XZ-Tank Cannon
2x XYZ-Dragon Cannon
2x VVW-Tiger Catapult
2x VWXYZ-Dragon Catapult cannon
1x Chimeratech Overdragon
1x Chimeratech Fortress Dragon
1x Cyber Twin Dragon

[User]
 During your End Phase, my Cage wears away into nothing. Then, during my Standby Phase, my Dark Mimic LV1 levels up into Dark Mimic LV3. Plus, I draw.

Draw:  (1d40)[ 8 ]
Rerolls:  (4d40)[ 8 ][ 27 ][ 4 ][ 39 ](78)
 I set three cards and I end my turn. Your move.

Field Magic: None
{table="head] 1 | 2 | 3 | 4 | 5
-- | -- | DM | -- | --
FD | FD | FD | FD | FD[/table]
DM = Dark Mimic LV3,  1000 /1000

Lifepoints: 8000

Hand: 2

 Spoiler
Mirror Force
The Transmigration Prophecy

Facedowns: 5

 Spoiler
Spot 1: Dark Bribe
Spot 2: Defense Draw
Spot 3: Jar of Greed
Spot 4: Dark Bribe
Spot 5: Defense Draw

Graveyard: 4

 Spoiler
Jar of Greed
Upstart Goblin
Nightmare's Steelcage
Dark Mimic LV1

Out of Play: 1

 Spoiler
Emissary of the Afterlife

Deck: 28

 Spoiler
01. Exodia the Forbidden One
02. Left Arm of the Forbidden One
03. Left Leg of the Forbidden One
04. Right Arm of the Forbidden One
05. Right Leg of the Forbidden One
06. Sangan
07. Jar of Greed
08. Jar of Greed
 09. Jar of Greed
 10. Mirror Force
11. Upstart Goblin
12. Upstart Goblin
 13. Upstart Goblin
14. Legacy of Yata-Garasu
15. Legacy of Yata-Garasu
16. Legacy of Yata-Garasu
 17. Nightmare’s Steelcage
18. Nightmare’s Steelcage
19. Nightmare’s Steelcage
20. Level Limit - Area B
21. Gravity Bind
22. Pot of Avarice
 23. Dark Mimic LV1
24. Dark Mimic LV1
25. Dark Mimic LV1
26. Marshmallon
 27. Dark Mimic LV3
28. Dark Mimic LV3
29. Dark Mimic LV3
 30. Emissary of the Afterlife
31. Emissary of the Afterlife
32. Emissary of the Afterlife
 33. Dark Bribe
 34. Dark Bribe
35. Dark Bribe
36. The Transmigration Prophecy
 37. Defensive Draw
38. Defensive Draw
 39. Defensive Draw
40. Spirit Reaper

[User]
 (1d33)[ 22 ]
 "DISCONNECT."  The Heavy Mech Support Platform defused from the W-Wing Catapult.  "DESTROY."  As the hologram said this, it played Heavy Storm, destroying the face-downs on both sides of the field.  "ACTIVATE."  Discarding  Dimension Explosion, the hologram activated Lightning Vortex, destroying Dark Mimic LV3 without activating it's effect.  "ATTACK."  Naturally, W-Wing Catapult and the Support Platform attacked together to inflict 1800 life points of damage.  "END."

{table=head]1|2|3|4|5
-|H|W|-|-
-|-|F|F|-[/table]
 W -Wing Catapult - 1300/1500
 H eavy Mech Support Platform -  500 /500

 Life Points
9000

 Spoiler
 Hand  - 5

 Spoiler
-Overload Fusion
-Limiter Remover
-Honest

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Heavy Storm
-Roll Out!
-Dimensional Prison

 Removed From Play

 Spoiler
-

 Deck #5 - Shiny Metal  ~ 32

 Spoiler
1. Cyber Dragon
2. Jade Knight
3. Jade Knight
4. Necroface
5. Honest
6. Honest
7. X-Head Cannon
8. X-Head Cannon
9. X-Head Cannon
10. Y-Dragon Head
11. Y-Dragon Head
12. Y-Dragon Head
13. Z-Metal Tank
14. Z-Metal Tank
15. Z-Metal Tank
16. V-Tiger Jet
17. V-Tiger Jet
18. W-Wing Catapult
19. Heavy Mech Support Platform
20. Cyber Dragon Zwei
21. Cyber Dragon Zwei
22. Mystical Space Typhoon
23. Double Summon
24. Dimension Explosion
25. Machine Assembely Line
26. Luminous Spark
27. Torrential Tribute
28. Return from the Different Dimension
29. Roll Out!
30. Mirror Force
31. Dimensional Prison
32. Threatening Roar

 Extra Deck

 Spoiler
2x XY-Dragon Cannon
2x YZ-Tank Dragon
2x XZ-Tank Cannon
2x XYZ-Dragon Cannon
2x VVW-Tiger Catapult
2x VWXYZ-Dragon Catapult cannon
1x Chimeratech Overdragon
1x Chimeratech Fortress Dragon
1x Cyber Twin Dragon

[User] ((Sorry about vanishing after I posted.))

[User] I chain a Dark Bribe to your Heavy Storm. Care to reevaluate your move?

[User]
 "IRRITATION."  The hologram drew it's next card before deciding what to do.

 (1d32)[ 27 ]
 "REGARDLESS."  The move played out as it had done previously, regardless of the negation of Heavy Storm.

[User] A second Dark Bribe negates Lightning Vortex, but you still discard that card to pay off its cost. Any other changes?


[User]
 You awaken slightly disoriented in a stone room. It's about 35' wide and 25' long. The room is lighted by a single burning torch on the north wall near the ceiling with a narrow ramp leading up to it. There are some metal objects near the ramp. A closed wooden door is in the south wall.

Map
 Spoiler
{table]|A|B|C|D|E|F|G
1
2
3|||H
4
5[/table]
H = The Hulk
Door at A5 south wall.

DM Notes
 Spoiler
 Sheet

[User] I move to A5 and investigate the metal objects, trying to determine their use.

[User] You find a pair of metal tongs and what remains of a heavily corroded mace.

[User] I walk out the door and into the next room.

[User]
 The wooden door swings open easily. The room you enter is 15ft wide by 25ft long.

You are immediately set upon by a horde of dire rats. Roll initiative.

  Rats Initiative  - (d20+3)[ 20 ]

[User]
 (1d20+2)[ 18 ]  initiative
How many rats are there?

[User]
 You aren't sure, at least 2 but probably no more than 6. In their haste to attack you, you haven't had a chance to assess the exact number. Since you lost initiative, you won't know the exact number until your turn.

Two of the rats move to attack you, biting at your legs.

  Attack  - (d20+4)[ 17 ]
  Damage  - (1d4)[ 4 ]
  Attack  - (d20+4)[ 5 ]
  Damage  - (1d4)[ 4 ]

Edit: Sorry, I had to go for a bit.

The first rat bites you, but the second misses. You're turn.

[User]
 I had to go for a bit too, had to sleep. Anyway, I initiate steel wind against the    2 rats closest me: [Roll]1d20+9[Roll] attack  (1d20+9)[ 24 ]  attack. No point rolling damage, I have more extra damage than they have health.

Edit: Still have't woken up properly, wrote+9 instead of +6 and forgot a slash. Treat the second roll as 21 and I'll go make the first properly.

[User]
 [roll0] actually making the first roll😉

Edit: Fffffuuuuuuuuuu

[User]
 I'm going back to bed now. Keep screeing it up.  (1d20+6)[ 17 ]

So basically, one attack on each rat, 17 and 21 respectively. I have more damage than they have health, so if one hits they die.