[User]
 The woman standing at one end of the field wears nothing but blue.  She picks up a stave as she sees her opponent enter, and the crystal on the end flickers slightly at her touch.   "Are you ready to see what destiny awaits you?"

Miss Fortune: 41 cards

 Spoiler
MONSTER: 20
1. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
2. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
3. Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
4. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
5. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
6. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
7. Elemental Hero Stratos (WIND Warrior 4; 1800/300)
8. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
9. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
10. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
11. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
12. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
13. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
14. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
15. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
16. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
17. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
18. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
19. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
20. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300

SPELL: 12
21. Destiny Draw
22. Fortune's Future
23. Fortune's Future
24. Future Fusion
25. Future Visions
26. Future Visions
27. Future Visions
28. Heavy Storm
29. Miracle Fusion
30. Miracle Fusion
31. Mystical Space Typhoon
32. Terraforming

TRAP: 9
33. Compulsory Evacuation Device
34. Compulsory Evacuation Device
35. Interdimensional Matter Transporter
36. Interdimensional Matter Transporter
37. Mirror Force
38. Phoenix Wing Wind Blast
39. Slip of Fortune
40. Slip of Fortune
41. Torrential Tribute

EXTRA: 3
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)

[User]
 Init:  (1d20)[ 19 ]
Draw:  (5d41)[ 25 ][ 31 ][ 39 ][ 5 ][ 8 ](108)
Re-roll:  (3d41)[ 30 ][ 8 ][ 5 ](43)

[User]
 "..."  The man in the suit nods, as flowers grow around his feet. Saplings shoot up behind him; against all logic, the shrubbery is starting on freshly-laid concrete. Goddamn fertile feet.

 (1d20)[ 7 ]
 (1d40)[ 10 ]
 (1d39)[ 32 ]
 (1d38)[ 8 ]
 (1d37)[ 7 ]
 (1d36)[ 4 ]

 Spoiler
Hand

 Spoiler
-

Facedown

 Spoiler
-

Graveyard

 Spoiler
-

Removed From Play

 Spoiler
-

 An Unkempt Garden  ~ 40

 Spoiler
1. Phoenixian Cluster Amaryllis
2. Phoenixian Cluster Amaryllis
3. Phoenixian Cluster Amaryllis
4. Lonefire Blossom
5. Lonefire Blossom
6. Lonefire Blossom
7. Lord Poison
8. Lord Poison
9. Gigaplant
10. Gigaplant
11. Evil Thorn
12. Evil Thorn
13. Evil Thorn
14. Phoenixian Seed
15. Phoenixian Seed
16. Revival Rose
17. Revival Rose
18. Copy Plant
19. Copy Plant
20. Dandylion
21. Twilight Rose Knight
22. Twilight Rose Knight
23. Black Garden
24. Black Garden
25. Ancient Forest
26. Seed Cannon
27. Seed Cannon
28. Seed Cannon
29. Trade-In
30. Fragrance Storm
31. Fragrance Storm
32. Fragrance Storm
33. The World Tree
34. Heavy Storm
35. One for One
36. Book of Moon
37. Book of Moon
38. Torrential Tribute
39. Mirror Force
40. Royal Decree

 Extra Deck

 Spoiler
3x Queen of Thorns
1x Black Rose Dragon
1x Stardust Dragon
1x Red Dragon Archfiend
1x Ally of Justice Castator

[User]
 Draw:  (1d36)[ 14 ]
 "I shall begin the reading, then."   The crystal on her stave begins to glow, creating the illusion of a duel field.   "Fortune Lady Water: Your fortune bodes ill, with a potentially imminent turn for the worse in your near future.  I then activate Future Visions, and set one card facedown.  This will end my turn."
 Field:   Future Visions
{table="head"]1|2|3|4|5
-|-|W|-|-
-|-|Fd|-|-[/table]
MON:
3.  Fortune Lady Water  (WATER Spellcaster 4;  1200 /1200)
S/T:
3. Facedown card

 Facedowns:

 Spoiler
S/T:
3. Mystical Space Typhoon

 Life Points:  8000

 Graveyard:  0

 Spoiler
NONE

 Remove from Play:  0

 Spoiler
NONE

 Hand:  4

 Spoiler
Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
Fortune Lady Dark (DARK Spellcaster 5; ?/?)
Future Visions
Slip of Fortune

 Deck:  35

 Spoiler
MAIN:
1. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
2. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
3. Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
4. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
 >. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
5. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
6. Elemental Hero Stratos (WIND Warrior 4; 1800/300)
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
7. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
8. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
9. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
10. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
11. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
12. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
13. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
14. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
15. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
16. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
17. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
18. Destiny Draw
19. Fortune's Future
20. Fortune's Future
21. Future Fusion
 >. Future Visions
22. Future Visions
23. Future Visions
24. Heavy Storm
25. Miracle Fusion
26. Miracle Fusion
 >. Mystical Space Typhoon
27. Terraforming
28. Compulsory Evacuation Device
29. Compulsory Evacuation Device
30. Interdimensional Matter Transporter
31. Interdimensional Matter Transporter
32. Mirror Force
33. Phoenix Wing Wind Blast
 >. Slip of Fortune
34. Slip of Fortune
35. Torrential Tribute

EXTRA: 3
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)

[User]
 "Tsssssssss..."  The man stares forward, as kudzu vines obscure his legs from view.

 (1d35)[ 17 ]

((Hm, quick question. If I summoned a monster (e.g. Marauding Captain), would it's ability activate, despite Future Fusions? The ruling on Future Visions doesn't specify and I would assume so, but I'd like to be sure x.x -edit- Ah, very well.))

 "Tssssss..."  One of the saplings behind the man has grown into a full tree; it lays a seed in front of the man, which takes root and grows at a monumental pace: the World Tree has been planted.  A figure steps out behind it, striking a seed from the full-grown trees behind the man, it then finds itself whisked into another dimension; Twilight Rose Knight is engulfed by Future Visions. The seed brought down from the tree by the Knight reveals itself to be a Lonefire Blossom; it sets itself alight, as it transforms into a Gigaplant; the plant darts in and swallows Fortune Lady Water (900LP). Once it does so, the plants desist their movement, as the man nods towards his opponent.  "Youuuu."

{table="head"]1|2|3|4|5
-|-|G|-|-
-|-|W|-|-[/table]
 G igaplant -  2100 /1200
The  W orld Tree

 Spoiler
Hand

 Spoiler
-Gigaplant
-Lord Poison
-Lord Poison

Facedown

 Spoiler
-

Graveyard

 Spoiler
-Lonefire Blossom

Removed From Play

 Spoiler
-Twilight Rose Knight

 An Unkempt Garden  ~ 40

 Spoiler
1. Phoenixian Cluster Amaryllis
2. Phoenixian Cluster Amaryllis
3. Phoenixian Cluster Amaryllis
4. Lonefire Blossom
5. Lonefire Blossom
6. Evil Thorn
7. Evil Thorn
8. Evil Thorn
9. Phoenixian Seed
10. Phoenixian Seed
11. Revival Rose
12. Revival Rose
13. Copy Plant
14. Copy Plant
15. Dandylion
16. Twilight Rose Knight
17. Black Garden
18. Black Garden
19. Ancient Forest
20. Seed Cannon
21. Seed Cannon
22. Seed Cannon
23. Trade-In
24. Fragrance Storm
25. Fragrance Storm
26. Fragrance Storm
27. Heavy Storm
28. One for One
29. Book of Moon
30. Book of Moon
31. Torrential Tribute
32. Mirror Force
33. Royal Decree

 Extra Deck

 Spoiler
3x Queen of Thorns
1x Black Rose Dragon
1x Stardust Dragon
1x Red Dragon Archfiend
1x Ally of Justice Castator

[User] OOC: Yes.  Future Visions' effect doesn't activate until the monster is successfully normal summoned, so you can chain an effect that activates upon normal summon to it.  Or rather, since you're turn player and have priority, Future Visions chains to your effect monster if they're both mandatory.   Simultaneous Effects Go On Chain .  I don't think it works that way with ignition effects, but trigger effects like Marauding Captain definitely go that way.

[User] ((Ah, I see. My turn is complete, in any case. Thanks for your help.))

[User]
 Draw:  (1d35)[ 20 ]
 "Ah.  Set two cards facedown and end."
 Field:   Future Visions
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|-|Fd|Fd|-[/table]
MON:
3. Facedown card
S/T:
3. Facedown card
4. Facedown card

 Facedowns:

 Spoiler
MON:
3. Elemental Hero Ocean (WATER Warrior 4; 1500/ 1200 )
S/T:
3. Mystical Space Typhoon
4. Slip of Fortune

 Life Points:  6800

 Graveyard:  1

 Spoiler
Fortune Lady Water (WATER Spellcaster 4; ?/?)

 Remove from Play:  0

 Spoiler
NONE

 Hand:  2

 Spoiler
Fortune Lady Dark (DARK Spellcaster 5; ?/?)
Fortune's Future

 Deck:  34

 Spoiler
MAIN:
1. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
2. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
3. Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
4. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
 >. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
5. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
6. Elemental Hero Stratos (WIND Warrior 4; 1800/300)
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
7. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
8. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
9. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
10. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
11. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
12. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
13. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
14. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
15. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
16. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
17. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
18. Destiny Draw
19. Fortune's Future
 >. Fortune's Future
20. Future Fusion
 >. Future Visions
21. Future Visions
22. Future Visions
23. Heavy Storm
24. Miracle Fusion
25. Miracle Fusion
 >. Mystical Space Typhoon
26. Terraforming
27. Compulsory Evacuation Device
28. Compulsory Evacuation Device
29. Interdimensional Matter Transporter
30. Interdimensional Matter Transporter
31. Mirror Force
32. Phoenix Wing Wind Blast
 >. Slip of Fortune
33. Slip of Fortune
34. Torrential Tribute

EXTRA: 3
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)

[User]
 (1d33)[ 7 ]

The air blurs; Twilight Rose Knight falls besides the Gigaplant. A selection of flowers from the field rise up and become the Evil Thorn; however, it to is whisked away from the field by Future Visions.

The Gigaplant attacks the face-down monster; it keeps an eye wary in case of traps. ((Turn will be completed after the face-down is revealed/a trap is activated =P))

{table="head"]1|2|3|4|5
-|-|G|T|-
-|-|W|-|-[/table]
 G igaplant -  2100 /1200
 T wilight Rose Knight -  1000 /1000
The  W orld Tree

 Spoiler
Hand

 Spoiler
-Gigaplant
-Lord Poison
-Lord Poison

Facedown

 Spoiler
-

Graveyard

 Spoiler
-Lonefire Blossom

Removed From Play

 Spoiler
-Evil Thorn

 An Unkempt Garden  ~ 33

 Spoiler
1. Phoenixian Cluster Amaryllis
2. Phoenixian Cluster Amaryllis
3. Phoenixian Cluster Amaryllis
4. Lonefire Blossom
5. Lonefire Blossom
6. Evil Thorn
7. Evil Thorn
8. Phoenixian Seed
9. Phoenixian Seed
10. Revival Rose
11. Revival Rose
12. Copy Plant
13. Copy Plant
14. Dandylion
15. Twilight Rose Knight
16. Black Garden
17. Black Garden
18. Ancient Forest
19. Seed Cannon
20. Seed Cannon
21. Seed Cannon
22. Trade-In
23. Fragrance Storm
24. Fragrance Storm
25. Fragrance Storm
26. Heavy Storm
27. One for One
28. Book of Moon
29. Book of Moon
30. Torrential Tribute
31. Mirror Force
32. Royal Decree

 Extra Deck

 Spoiler
3x Queen of Thorns
1x Black Rose Dragon
1x Stardust Dragon
1x Red Dragon Archfiend
1x Ally of Justice Castator

[User]
 OOC: I missed this earlier, but Gigaplant has 2400 ATK.

The mystic waves her stave, and one of the facedown cards flips upright to reveal  Slip of Fortune .  As Gigaplant's lashing blades slash into the facedown card, the target fades and vanishes rather than shattering.

[User]
 "Tsssss!"  The leaves rustle as the Twilight Rose Knight settles into defence over attack. The plants fall still once more.

((Field same as above, except TRK is in defence and Gigaplant isn't there, ah-ha.))

[User]
 Originally Posted by Allan A. Aokage
  "Tsssss!"  The leaves rustle as the Twilight Rose Knight settles into defence over attack. The plants fall still once more.

((Field same as above, except TRK is in defence and Gigaplant isn't there, ah-ha.))

OOC: Gigaplant is still on the field.  Slip of Fortune negated its attack and removed the facedown attack target from play.  Sorry about wording it so confusingly.

Draw:  (1d34)[ 18 ]

The facedown monster, thought destroyed, suddenly reappears on the field.   "Flip  Elemental Hero Ocean  to attack your Twilight Rose Knight ."   The hero attacks, slashing into Twilight Rose Knight with his spear.   "Now release, to show the next prediction.  Fortune Lady Dark: Your fortune is unhappy.  Be wary of falling things."   The shadowy Fortune Lady suddenly vanishes, whisked away by Future Visions.   "With this, my turn ends."
 Field:   Future Visions
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|Fd|-|-[/table]
MON:
3.
S/T:
3. Facedown card

 Facedowns:

 Spoiler
S/T:
3. Mystical Space Typhoon

 Life Points:  6800

 Graveyard:  3

 Spoiler
Fortune Lady Water (WATER Spellcaster 4; ?/?)
Slip of Fortune
Elemental Hero Ocean (WATER Warrior 4; 1500/1200)

 Remove from Play:  1

 Spoiler
 Fortune Lady Dark  (DARK Spellcaster 5; ?/?)

 Hand:  2

 Spoiler
Fortune's Future
Destiny Draw

 Deck:  33

 Spoiler
MAIN:
1. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
2. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
3. Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
4. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
 >. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
5. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
6. Elemental Hero Stratos (WIND Warrior 4; 1800/300)
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
7. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
8. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
9. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
10. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
11. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
12. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
13. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
14. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
15. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
16. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
17. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
 >. Destiny Draw
18. Fortune's Future
 >. Fortune's Future
19. Future Fusion
 >. Future Visions
20. Future Visions
21. Future Visions
22. Heavy Storm
23. Miracle Fusion
24. Miracle Fusion
 >. Mystical Space Typhoon
25. Terraforming
26. Compulsory Evacuation Device
27. Compulsory Evacuation Device
28. Interdimensional Matter Transporter
29. Interdimensional Matter Transporter
30. Mirror Force
31. Phoenix Wing Wind Blast
 >. Slip of Fortune
32. Slip of Fortune
33. Torrential Tribute

EXTRA: 3
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)

[User]
 (1d32)[ 27 ]

((I'm presuming that if one normal summons a Gemini monster again to activate it's effect, Future Visions takes them away and I must wait until next turn to use the monster and it's effect. If not, do inform me.))

The Evil Thorn took root next to the plant; it begun swinging one of it's leaves; it continued to rock backwards and forward, before it allowed the leaf to sever itself from the stem; the leaf took on the shape of a spiked ball, which landed at the foot of it's opponent (300LP damage); the Thorn itself then rotted, but two more rose in it's place (Evil Thorn's effect). Moments later, a seed landed from one of the two trees behind the man; a seed began to expel magic, as it took in a Gigaplant from the man's hand, as a Copy Plant wriggled onto the field.

The Copy Plant swelled to the size of Gigaplant, before enveloping the two Evil Thorns; the conglomeration of plants rustled and began to exude white light, before the light became dim and t'was revealed that the trio of plants had become the Red Dragon Archfiend. The Gigaplant became enveloped in vines, gaining new abilities; but not before the Future Visions whisked it away. The Red Dragon Archfiend struck the opponent of the plants (3000LP damage), before settling down and awaiting it's move.

{table="head"]1|2|3|4|5
-|-|-|R|-
-|-|W|-|-[/table]
 R ed Dragon Archfiend -  3000 /2500
The  W orld Tree

 Spoiler
Hand

 Spoiler
-Gigaplant
-Lord Poison
-Lord Poison

Facedown

 Spoiler
-

Graveyard

 Spoiler
-Lonefire Blossom
-Twilight Rose Knight
-Evil Thorn
-Evil Thorn
-Evil Thorn
-Gigaplant
-One for One
-Copy Plant

Removed From Play

 Spoiler
- G igaplant -  2400 /1200

 An Unkempt Garden  ~ 33

 Spoiler
1. Phoenixian Cluster Amaryllis
2. Phoenixian Cluster Amaryllis
3. Phoenixian Cluster Amaryllis
4. Lonefire Blossom
5. Lonefire Blossom
8. Phoenixian Seed
9. Phoenixian Seed
10. Revival Rose
11. Revival Rose
12. Copy Plant
14. Dandylion
15. Twilight Rose Knight
16. Black Garden
17. Black Garden
18. Ancient Forest
19. Seed Cannon
20. Seed Cannon
21. Seed Cannon
22. Trade-In
23. Fragrance Storm
24. Fragrance Storm
25. Fragrance Storm
26. Heavy Storm
27. Book of Moon
28. Book of Moon
39. Torrential Tribute
30. Mirror Force
31. Royal Decree

 Extra Deck

 Spoiler
3x Queen of Thorns
1x Black Rose Dragon
1x Stardust Dragon
1x Ally of Justice Castator

[User]
 OOC: As far as I know, that is the case.

Draw:  (1d33)[ 3 ]

Fortune Lady Dark flickers back onto the field as the Standby Phase passes.  The mystic then directs her stave at the field.   "Destiny shall not be so easily denied.  With the power of Destiny Hero Plasma, I activate  Destiny Draw ."

[User]
 Draw:  (1d32)[ 7 ]   (1d31)[ 17 ]
 "I then activate  Future Fusion  to send Destiny Hero - Malicious and Fortune Lady Water to the Graveyard, in preparation for the arrival of Elemental Hero Absolute Zero.   Destiny Hero - Malicious'  effect then activates, vanishing from the Graveyard to call himself from the Deck to the field anew.  I then release Destiny to call upon a second Fortune Lady Dark."   As Fortune Lady Dark vanishes from the field, she taps her stave against another card in her hand.   "And now, I use her power, sending her to the Graveyard to activate  Fortune's Future  from my hand."

[User]
 Draw:  (1d27)[ 22 ]   (1d26)[ 7 ]
 "It appears that fortune's favour has yet to become apparent.  I set one card facedown, then activate  Mystical Space Typhoon  to destroy Future Visions.  I fear your Gigaplant shall not return to us anew.  Fortune Lady Dark shall shift to defence position, then I end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|FD|-|-
-|Fd|-|FF|-[/table]
MON:
3.  Fortune Lady Dark  (DARK Spellcaster  6 ;  2400 /  2400  )
S/T:
2. Facedown card
4.  Future Fusion  (0/2)

 Facedowns:

 Spoiler
S/T:
2. Interdimensional Matter Transporter

 Life Points:  3800

 Graveyard:  11

 Spoiler
Fortune Lady Water (WATER Spellcaster 4; ?/?)
Slip of Fortune
Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
Destiny Draw
Destiny Hero - Malicious (DARK Warrior 6; 800/800)
Fortune Lady Water (WATER Spellcaster 4; ?/?)
Fortune Lady Dark (DARK Spellcaster 5; ?/?)
Fortune's Future
 Future Visions
Mystical Space Typhoon

 Remove from Play:  1

 Spoiler
Destiny Hero - Malicious (DARK Warrior 6; 800/800)

 Hand:  1

 Spoiler
Fortune Lady Light (LIGHT Spellcaster 1; ?/?)

 Deck:  25

 Spoiler
MAIN:
 >. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
 >. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
 >. Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
1. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
 >. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
2. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
3. Elemental Hero Stratos (WIND Warrior 4; 1800/300)
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
4. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
5. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
6. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
 >. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
7. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
8. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
9. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
10. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
11. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
 >. Destiny Draw
12. Fortune's Future
 >. Fortune's Future
 >. Future Fusion
 >. Future Visions
13. Future Visions
14. Future Visions
15. Heavy Storm
16. Miracle Fusion
17. Miracle Fusion
 >. Mystical Space Typhoon
18. Terraforming
19. Compulsory Evacuation Device
20. Compulsory Evacuation Device
 >. Interdimensional Matter Transporter
21. Interdimensional Matter Transporter
22. Mirror Force
23. Phoenix Wing Wind Blast
 >. Slip of Fortune
24. Slip of Fortune
25. Torrential Tribute

EXTRA: 3
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)

[User]
 (1d31)[ 16 ]
 "Tssssss?"  The man looked left and right at the absence of Gigaplant, before the garden began to shift once more.  A particularly rough flower bloomed into Lord Poison; a single black rose appeared in the centre of the field, before the garden surged onto the other side of the field, as the Black Garden became the field spell of choice.

The Red Dragon Archfiend blinked, before flexing it's jaws and unleashing a burst of fire that razed the single black rose, along with the Fortune Lady behind it; Lord Poison then surged towards the garden's enemy (1500LP of damage), as the garden began to retreat back into inactivity once more.  "Tssssssss..."

Field:  Black Garden
{table="head"]1|2|3|4|5
-|-|L|R|-
-|-|W|-|-[/table]
 L ord Poison -  1500 /1000
 R ed Dragon Archfiend -  3000 /2500
The  W orld Tree

 Spoiler
Hand

 Spoiler
-Lord Poison
-Lord Poison
-Black Garden

Facedown

 Spoiler
-

Graveyard

 Spoiler
-Lonefire Blossom
-Twilight Rose Knight
-Evil Thorn
-Evil Thorn
-Evil Thorn
-Gigaplant
-One for One
-Copy Plant

Removed From Play

 Spoiler
-Gigaplant

 An Unkempt Garden  ~ 33

 Spoiler
1. Phoenixian Cluster Amaryllis
2. Phoenixian Cluster Amaryllis
3. Phoenixian Cluster Amaryllis
4. Lonefire Blossom
5. Lonefire Blossom
6. Phoenixian Seed
7. Phoenixian Seed
8. Revival Rose
9. Revival Rose
10. Copy Plant
11. Dandylion
12. Twilight Rose Knight
13. Black Garden
14. Ancient Forest
15. Seed Cannon
16. Seed Cannon
17. Seed Cannon
18. Trade-In
19. Fragrance Storm
20. Fragrance Storm
21. Fragrance Storm
22. Heavy Storm
23. Book of Moon
24. Book of Moon
25. Torrential Tribute
26. Mirror Force
27. Royal Decree

 Extra Deck

 Spoiler
3x Queen of Thorns
1x Black Rose Dragon
1x Stardust Dragon
1x Ally of Justice Castator

[User]
 Draw:  (1d25)[ 7 ]
 "I set one monster and end my turn.  Your fortune: Super happy.  An auspicious turn awaits you."
 Field:
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|Fd|-|FF|-[/table]
MON:
3. Facedown card
S/T:
2. Facedown card
4.  Future Fusion  (1/2)

 Facedowns:

 Spoiler
MON:
3. Fortune Lady Light (LIGHT Spellcaster 1; 200/ 200 )
S/T:
2. Interdimensional Matter Transporter

 Life Points:  2300

 Graveyard:  12

 Spoiler
Fortune Lady Water (WATER Spellcaster 4; ?/?)
Slip of Fortune
Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
Destiny Draw
Destiny Hero - Malicious (DARK Warrior 6; 800/800)
Fortune Lady Water (WATER Spellcaster 4; ?/?)
Fortune Lady Dark (DARK Spellcaster 5; ?/?)
Fortune's Future
 Future Visions
Mystical Space Typhoon
Fortune Lady Dark (DARK Spellcaster 5; ?/?)

 Remove from Play:  1

 Spoiler
Destiny Hero - Malicious (DARK Warrior 6; 800/800)

 Hand:  1

 Spoiler
Fortune Lady Light (LIGHT Spellcaster 1; ?/?)

 Deck:  24

 Spoiler
MAIN:
 >. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
 >. Destiny Hero - Malicious (DARK Warrior 6; 800/800)
 >. Destiny Hero - Plasma (DARK Warrior 8; 1900/600)
1. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
 >. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
2. Elemental Hero Ocean (WATER Warrior 4; 1500/1200)
3. Elemental Hero Stratos (WIND Warrior 4; 1800/300)
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
4. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
 >. Fortune Lady Dark (DARK Spellcaster 5; ?/?) - Level*400
5. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
6. Fortune Lady Fire (FIRE Spellcaster 2; ?/?) - Level*200
 >. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
 >. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
7. Fortune Lady Light (LIGHT Spellcaster 1; ?/?) - Level*200
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
 >. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
8. Fortune Lady Water (WATER Spellcaster 4; ?/?) - Level*300
9. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
10. Fortune Lady Wind (WIND Spellcaster 3; ?/?) - Level*300
 >. Destiny Draw
11. Fortune's Future
 >. Fortune's Future
 >. Future Fusion
 >. Future Visions
12. Future Visions
13. Future Visions
14. Heavy Storm
15. Miracle Fusion
16. Miracle Fusion
 >. Mystical Space Typhoon
17. Terraforming
18. Compulsory Evacuation Device
19. Compulsory Evacuation Device
 >. Interdimensional Matter Transporter
20. Interdimensional Matter Transporter
21. Mirror Force
22. Phoenix Wing Wind Blast
 >. Slip of Fortune
23. Slip of Fortune
24. Torrential Tribute

EXTRA: 3
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)
Elemental Hero Absolute Zero (WATER Warrior 8; 2500/2000)

[User]
 (1d27)[ 1 ]
 "Tsss."  The man nodded, as another grotesque Lord Poison rose up from the ground. As it did so, the vines of the Black Garden drained it's energy and transformed it into a single black rose on his opponent's field. The Red Dragon Archfiend reared up and extinguished the life from the Rose (2200LP damage), as the stronger Lord Poison attacked the face-down; the weakest Lord Poison then finished the opponent off.

((Good game, if it's finished XD;))

Field:  Black Garden
{table="head"]1|2|3|4|5
-|2|L|R|-
-|-|W|-|-[/table]
 L ord Poison -  1500 /1000
 R ed Dragon Archfiend -  3000 /2500
Lord Poison ( 2 ) -  750 /1000
The  W orld Tree

 Spoiler
Hand

 Spoiler
-Phoenixian Cluster Amaryllis

Facedown

 Spoiler
-

Graveyard

 Spoiler
-Lonefire Blossom
-Twilight Rose Knight
-Evil Thorn
-Evil Thorn
-Evil Thorn
-Gigaplant
-One for One
-Copy Plant

Removed From Play

 Spoiler
-Gigaplant

 An Unkempt Garden  ~ 33

 Spoiler
1. Phoenixian Cluster Amaryllis
2. Phoenixian Cluster Amaryllis
3. Lonefire Blossom
4. Lonefire Blossom
5. Phoenixian Seed
6. Phoenixian Seed
7. Revival Rose
8. Revival Rose
9. Copy Plant
10. Dandylion
11. Twilight Rose Knight
12. Black Garden
13. Ancient Forest
14. Seed Cannon
15. Seed Cannon
16. Seed Cannon
17. Trade-In
18. Fragrance Storm
19. Fragrance Storm
20. Fragrance Storm
21. Heavy Storm
22. Book of Moon
23. Book of Moon
24. Torrential Tribute
25. Mirror Force
26. Royal Decree

 Extra Deck

 Spoiler
3x Queen of Thorns
1x Black Rose Dragon
1x Stardust Dragon
1x Ally of Justice Castator

[User]
 The mystic smiles mysteriously as the final Lord Poison closes in on her.  A flash of light from the crystal on her stave briefly dazzles her opponent, and when it fades, she is gone, as is the duel field.

OOC: Thanks.  If I had just drawn any of the half-dozen cards that would have let me put Absolute Zero on the field or bounce RDA off, I could have lasted at least a little longer, but I probably would still have been just counting time with two of my Darks down.  Yours is a pretty good deck.


[User]
 http://www.wizards.com/dnd/images/El...aps/111223.jpg
Go to this website to see the arena map.
Extra rules:
-Ignore the pure black dot and the E
-There is 1d3 buff rounds

[User] Er... I thought this was going to be a dungeon.

[User]
 Originally Posted by Yahzi
 Er... I thought this was going to be a dungeon.

Sorry, but Tidesinger wants some sort of twist to the arenas. (It has treasure by the way)

[User]
 Originally Posted by waterpenguin43
 Sorry, but Tidesinger wants some sort of twist to the arenas. (It has treasure by the way)

Can we make the boat... giant-sized? Say, each square = 15 ft?

[User]
 Originally Posted by Yahzi
 Can we make the boat... giant-sized? Say, each square = 15 ft?

Actually, I just changed the arena on your request.

[User]
 I don't think Demonbane is showing up🫤.
Let's do this on Sunday.(I'm busy on Saurday) or in an hour if he chooses to e-mail me or something.

[User]
 Originally Posted by waterpenguin43
 I don't think Demonbane is showing up🫤.
Let's do this on Sunday.(I'm busy on Saurday) or in an hour if he chooses to e-mail me or something.

This arena is also too small to contain my character. 😦

Also, any arena that compels the combatants be within ray/charge range of each other effectively means we can just roll for initiative and be done with it.

How about an arena that is the size of, well, an arena? Like a football field.

[User] OK, this arena will slightly impede your storm giant skeletons movement, but they have a space to be located in. Is that good enough?🫤

[User]
 Originally Posted by waterpenguin43
 OK, this arena will slightly impede your storm giant skeletons movement, but they have a space to be located in. Is that good enough?🫤

Ok. You're the DM, so give me your ruling this:

My character (which is 15 ft by 15 ft) wishes to travel from room L to room K. How many rounds does this require, and what penalties does the character operate under while doing so?

[User] Your character moves at 1/2 speed, he attacks and has an AC penalty of -4

[User]
 Originally Posted by waterpenguin43
 Your character moves at 1/2 speed, he attacks and has an AC penalty of -4

In that case, my character will stand outside and throw boulders at the building until it falls down. He and his minions will then search through the rubble (using magic) to find any treasure or magic items.

What do we find?

[User]
 Originally Posted by Yahzi
 In that case, my character will stand outside and throw boulders at the building until it falls down. He and his minions will then search through the rubble (using magic) to find any treasure or magic items.

What do we find?

Um, this is the arena battle between you and Demonsbane, not a normal dungeon. Tomorrow you can roll for initiative and all that.

[User]
 Originally Posted by waterpenguin43
 Um, this is the arena battle between you and Demonsbane, not a normal dungeon. Tomorrow you can roll for initiative and all that.

I'm going to wait until Tidesinger is free to DM this encounter. But thanks for offering.


[User]
 First off, if any of you reading this are planning on running the dungeon, DON'T READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  !!

OK. Let's get started. Vox, just post your character sheet here, please?

[User]
 Saint Carmine

~Gabriel

[User]
 OK! Also, don't read Night Surgeon's; his is the same dungeon.

Before you, a long passage leads to a closed set of heavy doors. To your left and right are a series of torches.

[User] Are the torches magical?

[User] They are completely mundane, although they seem not to go out or even flicker dangerously. Also, the fire never burns any of the torch's material.

[User] I'll draw my sword and start down the passage at a walking pace.

[User]
 You reach the set of double doors.

There is some writing on the wall:

 Through that which causes/Both good and bad/Happiness and sadness/Life and death/Is the true path

[User] I'll open the doors without entering the next room yet.

[User] You attempt to open the doors, but your fingers pass about an eighth of an inch into the door and then hit rock.

[User] I'll turn around and head back down the passageway to the beginning, to take a look around there.

[User] You spot nothing unusual.

[User] I'll go back to the torches.  I suspect that they're not what they seem.  I'll examine the sconces and test the substance of the walls they're in.

[User]
 OOC: Nice catch!

IC: The last torch before the door on the left side is, in fact, an empty space, along with the wall around it. Your hand passes right through.

[User] I will step through the wall.

[User]
 Before you is a tunnel, perfectly square. The walls, ceiling, and floor are all made of flawless stone. The hall streches for about 5 feet, then turns right at a right angle, obscuring what lies beyond the corner.

While there are no torches, there is an ambient, though faint, light which casts no shadows.

[User]
 OOC: I have darkvision.

IC: I move down the tunnel and turn the corner, pausing to make a mark with my claws in the stone.  Just a simple arrow, pointing back to the fake wall.

[User]
 You are unable to even slightly scratch the wall.

As you round the bend, you see a great chasm, 40 feet wide and so deep that even in the eternal light, you cannot see its bottom. The ceiling is about 40 feet up, and the chasm continues both to the left and the right for about 30 feet past the walls of the tunnel.

A small sign, made of the same stone as the rest of the walls, says:

"To cross, you must use, not the power of those who cross land whilst never touching it, but the power of those who create the new."

[User]
 Hm.  Either it's a hazard designed to be passed only by spellcasters, or there's a very simple means of getting across that doesn't involve anything spectacular.

I'll take my longsword and feel around at the edge of the chasm to see if there's another illusion at work.

[User] The chasm is real enough, no illusions there.

[User] OOC: Is this something that my character is in fact capable of solving?  I wouldn't want to waste time trying to figure out a puzzle that requires a particular skill or spell... 😛

[User]
 OOC:Yes it is. Anyone with an Int score can. (Too big of a hint?)

On the other side of the sign, there is a second clue:

"Necessity is the mother of invention; I am the father."

[User] Is there anything else is in area?

[User]
 Nope. Nothing.

This is a riddle. Comon, think! You can do this! You figured out the last one!

[User]
 OOC: That's not much of a riddle.  Father of invention?  Curiosity, I suppose.  That's the traditional answer.

I'll go get one of the torches and drop it into the chasm.

[User]
 Spoiler
traditional answer? Shoot, didn't know there was one. I was thinking of something else.😁

As our hero decides to go back and drop a torch into the pit, a torch suddenly appears and falls in.

 Spoiler
That a hint enough for you?

[User]
 OOC: Ah, imagination.  Yeah, the usual answer is curiosity, and that REALLY threw me off.

IC: I take a moment to appreciate the peculiar magic of the puzzle and then imagine a wooden bridge across the chasm, wide enough for a cart and complete with railing. (😛)

[User]
 A bridge indeed appears, and our hero crosses it with triumph.

(The "correct" answer was to imagine yourself appearing on the other side, but meh.)

On the other side, you enter a room. There are three statues: A heavily armed and armored human warrior, a weaponless elf female, and an orc with a greataxe. Each is holding out its hand, and the hand is formed as if to hold a sphere. Suddenly, a golden sphere just the right size appears in your hand.

To the right of the statues is a doorway encased in flames. To the left is an open doorway leading into a dark room.

[User] I'll go over and look into the dark room, but without entering.

[User] You see a dark room, 20'X20', with a second doorway on the other side barely visible. It's magical darkness, as your darksight doesn't penetrate.

[User] I'll go back and place the sphere in the hand of the orc.

[User]
 Spoiler
good choice.

The stone statue starts to crack, soon revealing an orcish barbarian, alive and eager for battle.

 Spoiler
INITIATIVE:
 (1d20+1)[ 10 ]

[User]
 Spoiler
Initiative:  (1d20-5)[ 13 ]

I back away, readying sword and shield.

 Hey now...I don't suppose you're inclined to parlay?

 Spoiler
  Diplomacy  - (1d20+16)[ 28 ]

I can understand and be understood by any sentient creature.

[User]
 The orc lowers his axe and looks at you quizzily; then, whatever magic compelled him to attack in the first place kicks in and he charges.

(will continue tomorrow, sorry...)

[User]
 Spoiler
Need to roll for maneuvers.  Two granted to start with.

 (1d5)[ 5 ]
 (1d4)[ 4 ]

1 - Crusader's Strike
2 - Stone Bones
3 - Douse the Flames
4 - Mountain Hammer
5 - Revitalizing Strike

Am currently in Martial Spirit stance.

[User]
 Since my initiative was higher, I'll go first.

Mountain Hammer
  Attack  - (1d20+10)[ 14 ]
  Damage  - (1d8+4)[ 5 ]  plus  (2d6)[ 7 ] , all of which bypasses both DR and Hardness

[User]
 The orc is hit by your blows.

He shakes his head, growls in anger, and swings his axe.

 (1d20+5)[ 13 ]

His axe completely misses, however.

[User]
 Spoiler
Rolling for maneuvers:

 (1d3)[ 3 ]

Using the numerical designations from last time.

[User]
 I'll try talking again.

 I will accept your surrender!

 Spoiler
If he doesn't lower his weapon, I'll use Douse the Flames and circle around behind him.  There's no mechanical advantage to it, but I have to use the maneuver sometime.

  Attack  - (1d20+10)[ 13 ]
  Damage  - (1d8+4)[ 12 ]  and an additional  (1d6)[ 1 ]  damage if he's evil.

And he cannot make attacks of opportunity until my next turn.

[User]
 (Sorry, I didn't have access to the map.)

The orc growls and strains himself, fighting the enchantment.

(He won't act this turn.)

[User]
 Spoiler
I think I'll lower my sword and try to encourage him.

 That's it, there's no need for us to fight!  Break whatever curse is binding you!

 Spoiler
Using  Resistance  as a spell-like ability.  He's also within my natural, double-strength Magic Circle Against Evil, so he'll get a +1 to any save he makes if the source of the effect isn't evil, +4 if the source is evil.

And
  Diplomacy  - (1d20+16)[ 31 ]  to boost his morale, I suppose.

[User] The orc smiles, and then dissipates into a fog, which floats away. Where he stood is now a red amulet in the shape of flames.

[User] Pick up the amulet and put it on, then walk through the door filled with flame.

[User]
 You pass through the flames unsinged. Before you is another chasm, only this one looks natural rather then man-made. On the other side of the chasm is a open door.

The tunnel looks natural now, with small pebbles on the floor.

[User] I'll examine the pebbles.

[User] The pebbles are completely normal.

[User] I'll take a handful of the pebbles and toss them out into the center of the chasm.

[User] Some of the pebbles fall off, while others float in midair.

[User] Toss more pebbles until a pattern becomes detectable.

[User]
 You see a line of pebbles leading from where you are to about 10 feet away, where your aim becomes too unpredictable to see.

The line of pebbles is about 5 feet wide.

[User] Five feet is pretty wide.  I'll sheathe my sword, grab a handful of pebbles, and walk out on the invisible joiner.  When I get to any part that isn't revealed, I'll drop a few pebbles to make sure there's something in front of me.

[User] Continuing with your strategy, you eventually find that the brdge goes all the way.

[User] Then I shall continue across.

[User] Before you lies a corridor in checker-board style.

[User] I'll step up to the edge without actually treading on any of the squares.  What are the makeup and color of the tiles?

[User] Some tiles are white, some are black. Each tile is separate from the others.

[User] Are there any markers or blemishes on the walls, ceilings, or the tiles themselves?

[User] In the corner of every 4 lines in the tiles (IE, where the tiles meet in an X shape) there is a small round hole.

[User] I'll take out my sword and use the tip to pretty down on one of the tile from arm's length.

[User] A tile of which color?

[User]
 White.

And I need some extra characters.


[User]
 Arena Tournament, Round 55:  Rangore  vs.  Fyrin Mull
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Rangore  - Trodon13
 Fyrin Mull  - gigz

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

[User]
 No purchases, reserving the right for reactionary purchases though...

Initiative!
 (1d20-4)[ -3 ]

[User] i'm not going to buy anything  (1d20)[ 8 ]

[User] Then you are up.

[User]
 GM Kyeudo

It's been Rangore's turn for 4 days now, so sadly this ends in DQ.

 Fyrin is the Winner!


[User]
 Episode 1, Scene 1  A sunny day in the wavecrest archepilago, it's the middle of resplendent fire, it is currently Sunday and the moon has lost its state of being full.

Abalone, largest island of the archipelago, is the current location of our two heroes. Gullwing, to be precise. A port city to the west of the island, and most well known for it being a starting point to many expeditions into the deep west.

As it's noon, the port is bustling with activity, ships unloading and loading goods and passengers, sailors going to public alehouses, captains paying docking fees, and all such things.

Amidst this all are our two heroes.

[User]
 Amidst the bustle of the port town, Kaor looks around as he walks, his eyes never stopping at one place long in a way that befits his nickname. He ambles at a leisurely pace and seems to ignore the din around him. Nothing could be further than the truth - he easily picks out the voices of the children playing around, the sailors shouting, cursing, or whistling a tune (or at a barmaid's rear end), and the merchants' haggling. Among other things, that is.

The lank westerner was a regular at such places from his life... both before and after the Second Breath. He did not seem out of place, either - while his jet-black hair (with two tuffs turned prematurely grey currently being kept under his kerchief), dark skin, and prominent, hooked nose suggested that he might be from further south, any port city worthy of the appelation had some sailors who had been born where the elements held different sway. The open shirt, short slops, and colored sash, as well as the other things he wore on him, were mixed and matched from a variety of places in the west.

Shortly after taking his eyes off a not too unattractive native, he finally found what they were looking for, and for once it held his attention steady.  "Weeell, there it is, Aran. Looks like we were told right."

[User]
 Aran wandered the East, no longer having any meaningful ties to it. He couldn´t sleep at night and when  head did, he heard strange voices, whispering in  unknown tongues,the murmur of a busy city and the squeaks of an unknown bird. And he felt an intense curiosity for a person he did not meet once in his life  yet he felt some fundamental bond with that somebody.
 That night of Resplendent fire, he could not take  it anymore. Aran got up, got dressed, and not sure about what he wanted to do, yet singlemindedly firm about his goal, he wandered out from the inn to a clearing away in the forest.
There, under the single eye of Luna, a voice from his heart whispered to him to spread him arms out wide and turned his mind inward. He felt a terrible gaping hole somewhere deep in his heart. What it was, he did not know, but he felt  wild winds coming from there. They flew out of Aran´s lips without him knowing their meaning:  Kaze no ahau, ine tak gamel, ine tak gamel, Kaaná ta ge tya. CICH IILK IKE!  He yelled these last words as  golden fire and typhoon winds enveloped him.
...
The port city of the West  was full of amazing sights. Weaving through the crows of people, and bathing in the noonday sun, Aran let his instincts guide him Finally he saw two men , one swarthy like him with a kerchief, and his associate.   His heart soared with  sudden excitement at the sight of the other one. Picking up the pace from a leisurely walk he rushed toward him, even knocking over a beggar. He fell onto the the tan-skinned man and Aran finally stood face to  face with that special person. As he noticed the feathers in his hair, a name emerged from the Solar´s mind and he blurted it out without thought:   Kaor!


[User]
 Arena Tournament, Round 94:  Goltoth  vs.  Sarah
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Goltoth  - Master Rahl22
 Sarah  - Candycorn

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

[User]
 Initiative  - (1d20-4)[ 13 ]

Still considering purchases.

[User]
 Init: (1d20-1)[ 14 ]

Ditto on purchases.

[User] No purchases for now.  Reserve the right to reactionary purchases.

[User]
 Purchases:
Potion of Shield of Faith: -50gp

That's all for me unless I have reactionary purchases to your reactionary purchases.

Goltoth starts in Y-11 holding his shield with his flail on his belt and a potion in his hand.  Good luck!

[User] Purchase: Oil of Magic Weapon (-50gp)

[User] No reactionary purchases, go for it.

[User]
 Start in B11.  Longspear in one hand, oil in another.

Standard: Smear oil on longspear.
Free: Drop Potion.
Swift: Activate Devotion
 Spoiler
Travel

Move: to I 16.
Free: Shift grip on spear to 2 handed.

Done.

Stats:
 Spoiler
Location: I 16
HP: 8/8
AC: 9 (FF 9, Touch 9)
In hand: Spear (2 hands)
Effects: Magic Weapon (spear) 1/10, Travel Devotion 1/10

[User]
 Goltoth, Turn 1

Standard: Drink potion
Move: Move to W-17 and draw flail

End of turn

Stats:

 Spoiler

Location: W-17
HP: 13/13
AC: 20, FF: 18, Touch: 14 (+2 to all from tree)
Buffs:
Shield equipped, extra -2 to ACP
Shield of Faith 10/10

[User]
 Round 2:

Swift: Activate Devotion
 Spoiler
Animal - +2 Str

Move: to O19
Ready action:
 Spoiler
Set vs Charge

Done.

Stats:
 Spoiler
Location: O19
HP: 8/8
AC: 9 (FF 9, Touch 9)
In hand: Spear (2 hands)
Effects: Magic Weapon (spear) 2/10, Travel Devotion 2/10, Animal Devotion (Str) 1/10

[User] Did you gain fur, black spots, luminescent wings, or fangs on your turn?

[User]
 I asked a ref question but since only one option would change what I do, I'll go ahead and post my turn.  This is my turn assuming that Sarah didn't grow wings.  If I find out that she did, I will alter my turn.

 Goltoth, Turn 2

Free: Rage
Free: Shift - grow claws and jaws enlongate
Move: Move to P-19
Standard: Attack Sarah with bite
  Attack  - (1d20+7)[ 22 ]
  Damage  - (1d6+6)[ 9 ]  and 1 Con damage

End of turn

Stats:

 Spoiler

Location: P-19
HP: 15/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield equipped, extra -2 to ACP
Shield of Faith - 9/10
Rage - 7/7
Shifting - 10/10

[User]
 I did not grow wings.  I grew fur.

AoO for moving through a threatened zone:

Attack:  (1d20+8)[ 23 ]  (+7 Str, +1 Magic Weapon)
Damage:  (1d8+11)[ 16 ]  (+10 for Str, +1 Magic Weapon)

[User] Ouch, that hits and then I'm assuming I hit you.  Your turn.

[User] You survive 16 damage?

[User] Shifter Ferocity feat from Races of Eberron.  It's just like Rageclaws only counts as a Shifter feat, and has no Con requirement.

[User]
 Fair enough.

Full Round:  Withdraw.

O19 to C13.

Swift: Move.

C13 to D5.

Done.

Stats:
 Spoiler
Location: O19
HP: -2/7 (Rageclaws)
AC: 9 (FF 9, Touch 9)
In hand: Spear (2 hands)
Effects: Magic Weapon (spear) 3/10, Travel Devotion 3/10, Animal Devotion (Str) 2/10

[User]
 Goltoth, Turn 3

Move: Make a jump check, doubled DC without running start
  Jump  - (1d20+12)[ 29 ]

Not done, need to see results of roll.

Stats:

 Spoiler

Location: P-19
HP: 15/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield equipped, extra -2 to ACP
Shield of Faith - 8/10
Rage - 6/7
Shifting - 9/10

[User]
 Goltoth, Turn 3 continued

Move: Move to O-19, make above Jump to M-18, and continue first move action to J-16.
Standard: Ready an action

 Spoiler
Move at the end of Sarah's turn, or if she comes within 15 feet of me.

End of turn

Stats:

 Spoiler

Location: J-16
HP: -1/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield equipped, extra -2 to ACP
Shield of Faith - 8/10
Rage - 6/7
Shifting - 9/10

[User]
 In the future, please announce intended jump BEFORE making the check.  You can't roll an attack before you decide what you're attacking, so what makes you think you can roll a jump before you decide where you're trying to jump?

Sarah's turn:

Swift: Move to B11.
Ready action:
 Spoiler
Attack if opponent attempts to leave a square I threaten.

Done.

Stats:
 Spoiler
Location: B11
HP: -2/7 (Rageclaws)
AC: 9 (FF 9, Touch 9)
In hand: Spear (2 hands)
Effects: Magic Weapon (spear) 4/10, Travel Devotion 4/10, Animal Devotion (Str) 3/10

[User]
 I apologize, I had in my head what I wanted to do, I just needed to see how far I jumped to know how many squares of movement if any were lost in the mud.

My readied action triggers at the end of your turn
Move to C-13

 Goltoth, Turn 4

5ft step to B-12
Full round: Full attack Sarah
  Flail attack  - (1d20+7)[ 27 ]
  Damage  - (1d8+6)[ 9 ]
  Bite attack  - (1d20+2)[ 8 ]
  Damage  - (1d6+6)[ 11 ]  and 1 Con damage.

End of turn

Stats:

 Spoiler

Location: B-12
HP: 15/15
AC: 18, FF: 16, Touch: 12
Buffs:
Shield equipped, extra -2 to ACP
Shield of Faith - 7/10
Rage - 5/7
Shifting - 8/10

[User] No need for the crit confirm cause if your readied action doesn't save you then that's enough damage to drop you to -11.  I've only been in one other match that was this close, this is exciting. 😁 *reaches for popcorn*

[User]
 The 5 foot step triggers my ready action.  Trigger:  Attempting to leave a square I threaten.

 (1d20+8)[ 10 ]  for  (1d8+11)[ 16 ]

Edit:  That'll do it.  Should have moved 5 feet farther away.  Good match, though.  :)

[User]
 High Ref Sallera
 Goltoth makes a questionable assessment of an orc's nutritional value, but takes the victory anyway.


[User]
 Year 1
 The Conclave:

 Spoiler

 Resources
{table] Food| Vehicles| Fuel| Small Arms| Ammo| Solar| Condensers| Medical
80| 4| 30| 5| 10| 10| 10| 11 [/table]

 R&D

 Spoiler

- Renewable Energy

- Chemestry

 Population:  34.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Tall-Mart grocery center.
- Abandoned Farmland
- Splash-Tastic Water Park
- Entertainment district (cinema, restaurants, park, etc).
- U-Store-It Storage Lot.

 Three Mile:

 Spoiler

 Resources
{table] Food| Transport| Fuel| Arms.| Ammo| Sci Equip.| Enter.| Lux. | Nuclear| Constr.| Seeds| Hazmat| Medical| Hydro Equip.
80| 5| 15| 5| 20| 20| 5| 15| 5| 10| 10| 5| 5| 20  [/table]

 R&D

 Spoiler

- Nuclear Energy

- Hydroponics

- Reverse Osmosis

- Ethanol Conversion.

 Population:  22.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Abandoned Military Base.
- Abandoned Farmland
- Church of Kurt Kobain.
- Downtown City.
- Cemetery.

 New Vegas Traders:

 Spoiler

 Resources
{table] Food| Vehicles| Fuel| Small Arms| Ammo| Enter.| Lux.| Tools
80| 3| 20| 5| 20| 15| 27| 10 [/table]

 R&D

 Spoiler

- Hyper Efficiency Modifications

- Cliff Scaling

 Population:  26.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Tall-Mart grocery center.
- Amusement Park.
- Fishing Lake.
- Black Hart General Hospital.
- Ruined Survivor Camp.

 The Pen:

 Spoiler

 Resources
{table] Food| Arm. Trans.| Fuel| Small Arms| Ammo| Crop| Purifier| Solar| Helicoptors
120| 10| 15| 20| 30| 10| 10| 20| 5 [/table]

 R&D

 Spoiler

- Maintenance

- Fertilizer

 Population:  30.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Tall-Mart grocery center.
- Abandoned Farmland
- Archaic Inc. Museums
- Abandoned Circus.
- U-Store-It Storage Lot.

 Freedom Brothers:

 Spoiler

 Resources
{table] Food| Guns| Ammo| Solar| Tents| Medical| Fence| Barbed Wire| Resist. Armor| Horses| Wagons| Melee| Pure Water
90| 5| 5| 10| 50| 20| 10| 10| 5| 5| 15 [/table]

 R&D

 Spoiler

- Resistant Armor

 Population:  46.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Tall-Mart grocery center.
- Yellow-Belly National Park.
- Abandoned Train Station.
- Scrap Yard.
- Hoax n Sons Gas Depot.

The day begins like any other. A hot, scorching sun peels across the sky, revealing the arid wasteland before you. On the horizon you can see a man wandering. The shadow he casts is massive, while his form is small. You load your gun, removing the safety and taking aim. With an audible click, followed by an ear-piercing BANG, the man drops to the ground. You simply shrug it off, reminding yourself that it was safer this way. You can never be too careful with the infected monsters that roam this new world....

[User]
 Three Mile

" We must prepare for winter. The last was simply to harsh. " Jackson Airs states.

One of the older scientists then comments "Well we weren't expecting it to be that bad. It might have been a once off."

 "Even so, lets not let it happen again. Send men to that farm we found, get it protected and up and running. The rest of us will work on keeping the base supplied."

Actions:

 Spoiler

15 men sent to farmland. (sent with 15 food, 1 Armaments, and 2 ammo)
5 men to explore the farm, looking for supplies/flushing out bad guys.
5 men to construct a wall/repair existing walls to protect the farm.
5 men to act as an over-watch for the group.

Out of the other 7 men,
2 are to maintain nuclear power
3 are to collect water, via reverse osmosis
2 are to collect food from the hydroponics and replant what they need to.
They are to act in shift work so, someone is always on watch.

[User]
 Freedom Brothers

This was still not a suitable land.  They had been on the march for 2 years now, it was time he would have to slow down to let his men rest and regather supplies before marching on.

Actions

 Spoiler

Exploration

 Spoiler

supplies: 32 population, 3 horses, 2 armerments(melee), 1 guns, 1 ammunition,2 resistive armor, 2 wagons, 2 food.

orders: split into 2 15 man groups, each equally equipped.  One will be checking the grocery center for supplies and the other will go to the gas depot.  Both will first make sure the area secure then search for any supplies the might be useful.  Use the wagons to bring them back to the camp.

The last 2 men will arm up and go on a longer scouting mission looking for a good farming/ livestock location.  They are not to engage any large amount of zombies.

Reinforcement

 Spoiler

supplies: 10 population, 5 fence, 5 barbed wire, 1 guns, 1 ammunition, 1 armerments (melee)

8 people will work on creating a slighly fortified base, with fences and barded wire surrounding the camp.  The other 2 people will be on lookout for anything aproaching the campsite.

Research

 Spoiler

supplies: 4 people
They are going to look into how solar cells are made, so if we find supplies we can make more.

[User]
 Year 1     (week 1)
 Three Mile:

 Spoiler

 Resources
{table] Food| Transport| Fuel| Arms.| Ammo| Sci Equip.| Enter.| Lux. | Nuclear| Constr.| Seeds| Hazmat| Medical| Hydro Equip.
74| 5| 15| 5| 18| 20| 5| 15| 5| 10| 10| 5| 5| 20  [/table]

 R&D

 Spoiler

- Nuclear Energy

- Hydroponics

- Reverse Osmosis

- Ethanol Conversion.

 Population:  19/20.

 Recon:
- Abandoned Military Base.
- Abandoned Farmland
- Church of Kurt Kobain.
- Downtown City.
- Cemetery.

 Reports:

 Spoiler

1. Your expedition to the farmlands returns a with a bitter sweet report.
a. You have lost 3 men to the zombies that infested the place.
b. A single man has become injured and will remain inactive for the next month (4 turns).
c. You managed to only dent the zombie population, it will take consecutive attempts to clean out the farmlands.
d. Your boys bring back home a fair-sized amount of supplies, as well as 1 survivor. (+1 survivor, +14 Food).

2. You watch as your food stores dwindle over the week. (-20 food).

3. Water, Power, and Food manage to continue to be produced at a steady rate. (no loss).

 Freedom Brothers:

 Spoiler

 Resources
{table] Food| Guns| Ammo| Solar| Tents| Medical| Fence| Barbed Wire| Resist. Armor| Horses| Wagons| Melee| Pure Water| Gas
55| 5| 7| 10| 48| 20| 9| 10| 5| 6| 19| 1 [/table]

 R&D

 Spoiler

- Resistant Armor

 Population:  41/42.

 Recon:
- Tall-Mart grocery center.
- Yellow-Belly National Park.
- Abandoned Train Station.
- Scrap Yard.
- Hoax n Sons Gas Depot.

 Reports:

 Spoiler

1. Your expedition to the Tall-Mart Grocery Center had been a rousing success. While zombies were encountered, not a single man had been lost to the horde, and the entire location had been successfully cleared of undead.
a. Your men return with a large sum of supplies. (+5 Food, +3 Ammo, +3 Melee, +4 Water)

2. Your second expedition, to the Gas Stop, did not go as well unfortunately. The location is thick with undead, and would take many sub-sequent trips to clear out entirely.
a. 4 men died, with one coming home injured.
b. The party managed to bring home a few useful supplies. (+2 food, +1 Gas).

3. You watch as your food-stores dwindle, from the upkeep this week required. (-40 food).

[User]
 Three Mile

Jackson Airs glances the new comer up and down.  "Johnson right? Well, I'm afraid you're going to have to start a training program before we let you do anything. We'll start you off learning the basics of the power station. Every day you are to spent one hour dry firing a weapon. We don't have enough ammo for you to waste without first proving your usefulness to us. You do right by us, we'll do right by you."

Jackson lets that sink into the young man for a moment before adding slowly  "Screw us, and you'll wish the zombies had gotten you. Get to your post."

 Spoiler

15 men sent to farmland. (sent with 15 food, 3 Armaments, and 4 ammo)
They are to clear the area of zombies while searching for supplies.

Out of the other 4 men,
2 are to maintain nuclear power
1 is to collect water, via reverse osmosis
1 is to collect food from the hydroponics and replant what they need to.
They are to act in shift work so, someone is always on watch.
The new person is to remain under supervision while he works.

[User]
 The Pen

The truck's engine rumbled as it left the prison's front gates. Sitting in the back of the truck, the smattering of Dukes clutched their rifles as they rumbled along. Empty crates had been stacked up in the middle of the old SWAT van, since stripped of everything but the bare bones to make room.

A lone zombie, slowly shambling its way to the prison, had a rather fun encounter with this group. One of the former prisoners, since dressed in riot kevlar, jerked at the wheel as its form was encountered in the headlights.

 Splat !

There was a whoop from the men within as the body tumbled under several tires, the cow flipper welded to the prow turning the long-dead woman into crimson mush under their high traction wheels. Hopefully, it would be a sign for a bright outcome of their little foray.

 Spoiler
20 men will take with them 15 units of small arms, and 20 of ammunition. Riding in armored transports with full tanks of gas, they will attempt to head to the abandoned farmland. With any luck, there'll still be left over diesel from the farming equipment, and maybe even some food.

5 of the remaining men will take 3 units of small arms and 5 ammo and begin planting crops inside of the prison yards with the colony's supply of crop seeds.

5 more will take one of the solar energy panels and, using the workshop and library, attempt to understand just how the solar panels work- the sooner they can produce their own power, even if it's of less quality than the 'official' ones, the better.

[User]
 Food has always been a problem with the brotherhood.  That was the reason for the origonal divide, so that we don't eat all the food in the area.  We may have to do another such divide soon.  Finding a reliable source of food would be our number one priority for a long time to come.

 Spoiler

Exploration
3 teams of 2 men search the area for other areas of interest

infrastructure
10 men are going to work  on planting and fertilizing crops in the area around the camp

10 men are going to travel to the Grocery center.  They will work on fortifying the area and gathering any other food.

10 men are going to travel to the National park and hunt and gather any food they can find

5 men are going to produce more resistant armor and keep watch over the main camp.

[User]
 New Vegas Traders
The Royal Flush sits in their command tent, waiting as the receive reports from their reconnaissance team's head.
 What do you suggest Mark?
The Ace of Spades, and lowest member of the flush, speaks.
 I see two options, the best being the Hospital.
The Kind of Spades and leader of the colony, Mark Alto affirms.
 Perhaps we should look for survivors first? At the old camp?
The Queen speaks, her voice timid.
 No, I agree on the Hospital.
The Jack now gives his input.
 So to a vote then?
The women sitting in the Ten of Spades place responds confidently.

The vote is conducted, hospital winning 4-1.
 I guess it's decided. Set up a team, you leave in an hour.
Mr. Alto says to the Executive, who nods and retreats to prepare his team.

 Spoiler

Team Alpha to Black Hart General Hospital for zombie clearing and scavenging. No unnecessary risks. If it's too dangerous they will come back. Target medical supplies and food.
Team:
1 Executive(Team head)
5 Guards(Scavenging and extermination team)
1 Accountant(Resource management)
1 Researcher(Equipment maintenance)
Supplies:
Food for three days.
Arms and ammo for all Guards for three days.

Team Bravo for settlement management. Fortification and necessary maintenance.
Team:
5 Royal Flush(Training and work)
1 Accountant(Resource management)
1 Chef(Cooking and work)
1 Chef's Assistant(Work)
1 Executive(Work)
3 Guards(Defense and work)

Team Charlie for research. Begin researching Wind Power.
Team:
1 Executive(Team head)
1 Accountant(Project management)
4 Researchers(Research and development)

[User]
 Year 1     (week 2)
 Three Mile:

 Spoiler

 Resources
{table] Food| Transport| Fuel| Arms.| Ammo| Sci Equip.| Enter.| Lux. | Nuclear| Constr.| Seeds| Hazmat| Medical| Hydro Equip.
64| 6| 15| 4| 16| 20| 5| 15| 5| 10| 10| 5| 4| 18  [/table]

 R&D

 Spoiler

- Nuclear Energy

- Hydroponics

- Reverse Osmosis

- Ethanol Conversion.

 Population:  16/18.

 Recon:
- Abandoned Military Base.
- Abandoned Farmland
- Church of Kurt Kobain.
- Downtown City.
- Cemetery.

 Reports:

 Spoiler

1. You continue to clear out the farmlands, your men working around the clock to see it free from zombie influence.
a. 2 more men have died while fighting off the zombie horde, another 1 injured.
b. You currently have 2 men injured, both will be back to work in 3 weeks.
c. The zombie population is almost gone, one more push and the area should become clear.
d. Food, lots of it. This time you bring home a sizable amount of non-perishables. (+6 food).

2. You watch as your food stores dwindle over the week. (-16 food).

3. Water, Power, and Food manage to continue to be produced at a steady rate. (no loss).

 Freedom Brothers:

 Spoiler

 Resources
{table] Food| Guns| Ammo| Solar| Tents| Medical| Fence| Barbed Wire| Resist. Armor| Horses| Wagons| Melee| Pure Water| Gas
54| 7| 17| 10| 48| 22| 9| 10| 5| 6| 19| 11 [/table]

 R&D

 Spoiler

- Resistant Armor

 Population:  30/31.

 Recon:
- Tall-Mart grocery center.
- Yellow-Belly National Park.
- Abandoned Train Station.
- Scrap Yard.
- Hoax n Sons Gas Depot.

 Reports:

 Spoiler

1. You send three teams of 2 out into the wild, with little food or supplies. The men have not reported back within the first week. (-6 population).

2. You continue to work the land around your area, however progress is slow moving and has yet to show results.

3. You send men to the grocery center to set up an outpost, written word has reached you of their success, and until recalled they will keep a close watch on any approaching Zombies in the area. (+30 food, +10 Ammo, +2 Medical, +10 Gas, +2 Guns)

4. You send a team of 10 out to the national park, only five have returned, and with no new supplies. The area is filthy with zombies, and will take additional time to clear out.

5. You watch as your food-stores dwindle, from the upkeep this week required. (-31 food).

 New Vegas Traders:

 Spoiler

 Resources
{table] Food| Vehicles| Fuel| Small Arms| Ammo| Enter.| Lux.| Tools| Medical|
61| 3| 20| 5| 20| 15| 27| 10| 2| [/table]

 R&D

 Spoiler

- Hyper Efficiency Modifications

- Cliff Scaling

 Population:  23/24.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Tall-Mart grocery center.
- Amusement Park.
- Fishing Lake.
- Black Hart General Hospital.
- Ruined Survivor Camp.

 Reports:

 Spoiler

1. Team Alpha return within the week, bringing reports of a heavy zombie infestation. It'll take additional work to clear the hospital out.
a. Your team has lost 2 brave souls in their expedition, another 1 was injured and will be unable to serve for 2 weeks.
b. You manage to scavenge a small amount of supplies from the location. (+4 food, +2 medical supplies).

2. Team charlie has been hard at work, but has yet to make a break through in re-discovering wind-powered energy.

3. You watch as your food stores dwindle over the week. (-23)

 The Pen:

 Spoiler

 Resources
{table] Food| Arm.| Trans.| Fuel| Small Arms| Ammo| Crop| Purifier| Solar| Helicoptors| Melee Weap.
97| 10| 15| 17| 27| 0| 10| 20| 5| 5| 5 [/table]

 R&D

 Spoiler

- Maintenance

- Fertilizer

 Population:  26/27.

 Recon:
Your first recon patrol returns today, after a week-long expedition. They bring news of the surrounding landscape, within 30 miles.
- Tall-Mart grocery center.
- Abandoned Farmland
- Archaic Inc. Museums
- Abandoned Circus.
- U-Store-It Storage Lot.

 Reports:

 Spoiler

1. Three buses full of roudy and reckless prisoners spirals through the open fields of the abandoned farm yard. The dying soil was torn to pieces as the vehicles paraded around, crushing anything underneath them, leaving large donuts throughout the field.
a. Not a single zombie remains, the area is completely free to be scavanged.
b. 3 men had been lost, one fell from the buses roof, another attempted to "rambo" his way through the horde of undead, and another ran and was never seen again. 1 man was also injured, and will be inactive for 2 weeks.
c. You bring home plenty of supplies from just the one trip, a future expedition should clear the place out of any supplies. (+4 food, +1 Fuel, +5 Melee weaps., +1 Survivor)

2. You till the prison yard, but so far the crops have shown little growth.

3. Your boys get to work and figuring out the mechanics behind solar energy, they should have a breakthrough soon.

4. You watch as your food stores dwindle over the week. (-27 food).


[User] The ongoing DM transfer!!

[User] *sigh* He's not home

[User]
 i'm home, sorry for not getting back to you sooner😳, it's less a matter of switching places so much as find a way to strike at you guyses weak points🤨 (not all the time, just often enough to remind you that there's a certain amount of danger and remind you guys you're not immortal😦). and finding a way to equal out the party so that the fighters aren't 1-hit-killing the monsters😡and people who have lower initiative can actually get a kill (there's nothing more disconcerting as a DM than having your monsters go down like they're made out of paper mache 🫤). (although i wouldn't mind being able to play my game instead of DMing it) but that's one of the least of my worries.
mores specificly i need help getting after rebecca, brandon is annoying at times and occasionally a bit thick headed, but at least he has a clearly defined (if expensive)  weakness🫤, i can't seem to find such things with rebecca 😡 how do you clip her wings without clipping her wings🤨, well anyway, i'll let you get to those head scratchers while i worry about how i'm going to survive this next round of college classes

[User]
 Ok, first we'll solve the half celestial. (why did you let her be one?!)
Problem 1: Magic sword; A trap or 'failed' disintegrate should take care of that.      Problem 2: Wings; Low corridors, targeted damage, frozen wings, a few arrows and a mark of justice can take care of that.                              Problem 3: Grapple check; A: You are letting her get away-without rolling- with grappling us to stop us from doing anything story completing. B: Her modifiers are so high it's impossible to get away when we do roll! Daggers work inside grapples, right?


[User]
 Its a pleasent morning in the Unova region. Our story begins here in Nuvema town, where two lucky trainers are about to embark on their pokemon journey! Hopefully they can get along and work together, because rumors abound of dangerous people and pokemon in the world since the days of Team Plasma. But they're gone now, so there shouldn't be any problems!

The trainers can start anywhere in Nuvema town, home of the famous trainer who defeated Team Plasma and became champion of the Unova region abotu 10 years ago. His mother still lives here, renovating her house as a place fro new trainers to stay and rest while they start their new journeys. Professor Juniper and her assistant are always eager to get new trainers started on the journey. The other two familes that lived here moved a few years ago and one house belongs to an old couple now while the other is kept by a breeder. And our two trainers we'll be following are James Cross and Johnson Samuel. Good luck to them!


[User]
 Its a pleasant morning in the Unova region. Our story begins here in Nuvema town, where two lucky trainers are about to embark on their pokemon journey! Hopefully they can get along and work together, because rumors abound of dangerous people and pokemon in the world since the days of Team Plasma. But they're gone now, so there shouldn't be any problems!

The trainers can start anywhere in Nuvema town, home of the famous trainer who defeated Team Plasma and became champion of the Unova region abotu 10 years ago. His mother still lives here, renovating her house as a place fro new trainers to stay and rest while they start their new journeys. Professor Juniper and her assistant are always eager to get new trainers started on the journey. The other two familes that lived here moved a few years ago and one house belongs to an old couple now while the other is kept by a breeder. And our two trainers we'll be following are Johnny Ross and Bertram. Good luck to them!


[User]
 Arena Tournament, Round 97:  Madoc Boldheart  vs.  Rar
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Madoc Boldheart  - Master_Rahl22
 Rar  - Sanity702

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

[User]
 Init  - (1d20-4)[ 12 ]

Still thinking about purchases

[User]
 don't think I have money for purchase but still considering some.

Init
 (1d20+2)[ 20 ]

[User]
 Purchases:
Grappling Hook: 1gp
50ft Silk Rope: 10gp

Reserve the right to reactionary purchases.

[User]
 I have class right now but I should be good to go.

However I am buying 12 slings

[User] No reactions.  Take it away, Rar!

[User]
 Refs/Los

 Spoiler

Start in X-25
Slings in one hand/war mace in off hand

Swift activate travel devotion

Move action open the door -

move to T-25

[User]
 Madoc, Turn 1

LOS:

 Spoiler
Start in M-1 holding rope with grappling hook attached
Standard: Throw grappling hook up to catch on the wall
  Use Rope DC 14  - (1d20+4)[ 24 ]
If it falls, use move action to pick it up.  If it catches, use move to begin climbing
  Climb DC5  - (1d20+1)[ 20 ]

End of turn

Stats:

 Spoiler
Location: M-1
HP: 7/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Refs:
 Spoiler
Nyar.

Madoc:
 Spoiler
No LoS.

Rar:
 Spoiler
No LoS.

[User]
 Refs/Los

 Spoiler

Move to s-9 (using my move action and swift(travel devotion)) moving a sling to primary hand as I move.

Ready an action -

 Spoiler

Attack w/ sling if I gain Los/loE or he attacks me.

End turn

[User]
 Madoc, Turn 2

LOS:

 Spoiler
Move: Climb up the remaining 10 feet
  Climb DC 5  - (1d20+1)[ 9 ]
If that succeeds, use my remaining Move action to pull the rope up behind me.
If it fails, use remaining Move to Climb again
  Climb DC 5  - (1d20+1)[ 11 ]

End of turn

Stats:

 Spoiler
Location: L-1 or M-1 +10
HP: 7/7
AC: 16, FF: 14, Touch: 12
Essentia:
Rageclaws: 1
Healing Soul: 1

[User]
 Rar:
 Spoiler
S9 is a wall; please revise your movement.  Also, please post your turns in the proper format.

[User] Conceding victory due to RL issues/school/I am withdrawing from the arena. go ahead and give the victory to my next opponent as well.

[User]
 Hm, pity. Good luck with Rl/school Sanity

  High Ref TheFallenOne

Madoc Boldheart wins by forfeit