[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 Very matter-of-factly, Willem bars the southern and eastern door, then throws open the northern door.

Edit: Link to char sheet for reference  http://www.myth-weavers.com/sheetvie...sheetid=162953

[User] You throw open the doors to a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2) You catch them by surprise, but they look to be recovering quickly

[User]
 "Kobolds? Looks like I picked the right path!"

Charge to F2, attack the kobold in E2. Powerattack for 1

Attack: (d20+5)[ 11 ]  Damage: (d12+6)[ 18 ]

[User]
 Ooo, I just splattered the air.

Init:  (d20+1)[ 9 ]

[User]
 Init rolls(top to bottom, left to right):
 (1d20+1)[ 14 ]
 (1d20+1)[ 12 ]
 (1d20+1)[ 18 ]
 (1d20+1)[ 10 ]

[User] ((Casualty #1, inc!))

[User]
 As your greataxe slides harmlessly off the leather of a kobold, the three closest to you take the opportunity to stab at you with their spears, while the furthest pops off a shot with a sling.

Sling(you'll get the bonus AC for being in melee, of course):
 (1d20+3)[ 19 ]

Spears:
 (1d20)[ 11 ]
 (1d20)[ 13 ]
 (1d20)[ 1 ]

[User]
 Originally Posted by Tyndmyr
 As your greataxe slides harmlessly off the leather of a kobold, the three closest to you take the opportunity to stab at you with their spears, while the furthest pops off a shot with a sling.

Sling(you'll get the bonus AC for being in melee, of course):
[roll0]

Spears:
[roll1]
[roll2]
[roll3]

AC is 14 due to charge, so Sling still hits

[User]
 Oh, right, charge.

Sling dmg: [roll]1d4[/roll]

[User]
 On my turn, I will again attack the kobold in front of me:
 (d20+4)[ 20 ]   (d12+4)[ 7 ]

If that's enough to kill it, I will cleave to my left:
 (d20+4)[ 21 ]   (d12+4)[ 7 ]

[User]
 Bah. Can't edit in die rolls, posting again.

Sling dmg:  (1d4)[ 2 ]

You cleave wonderfully, dropping them both. They're alive, but they won't be doing anything.

[User]
 Chattering fearfully to each other, the suddenly concerned kobolds continue to press the attack.

Sling:  (1d20+3)[ 17 ]

Spear:  (1d20)[ 4 ]

[User]
 Thanks to no more kobold in the way, the sling hits again.

Damage:  (1d4)[ 2 ]

[User]
 "Stupid rocks! Stop that!"

I'll charge past the spear-wielder in E1, probably provoking, to D2 to strike at the slinger.

 (d20+6)[ 14 ]   (d12+4)[ 16 ]

And turning around to cleave if he drops:
 (d20+4)[ 19 ]   (d12+4)[ 6 ]

((I only get +2 atk on the charge attack and not hte cleave, right?))

[User]
 Yup, not that it matters, AC15.

Attack of opportunity from the melee chap:
 (1d20)[ 1 ]

The kobold with the sling drops it, and draws his spear.

Both attempt to stab you.
 (1d20)[ 8 ]
 (1d20)[ 6 ]

[User]
 Let's try that whirlwind splatter again...

Ex-slinger:
 (d20+4)[ 5 ]   (d12+4)[ 7 ]

And the possible cleave:
 (d20+4)[ 5 ]   (d12+4)[ 13 ]

[User]
 In an effort to break the chain of melee misses, both of them take another jab.

 (1d20)[ 12 ]
 (1d20)[ 17 ]

[User]
 I believe that's a hit, but as Im entirely clueless regarding stances, correct me if not.

Damage roll:  (1d6-1)[ 2 ]

[User]
 ((I don't have any fancypants stances, just a regular cleric :) I'm down to 4 HP. ))

In an effort to break the brains of melee kobolds, Willem takes another swing.

Ex-slinger:
 (d20+4)[ 19 ]   (d12+4)[ 7 ]

Please god let me cleave:
 (d20+4)[ 11 ]   (d12+4)[ 5 ]

[User]
 One of them drops, his strangled cry ending abruptly as his head smashes into the stone floor.

The other, growing desperate in the absence of his comrades, takes another stab.
 (1d20)[ 14 ]

[User]
 Poor lonely kobold, all alone! Not for long. Now just lay down and play nice!
 (d20+4)[ 18 ]   (d12+4)[ 11 ]

[User]
 With such a convincing argument, how can he resist? Through the logic of your axe, he sees the truth and the floor.

+300 xp
-Loot-
1800 SP
Aquamarine worth 700 GP
Onyx worth 50 GP

[User]
 Assuming that kills him, I'm going to burn my Command for a CLW, healing for  (d8+1)[ 8 ]

Before searching for treasure, I'm going to try to creep up to the closed wooden door on the other side of the room and listen for noises.

Move Silently:
 (d20-4)[ -3 ]

Listen:
 (d20+2)[ 10 ]

[User] After Willem clanks and stumbles very loudly over to the door, he checks the slinger for extra bullets to use in his own sling.

[User]
 (yeah, he's dead)

You hear nothing at the door.

[User] If there are any sling bullets left, I'll add them to my stash, then carefully open the door.

[User]
 Yup, 8 sling bullets remaining. I should have mentioned, but whatever weapons they were using can be considered lootable as well.

Inside of the small 5ft by 10ft room, you see nothing but a small treasure chest.

Edit: Misread notes. And a kobold. A particularly unobservant kobold who rolled a 1 on his listen check.

[User]
 ((Heh...1 on MS vs 1 on Listen, thank god for intervening carpentry))

 Surprise Round
Line up a shot with my sling:
 (d20+1)[ 2 ]   (d4+3)[ 4 ]
Drop sling and draw greatsword

Initiative  (d20+1)[ 7 ]

[User] Init:  (1d20+1)[ 6 ]

[User]
 "I knew I was never any good with this slingy mumbo jumbo. I bet he'll understand the same logic as his last bud, though."

Charging him.
 (d20+6)[ 19 ]   (d12+4)[ 6 ]

[User]
 His fallen, incapacitated body is getting blood over the wooden chest.

+150 XP
-Loot on his Body-
80 GP

[User]
 "That was a bit easier. Now, for my favorite game...WHAT'S IN THE BOX!?"

Willem prods the chest sharply with the tip of his greatsword, then opens it if nothing bad happened.

[User] Nothing bad does happen, so you discover a potion of CLW and twenty gold pieces lying inside.

[User]
 Willem scoops up that fat loot. He spends some time searching the room for exits or other oddities.
 Spoiler
 (d20)[ 15 ]  (d20)[ 10 ]  (d20)[ 17 ]  (d20)[ 13 ]

If I don't find anything here, I'll retrace my steps back to the starting room, shutting all doors behind me. I'll take the bar off the southern door and open it.

[User]
 Nothing of note, just lots of grime.

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

[User]
 I'll employ my sneaksy cleric skills to hide and move silently up to the door on the left and listen at it to try to get an idea of what might be beyond, then open it.

 Spoiler

Hide:  (d20-4)[ 14 ]
Move Silently:  (d20-4)[ -2 ]
Listen:  (d20+2)[ 12 ]

[User] You hear movement..then you hear it coming torward your door. Up to you if you still want to open it.

[User]
 I pause a few seconds and ready to attack anything coming through the door. If it doesn't open the door, I'll open it myself in 2 rounds in an attempt to surprise whatever's on the other side.

((Man, this roller really does not want me to move silently at all. I should take a hint...)

[User]
 You hear a lot of scrabbling at the door for a bit, then the door opens, and a zombie kobold stumbles out.

Take your best shot. =)

[User]
 Surprise Round:

 Spoiler

Attack (d20+4)[ 20 ]  Damage: (d12+4)[ 14 ]

 Aieee! Come and get me, ya undead goon!

Initiative:

 Spoiler

 (d20+1)[ 5 ]

My next action if I win init:

 Spoiler

Attack (d20+4)[ 20 ]  Damage: (d12+4)[ 15 ]

That will probably be my action if I don't win init, too, unless something really really bad happens in the interim.

[User]
 He looks quite pounded...they get no attack action in the round they spend moving out, so init time.

Init: (1d20)[ 18 ]
 (1d20)[ 16 ]

[User]
 Both zombies go before you, starting with the badly injured one, and attempt to stab you with their rather crusty looking spears.

Attack: (1d20+1)[ 12 ]
Dmg if hits: (1d6-1)[ 1 ]

Attack: (1d20+1)[ 18 ]
Dmg if hits: (1d6-1)[ 2 ]

[User]
 "Ack! Two of them!? Somehow I didn't see the second bugger sneaking up behind the first. Behold the radiance of my strength and glory, and BE GONE."

Turn Undead

 Spoiler

Turning Check:  (d20+1)[ 6 ]
Turning Damage:  (2d6+2)[ 9 ]

OR I can fail my turning check miserably.
5 foot step back away from them towards the door to the starting area.

[User] ((OOC: How did they both get out to attack me, if the hallway is 5 feet wide and I'm standing in front of the door? Also, where did the second zombie come from?))

[User] Yknow, good point. Ignore the second attack, he was standing behind moaning instead.

[User]
 Both of them 5 ft adjust torward you, and the nearest one attempts to stab you again.

Attack: (1d20+1)[ 4 ]
Dmg if hits: (1d6-1)[ 4 ]

[User]
 Attempt to obliterate the front zombie with my greataxe:
 (d20+4)[ 16 ]   (d12+4)[ 8 ]

Take another 5' step backwards (if I calculate correctly, this puts me just outside the door of the opening area?) and glare menacingly at the heaping masses of dragonblooded flesh.

[User] That drops the nearest one, and his mate spends his entire action shambling up to you, so no attack for him.

[User]
 "Sit down, boy, just like your pappy did!"

Attack: (d20+4)[ 13 ]
Damage:  (d12+4)[ 7 ]

End turn

[User]
 Despite the obvious damage to his face, he's not bright enough to know when to quit.

Attack: (1d20+1)[ 2 ]
Dmg if hits: (1d6-1)[ 5 ]

[User]
 "This one's for the crappy treasure you'll probably give me!"

Attack  (d20+4)[ 10 ]
Damage  (d12+4)[ 12 ]

[User]
 "Braaaainssss"

Attack: (1d20+1)[ 20 ]
Dmg if hits: (1d6-1)[ 1 ]

[User]
 "No brains for you!"

 (d20+4)[ 7 ]
 (d12+4)[ 15 ]

[User]
 ((If the situation remains as it is, I won't be doing anything but hacking at the thing until it dies or I take another 4 damage (I'm at 9 right now). Here's a few rounds worth of rolls to speed things up...))

 Spoiler

 (d20+4)[ 19 ]   (d12+4)[ 9 ]
 (d20+4)[ 6 ]   (d12+4)[ 6 ]
 (d20+4)[ 24 ]   (d12+4)[ 6 ]
 (d20+4)[ 9 ]   (d12+4)[ 14 ]

[User]
 ((Same here))

 Spoiler

 (1d20+1)[ 17 ]  (1d6+1)[ 3 ]
 (1d20+1)[ 10 ]  (1d6+1)[ 3 ]
 (1d20+1)[ 18 ]  (1d6+1)[ 5 ]
 (1d20+1)[ 8 ]  (1d6+1)[ 3 ]

EDIT: My apologies, the +1 should say -1.
EDIT 2: After all that, he drops on your first roll.
XP: +300
Loot: +4000 cp.

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

[User] Willem scoops the coin into his bag, along with the currently-unused bar from the first room, then goes to investigate the room that the zombies came out of.

[User] It's a 15ft by 15ft square room, with a dead kobold in the center that the zombies were apparently feeding on. There's also a door on the far side of the room.

[User]
 Willem checks to make sure the kobold is truly and surely dead, cutting off its head so that it hopefully won't rise as a zombie to attack him. After searching the body and immediate area for any treasure, he sneaks up to the door to inspect it and listen for anything on the other side.

Move Silently  (d20-5)[ 15 ]
Listen  (d20+2)[ 10 ]

That's some impressive chainmail sneakery!

[User] Inside the dark, L shaped room, you see two doors to the east, and one to the north. In the center of the room, you spot a Skeletal Wolf, who hasn't spotted you yet.

[User]
 Surprise Round: Willem charges the skeleton with his greataxe, swinging mightily.

 Spoiler

Attack:  (d20+6)[ 16 ]
Damage:  (d12+4)[ 5 ]

Initiative:

 Spoiler

 (d20+1)[ 10 ]

Of course I'd roll min damage 😦

[User]
 Seemingly unfazed by your hit, the wolf tries to take a bite outta you.

Atk:  (1d20+2)[ 18 ]
Dmg:  (1d6+1)[ 5 ]

[User]
 Fearing for his life, Willem brandishes his holy symbol with one hand and attempts to Turn the monstrosity.

Turning Check:
 Spoiler

 (1d20+1)[ 21 ]
Turning Damage:  (2d6+2)[ 8 ]

[User]
 The first round following the turning, Willem spontaneously casts Cure Light Wounds, replacing his memorized Obscuring Mist.
 (1d8+1)[ 9 ]

The second and subsequent rounds after the turning, Willem maneuvers to within 15' of the skeletal wolf and lets lose with a sling bullet
2nd Round After Turning:
 Spoiler

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

3rd Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 7 ]
Sling Damage:  (1d4+3)[ 7 ]

4th Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 13 ]
Sling Damage:  (1d4+3)[ 4 ]

[User]
 More attacks, because it doesn't look like any of those hit:
5th Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 9 ]
Sling Damage:  (1d4+3)[ 6 ]

6th Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 4 ]
Sling Damage:  (1d4+3)[ 5 ]

7th Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 5 ]
Sling Damage:  (1d4+3)[ 6 ]

This is getting embarassing -_-

[User]
 8th Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 2 ]
Sling Damage:  (1d4+3)[ 5 ]

9th Round After Turning:
 Spoiler

Sling Attack:  (d20+1)[ 15 ]
Sling Damage:  (1d4+3)[ 6 ]

OOC note:

 Spoiler

Even if I'm able to maneuver him into a position where he's forced to cower (+2 to my attack rolls) I don't think any of rounds 2-7 would have hit except for possibly Round #Turning+4, and 4 damage wouldn't drop this.

[User]
 He's cowering, because he can't open doors, and you're in front of the one you opened. Thus, his AC is 13, and you've pegged him twice for a total of 10 damage.

I believe you get one more attack before the turning expires, then it's back to him.

[User]
 Willem drops his sling, pulls his Greataxe, mutters a quick prayer, then charges the skeletal beast again.

 Spoiler

Attack:  (d20+6)[ 26 ]
Damage:  (d20+4)[ 11 ]

[User]
 Damage:  (d12+4)[ 5 ]  Slashing
(Accidentally rolled a d20 instead of d12 in the previous post for damage, this is the correct amount)

GAAAAAAAAAAAAAAAH min damage again. Anything but that would get through his DR. FML 😡

[User]
 The skeletal wolf regains it's courage, and once again tries to take a bite out of you.

 (1d20+2)[ 16 ]
Dmg: (1d6+1)[ 7 ]

[User]
 Willem prays for the mercy of the Gods above and beseeches their power to turn this gosh darn hellforsaken skeletal wolf.

Turning Check  (d20+1)[ 18 ]
Turning Damage  (2d6+2)[ 6 ]

aajhlkjlkajh MADE IT

[User]
 First round after turning: burn my last spell slot for spontaneous CLW  (d8+1)[ 2 ]

Second round after turning: Sling that motherfckr
 (d20+1)[ 10 ]
 (d4+3)[ 7 ]

[User]
 Third round after second turning:
 (d20+1)[ 12 ]
 (d4+3)[ 4 ]
Fourth round after second turning:
 (d20+1)[ 21 ]
 (d4+3)[ 7 ]
Fifth round after second turning:
 (d20+1)[ 15 ]
 (d4+3)[ 5 ]

4th round after 2nd turning gives wolf cumulative 17 damage; fifth is 22 total, if it needs it.

[User]
 Oh, he dies. Definitely.

+300 XP.

[User]
 Ding! Leveling up to Cleric 2.

Willem retreats back to the starting room, and replaces the bar on the southern door. The eastern door remains barred. He's going to rest 2 rooms north, in the room that had the single kobold and treasure chest.

How much HP is gained by resting?

[User]
 A full nights rest(8hr for most races) lets you recover 1hp per character level.

How hours or days will you be resting?

[User] He'll rest for 8 hours. If nothing manages to break through his barricades, he'll then move back to the room that had the skeletal wolf in it.

[User]
 DM Info:

 Spoiler

1st Hour:  (1d50)[ 35 ]
2st Hour:  (1d50)[ 28 ]
3st Hour:  (1d50)[ 40 ]
4st Hour:  (1d50)[ 36 ]
5st Hour:  (1d50)[ 11 ]
6st Hour:  (1d50)[ 39 ]
7st Hour:  (1d50)[ 25 ]
8st Hour:  (1d50)[ 28 ]

First mob, if more than one,  (1d2)[ 2 ]  1 is east, 2 is south. Any mob results after two are unnecessary.

[User]
 You hear nothing in particular all night.

Which door do you use to return to the skeletal wolf room, east or south?

DM info:

 Spoiler

Gnoll in southern hallway.
2x kobold in east hallway.

He heard nothing.

[User] The same way I came from before -- south.

[User] As you open the door south from the starting room into the narrow, dark hallway, you see a Gnoll inside, ten feet from you. Fortunately, you've taken him by surprise.


[User]
 The woman who enters the field is pale and slender, as though she has lacked in both sun and exercise.  Her pure-white duel disk is clipped to her left arm, and stands out against the muted greys and black of her clothes.   Shall we begin our duel?

Draw:  (5d42)[ 24 ][ 42 ][ 30 ][ 24 ][ 14 ](134)
Re-rolls:  (3d42)[ 3 ][ 23 ][ 37 ](63)
Init:  (1d20)[ 12 ]
 Field
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Life Points:  8000

 Graveyard:  0

 Spoiler
Naught

 Remove from Play:  0

 Spoiler
Naught

 Hand:  0

 Spoiler
Naught

 Deck:  42

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
3. Apprentice Magician (DARK Spellcaster 2; 400/800)
4. Armageddon Knight (DARK Warrior 4; 1400/1200)
5. Armageddon Knight (DARK Warrior 4; 1400/1200)
6. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
7. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
8. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
9. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
10. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
11. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
12. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
13. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
14. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
15. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
16. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
17. Sangan (DARK Fiend 3; 1000/600)
18. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
19. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
20. Summoner Monk (DARK Spellcaster 4; 800/1600)
21. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
22. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
23. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
24. Allure of Darkness
25. Allure of Darkness
26. Burial From A Different Dimension
27. Fissure
28. Foolish Burial
29. Foolish Burial
30. Gold Sarcophagus
31. Gold Sarcophagus
32. Preparation of Rites
33. Preparation of Rites
34. Ritual of Grace
35. Ritual of Grace
36. Ritual of Grace
37. Secret Village of the Spellcasters
38. Secret Village of the Spellcasters
39. Secret Village of the Spellcasters
40. Royal Decree
41. Royal Decree
42. Royal Decree

[User]
 OOC: Ah, the rolls broke.

Draw:  (5d42)[ 22 ][ 38 ][ 15 ][ 37 ][ 26 ](138)
Duplicate re-rolls:  (3d42)[ 27 ][ 33 ][ 2 ](62)
Init:  (1d20)[ 15 ]

[User]
 Altaria does his trademark shout from the crowd
 "It's not broken, you just can't roll on post 1 for some reason."

[User]
 alight then
initiative   (1d20)[ 5 ](5)
hand    (5d43)[ 29 ][ 20 ][ 9 ][ 21 ][ 42 ](121)
reroll   (3d43)[ 7 ][ 4 ][ 25 ](36)

 Spoiler
 ill put this in next post

[User]
 I see that I shall lead, then.   She draws one card.

 (1d37)[ 35 ]
 I see.  I end my turn.
 Field
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Life Points:  8000

 Graveyard:  0

 Spoiler
Naught

 Remove from Play:  0

 Spoiler
Naught

 Hand:  6

 Spoiler
Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Secret Village of the Spellcasters
Secret Village of the Spellcasters
Burial From A Different Dimension
Royal Decree

 Deck:  36

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
3. Apprentice Magician (DARK Spellcaster 2; 400/800)
4. Armageddon Knight (DARK Warrior 4; 1400/1200)
5. Armageddon Knight (DARK Warrior 4; 1400/1200)
6. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
7. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
8. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
9. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
10. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
11. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
12. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
13. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
14. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
15. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
16. Sangan (DARK Fiend 3; 1000/600)
17. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
18. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
19. Summoner Monk (DARK Spellcaster 4; 800/1600)
20. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
21. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
22. Allure of Darkness
23. Allure of Darkness
 >. Burial From A Different Dimension
24. Fissure
25. Foolish Burial
26. Foolish Burial
27. Gold Sarcophagus
28. Gold Sarcophagus
29. Preparation of Rites
30. Preparation of Rites
31. Ritual of Grace
32. Ritual of Grace
33. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
34. Secret Village of the Spellcasters
 >. Royal Decree
35. Royal Decree
36. Royal Decree

[User]
 then ill draw.
 (1d38)[ 19 ]

ill set a monster and end my turn

1 2 3 4 5
- - fm - -
- - -  -  -

 Spoiler

 Spoiler

Deck:38
Ojama Yellow
Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Green
Ojama Black
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Snipe Hunter
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Heavy Storm
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-6

 Spoiler

Super Polymerization x2
The Big MArch of Animals
Ojama Black
Negate Attack
Ojamuscle

[User]
 She nods in acknowledgement.   A sedate pace for us both.  No sense in rushing matters heedlessly, after all.
 (1d36)[ 28 ]

She plays the card she draws onto the field.   I activate  Gold Sarcophagus , removing from play Armageddon Knight.  I then end my turn.
 Field
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Life Points:  8000

 Graveyard:  1

 Spoiler
Gold Sarcophagus

 Remove from Play:  1

 Spoiler
Armageddon Knight (DARK Warrior 4; 1400/1200) (0/2 turns)

 Hand:  6

 Spoiler
Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Secret Village of the Spellcasters
Secret Village of the Spellcasters
Burial From A Different Dimension
Royal Decree

 Deck:  34

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
3. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
4. Armageddon Knight (DARK Warrior 4; 1400/1200)
5. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
6. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
7. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
8. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
9. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
10. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
11. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
12. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
13. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
14. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
15. Sangan (DARK Fiend 3; 1000/600)
16. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
17. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
18. Summoner Monk (DARK Spellcaster 4; 800/1600)
19. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
20. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
21. Allure of Darkness
22. Allure of Darkness
 >. Burial From A Different Dimension
23. Fissure
24. Foolish Burial
25. Foolish Burial
26. Gold Sarcophagus
 >. Gold Sarcophagus
27. Preparation of Rites
28. Preparation of Rites
29. Ritual of Grace
30. Ritual of Grace
31. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
32. Secret Village of the Spellcasters
 >. Royal Decree
33. Royal Decree
34. Royal Decree

[User]
 (1d37)[ 8 ]  Peaceful Times
i end my turn
1 2 3 4 5
- - fm - -
- - -  -  -

 Spoiler

Deck:37

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Snipe Hunter
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Heavy Storm
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-7

 Spoiler

Super Polymerization x2
The Big March of Animals
Ojama Blackx2
Negate Attack
Ojamuscle

[User]
 (1d34)[ 11 ]
 I summon Manju of the Ten Thousand Hands in attack mode.  Its special effect activates, permitting me to add one  Ritual of Grace  to my hand.  I then use it to attack your face down monster.   The card rushes forward, using its eponymous hands to pummel relentlessly at its opponent.

After the attack carries through, she sets one card face-down behind Manju.   I shall then end my turn.
 Field
{table="head"]1|2|3|4|5
-|-|MT|-|-
-|-|Fd|-|-[/table]
MON:
3. MT:  Manju of the Ten Thousand Hands (LIGHT Fairy 4;  1400 /1000)
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
S/T:
3. Royal Decree

 Life Points:  8000

 Graveyard:  1

 Spoiler
Gold Sarcophagus

 Remove from Play:  1

 Spoiler
Armageddon Knight (DARK Warrior 4; 1400/1200) (1/2 turns)

 Hand:  6

 Spoiler
Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
Ritual of Grace
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Secret Village of the Spellcasters
Secret Village of the Spellcasters
Burial From A Different Dimension

 Deck:  32

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
3. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
4. Armageddon Knight (DARK Warrior 4; 1400/1200)
5. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
6. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
7. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
8. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
9. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
10. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 . Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
11. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
12. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
13. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
14. Sangan (DARK Fiend 3; 1000/600)
15. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
16. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
17. Summoner Monk (DARK Spellcaster 4; 800/1600)
18. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
19. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
20. Allure of Darkness
21. Allure of Darkness
 >. Burial From A Different Dimension
22. Fissure
23. Foolish Burial
24. Foolish Burial
25. Gold Sarcophagus
 >. Gold Sarcophagus
26. Preparation of Rites
27. Preparation of Rites
 >. Ritual of Grace
28. Ritual of Grace
29. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
30. Secret Village of the Spellcasters
 >. Royal Decree
31. Royal Decree
32. Royal Decree

[User]
 My monster is destroyed

 (1d36)[ 29 ]
OOC: wow seems impossible to draw a good card lol.

Ill use Heavy Storm, killing all spells and traps. Then, ill set another monster. Ill set a card and end my turn

1 2 3 4 5
- - fm - -
- - f  -  -

 Spoiler

Deck:37

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Snipe Hunter
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-6

 Spoiler

Super Polymerization x2
The Big March of Animals
Ojama Black
Negate Attack
Ojamuscle

Graveyard-1

 Spoiler

Ojama Black

[User]
 She winces as her facedown trap is swept away.   Perhaps next time, I should trust my instincts.
 (1d32)[ 8 ]
 It has been two turns since I activated Gold Sarcophagus.  It now activates again, restoring  Armageddon Knight  to my hand.  I summon it to the field, using its special ability to send  Djinn, Releaser of Rituals  to the Graveyard.  I then activate Ritual of Grace, removing from play Djinn, Releaser of Rituals in my Graveyard and sacrificing Armageddon Knight to serve as the necessary tributes to bring Divine Grace - Northwemko onto the field.  You destroyed my Royal Decree before it could activate, but I will select Manju with Northwemko's special ability.  You may no longer destroy Northwemko with a card effect so long as Manju remains on the field, and through the tributed Djinn's special ability, you may no longer Special Summon any monsters.  Furthermore, I activate Secret Village of the Spellcasters, barring you from use of your Spells.

After that long mouthful, she pauses to let it sink in.   I attack your face-down monster with Manju, then attack directly with Northwemko.  I then end my turn.
 Field:   Secret Village of the Spellcasters
{table="head"]1|2|3|4|5
-|DGN|MT|-|-
-|-|-|-|-[/table]
MON:
2. DGN:  Divine Grace - Northwemko (LIGHT Spellcaster 7;  2700 /1200)
3. MT:  Manju of the Ten Thousand Hands (LIGHT Fairy 4;  1400 /1000)
 Facedowns:

 Spoiler
Nada

 Life Points:  8000

 Graveyard:  3

 Spoiler
Gold Sarcophagus
Armageddon Knight (DARK Warrior 4; 1400/1200)
Ritual of Grace

 Remove from Play:  1

 Spoiler
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)

 Hand:  4

 Spoiler
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Secret Village of the Spellcasters
Burial From A Different Dimension
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)

 Deck:  30

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
3. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
4. Armageddon Knight (DARK Warrior 4; 1400/1200)
5. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
6. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
7. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
8. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 . Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
9 Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
10. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
11. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
12. Sangan (DARK Fiend 3; 1000/600)
13. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
14. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
15. Summoner Monk (DARK Spellcaster 4; 800/1600)
16. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
17. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
18. Allure of Darkness
19. Allure of Darkness
 >. Burial From A Different Dimension
20. Fissure
21. Foolish Burial
22. Foolish Burial
23. Gold Sarcophagus
 >. Gold Sarcophagus
24. Preparation of Rites
25. Preparation of Rites
 >. Ritual of Grace
26. Ritual of Grace
27. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
28. Secret Village of the Spellcasters
 >. Royal Decree
29. Royal Decree
30. Royal Decree

 OOC EDIT: Forgot to bold Northwemko's position in the field summary - she is still in attack mode

[User]
 Oh noes! This doesnt look good D:

ill end my turn
 (1d35)[ 4 ]

1 2 3 4 5
- - - - -
- - f  -  -

 Spoiler

Deck:37

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Snipe Hunter
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-5

 Spoiler

Super Polymerization x2
The Big March of Animals
Negate Attack
Ojamuscle
Ojama Green

Graveyard-1

 Spoiler

Ojama Blackx2

[User]
 (1d30)[ 23 ]

She places the card she just drew in a spell zone, revealing a second golden container.   I activate another Gold Sarcophagus, removing from play a Royal Decree.  I attack with both of my monsters, then end my turn.
 Field:   Secret Village of the Spellcasters
{table="head"]1|2|3|4|5
-|DGN|MT|-|-
-|-|-|-|-[/table]
MON:
2. DGN:  Divine Grace - Northwemko  (LIGHT Spellcaster 7;  2700 /1200)
3. MT:  Manju of the Ten Thousand Hands  (LIGHT Fairy 4;  1400 /1000)

 Facedowns:

 Spoiler
Nada

 My Life Points:  8000
 Your Life Points:  5300 (-4100 if attacks go through)

 Graveyard:  5

 Spoiler
Gold Sarcophagus
Royal Decree  (OOC NOTE: Also forgot this in previous post)
Armageddon Knight (DARK Warrior 4; 1400/1200)
Ritual of Grace
Gold Sarcophagus

 Remove from Play:  2

 Spoiler
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
Royal Decree (0/2)

 Hand:  4

 Spoiler
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Secret Village of the Spellcasters
Burial From A Different Dimension
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)

 Deck:  28

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
3. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
4. Armageddon Knight (DARK Warrior 4; 1400/1200)
5. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
6. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
7. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
8. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 . Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
9 Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
10. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
11. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
12. Sangan (DARK Fiend 3; 1000/600)
13. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
14. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
15. Summoner Monk (DARK Spellcaster 4; 800/1600)
16. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
17. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
18. Allure of Darkness
19. Allure of Darkness
 >. Burial From A Different Dimension
20. Fissure
21. Foolish Burial
22. Foolish Burial
 >. Gold Sarcophagus
 >. Gold Sarcophagus
23. Preparation of Rites
24. Preparation of Rites
 >. Ritual of Grace
25. Ritual of Grace
26. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
27. Secret Village of the Spellcasters
 >. Royal Decree
28. Royal Decree
 >. Royal Decree

[User]
 OOC EDIT: OOPs sorry forgot to remove that
ill use negate attack, my facedown

 (1d34)[ 3 ]
It doesnt seem that luck will aid me in this battle. Ill set a monster and end my turn

1 2 3 4 5
- - fm - -
- - - -  -

 Spoiler

Deck:37

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Snipe Hunter
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-5

 Spoiler

Super Polymerization x2
The Big March of Animals
Ojamuscle
Ojama Green
Ojama Yellow

Graveyard-3

 Spoiler

Ojama Blackx2
Negate Attack

[User]
 OOC: Did you set another facedown trap to replace the one you used?

 (1d28)[ 2 ]
 I draw.  I shall destroy your facedown monster with Manju and attack directly with Northwemka.  After, I set one monster face-down and end my turn.
 Field:   Secret Village of the Spellcasters
{table="head"]1|2|3|4|5
-|DGN|MT|Fd|-
-|-|-|-|-[/table]
MON:
2. DGN:  Divine Grace - Northwemko  (LIGHT Spellcaster 7;  2700 /1200)
3. MT:  Manju of the Ten Thousand Hands  (LIGHT Fairy 4;  1400 /1000)
4. Facedown Card

 Facedowns:

 Spoiler
MON:
4. Old Vindictive Magician (DARK Spellcaster 2; 450/ 600 )

 My Life Points:  8000
 Your Life Points:  5300 (-2700 if attacks go through)

 Graveyard:  5

 Spoiler
Gold Sarcophagus
Royal Decree
Armageddon Knight (DARK Warrior 4; 1400/1200)
Ritual of Grace
Gold Sarcophagus

 Remove from Play:  2

 Spoiler
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
Royal Decree (1/2)

 Hand:  4

 Spoiler
Secret Village of the Spellcasters
Burial From A Different Dimension
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
Apprentice Magician (DARK Spellcaster 2; 400/800)

 Deck:  27

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
2. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
3. Armageddon Knight (DARK Warrior 4; 1400/1200)
4. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
5. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
6. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
7. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 . Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
8 Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
9. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
10. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
11. Sangan (DARK Fiend 3; 1000/600)
12. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
13. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
14. Summoner Monk (DARK Spellcaster 4; 800/1600)
15. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
16. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
17. Allure of Darkness
18. Allure of Darkness
 >. Burial From A Different Dimension
19. Fissure
20. Foolish Burial
21. Foolish Burial
 >. Gold Sarcophagus
 >. Gold Sarcophagus
22. Preparation of Rites
23. Preparation of Rites
 >. Ritual of Grace
24. Ritual of Grace
25. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
26. Secret Village of the Spellcasters
 >. Royal Decree
27. Royal Decree
 >. Royal Decree

[User]
 Darn. At this rate ill lose

 (1d33)[ 12 ]

Ill summon snipe hunter and use its effect.  Ill discard the Big March of Animals to target your monster that has ahundred hands (im forgetful xd) depending on the outcome ill decide what to do next

 http://yugioh.wikia.com/wiki/Snipe_Hunter

1 2 3 4 5
- - SH - -
- - - -  -
SH= Snipe Hunter

 Spoiler

Deck:37

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-5

 Spoiler

Super Polymerization x2
Ojamuscle
Snipe Hunter
Ojama Yellow

Graveyard-5

 Spoiler

Ojama Blackx2
Negate Attack
Ojama Green
March of Animals

[/QUOTE]

[User]
 (1d6)[ 1 ]
Snipe hunter's eff

I hate my luck today.

Alright, Ill discard my super polymerization and target the same card

[User]
 (1d6)[ 4 ]

LP: 2600 OOC: sorry i keep forgetting about LP
if teh attack goes through, ill throw away my ojamuscle to activate the same effect. If there is something wrong with this, please say so before i move again

[User] OOC: There's nothing wrong with it.  With Manju off the field, you can target and try to destroy Northwemko.  I presume you're targeting her and not the facedown monster or Secret Village.

[User]
 tats right. im targeting the ritual monster

 (1d6)[ 3 ]

Now ill destroy your ritual monster. Then ill attack the fd with snipe hunter. i end my turn

1 2 3 4 5
- - SH - -
- - - -  -
SH= Snipe Hunter [B]1500[B]/600

 Spoiler

Deck:37

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Mirror Force
Rai-Mei
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-3

 Spoiler

Super Polymerization x2
Snipe Hunter
Ojama Yellow

Graveyard-6

 Spoiler

Ojama Blackx2
Negate Attack
Ojama Green
March of Animals
Ojamuscle

[User]
 She closes her eyes as Manju and Northwemko are vaporized by Snipe Hunter's onslaught.   Your attack, however, triggered my facedown monster's effect.   Old Vindictive Magician , take Snipe Hunter to the grave with you.   A dark cloud surrounds Snipe Hunter, obscuring it from sight, then vanishes with nary a trace.

 (1d27)[ 2 ]
 First, my Gold Sarcophagus now opens, restoring Royal Decree to my hand.  I set one monster and one card face down, and end my turn.
 Field:   Secret Village of the Spellcasters
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|-|Fd|-|-[/table]
MON:
3. Facedown Card
S/T:
3. Facedown Card

 Facedowns:

 Spoiler
MON:
3. Djinn Releaser of Rituals (DARK Fiend 3; 1200/ 2000 )
S/T:
3. Royal Decree

 My Life Points:  8000
 Your Life Points:  2600

 Graveyard:  8

 Spoiler
Gold Sarcophagus
Royal Decree
Armageddon Knight (DARK Warrior 4; 1400/1200)
Ritual of Grace
Gold Sarcophagus
Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
Old Vindictive Magician (DARK Spellcaster 2; 450/600)

 Remove from Play:  1

 Spoiler
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)

 Hand:  4

 Spoiler
Secret Village of the Spellcasters
Burial From A Different Dimension
Apprentice Magician (DARK Spellcaster 2; 400/800)
Apprentice Magician (DARK Spellcaster 2; 400/800)

 Deck:  26

 Spoiler
MAIN:
1. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
2. Armageddon Knight (DARK Warrior 4; 1400/1200)
3. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
4. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
5. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
6. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
7. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
8. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
9. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
10. Sangan (DARK Fiend 3; 1000/600)
11. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
12. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
13. Summoner Monk (DARK Spellcaster 4; 800/1600)
14. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
15. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
16. Allure of Darkness
17. Allure of Darkness
 >. Burial From A Different Dimension
18. Fissure
19. Foolish Burial
20. Foolish Burial
 >. Gold Sarcophagus
 >. Gold Sarcophagus
21. Preparation of Rites
22. Preparation of Rites
 >. Ritual of Grace
23. Ritual of Grace
24. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
25. Secret Village of the Spellcasters
 >. Royal Decree
26. Royal Decree
 >. Royal Decree

[User]
 (1d32)[ 27 ]

Hopefully ill have the same luck...

I summon Rai-Mei and attack your facedown. Then ill end my turn

LP:2000

1 2 3 4 5
- - RM - -
- - - -  -
SH= Rai Mei 1400 /1200

 Spoiler

Deck:31

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Lightning Vortex
Mirror Force
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-3

 Spoiler

Super Polymerization x2
Rai-Mei
Ojama Yellow

Graveyard-6

 Spoiler

Ojama Blackx2
Negate Attack
Ojama Green
March of Animals
Snipe Hunter
Ojamuscle

[User]
 As Rai-Mei lunges forward, it's suddenly knocked back by a staff blow as  Djinn, Presider of Rituals  (1200/ 2000 ) emerges.  Both monsters return to their respective zones, the damage passing through to the player.

 (1d26)[ 17 ]
 As your turn ends, I also activate my Royal Decree.  All traps on the the field, except Royal Decree itself, are now negated, and new traps cannot be activated.

As she draws, she smiles faintly.   I now activate  Allure of Darkness , drawing two cards.

[User]
 (1d25)[ 1 ]  (1d24)[ 3 ]
 I then remove from play one Apprentice Magician to pay the price.  I now summon Djinn Presider of Rituals in attack mode, and destroy your Rai-Mei.  That shall end my turn
 Field:   Secret Village of the Spellcasters
{table="head"]1|2|3|4|5
-|DPR|DRR|-|-
-|-|RD|-|-[/table]
MON:
2.  Djinn Presider of Rituals  (DARK Fiend 4;  1800 /1400)
3.  Djinn Releaser of Rituals  (DARK Fiend 3; 1200/ 2000 )
S/T:
3.  Royal Decree
 Facedowns:

 Spoiler
Nada

 My Life Points:  8000
 Your Life Points:  2000 (-400 if attack goes through)

 Graveyard:  9

 Spoiler
Gold Sarcophagus
Royal Decree
Armageddon Knight (DARK Warrior 4; 1400/1200)
Ritual of Grace
Gold Sarcophagus
Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Allure of Darkness

 Remove from Play:  2

 Spoiler
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
Apprentice Magician (DARK Spellcaster 2; 400/800)

 Hand:  4

 Spoiler
Secret Village of the Spellcasters
Burial From A Different Dimension
Apprentice Magician (DARK Spellcaster 2; 400/800)
Apprentice Magician (DARK Spellcaster 2; 400/800)

 Deck:  23

 Spoiler
MAIN:
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
1. Armageddon Knight (DARK Warrior 4; 1400/1200)
2. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
 >. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
3. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
4. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
5. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
6. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
7. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
8. Sangan (DARK Fiend 3; 1000/600)
9. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
10. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
11. Summoner Monk (DARK Spellcaster 4; 800/1600)
12. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
13. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
14. Allure of Darkness
 >. Allure of Darkness
 >. Burial From A Different Dimension
15. Fissure
16. Foolish Burial
17. Foolish Burial
 >. Gold Sarcophagus
 >. Gold Sarcophagus
18. Preparation of Rites
19. Preparation of Rites
 >. Ritual of Grace
20. Ritual of Grace
21. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
22. Secret Village of the Spellcasters
 >. Royal Decree
23. Royal Decree
 >. Royal Decree

[User]
 Hm.... Cmon Luck come through for me... and i believe Rai-Meis effect activates. I will add a light monster to my hand. Its Ojama Blue

 (1d31)[ 29 ]

ill set a monster and set a card. ill end my turn.

OOC: Sorry but i have to leave now so i wont beable to post till late tonight or tomorow morning or something. Please dont kill me before then

LP:1600

1 2 3 4 5
- - fm - -
- - - -f -

 Spoiler

Deck:30

 Spoiler

Ojama Yellow
Ojama Yellow
Ojama Green
Ojama Green
Ojama Black
Ojama Red
Ojama Red
Ojama Blue
Ojama Blue
Ojama Blue
Ojama Country
Ojama Country
Ojama Country
Swords of Revealing Light
Ojama Delta Hurricane!
Ojamagic
Ojamagic
Ojamagic
Ojama Trio
Polymerization
Call of the Haunted
Honest
Honest
Lightning Vortex
Mirror Force
Green Baboon, Defender of the Forest
Earthbound Immortal Aslla Piscu
Pot of Avarice
Pot of Avarice
United We Stand

Hand-2

 Spoiler

Super Polymerization x2
Ojama Yellow
Ojama Blue
Lighning vortex

Graveyard-6

 Spoiler

Ojama Blackx2
Negate Attack
Ojama Green
March of Animals
Rai-Mei
Snipe Hunter
Ojamuscle

[User]
 OOC: It's no problem.  I'd need to leave soon as well, so I'll just play my last turn for tonight.

 (1d23)[ 1 ]
 I shall play Armageddon Knight in attack mode, activating its special effect to send Djinn Releaser of Rituals to the Graveyard.  I then switch Djinn Releaser of Rituals on the field into attack mode and attack with all three monsters.  Djinn Presider shall destroy your facedown, and my other two monsters shall end the game.
 Field:   Secret Village of the Spellcasters
{table="head"]1|2|3|4|5
-|DPR|DRR|AK|-
-|-|RD|-|-[/table]
MON:
2.  Djinn Presider of Rituals  (DARK Fiend 4;  1800 /1400)
3.  Djinn Releaser of Rituals  (DARK Fiend 3;  1200 /2000)
4.  Armageddon Knight  (DARK Warrior 4;  1400 /1200)
S/T:
3.  Royal Decree
 Facedowns:

 Spoiler
Nada

 My Life Points:  8000
 Your Life Points:  1600

 Graveyard:  10

 Spoiler
Gold Sarcophagus
Royal Decree
Armageddon Knight (DARK Warrior 4; 1400/1200)
Ritual of Grace
Gold Sarcophagus
Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
Old Vindictive Magician (DARK Spellcaster 2; 450/600)
Allure of Darkness
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)

 Remove from Play:  2

 Spoiler
Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
Apprentice Magician (DARK Spellcaster 2; 400/800)

 Hand:  4

 Spoiler
Secret Village of the Spellcasters
Burial From A Different Dimension
Apprentice Magician (DARK Spellcaster 2; 400/800)
Apprentice Magician (DARK Spellcaster 2; 400/800)

 Deck:  21

 Spoiler
MAIN:
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Apprentice Magician (DARK Spellcaster 2; 400/800)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
 >. Armageddon Knight (DARK Warrior 4; 1400/1200)
1. Chaos Sorcerer (DARK Spellcaster 6; 2300/2000)
 >. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
2. Djinn Presider of Rituals (DARK Fiend 4; 1800/1400)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Djinn Releaser of Rituals (DARK Fiend 3; 1200/2000)
 >. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
3. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
4. Manju of the Ten Thousand Hands (LIGHT Fairy 4; 1400/1000)
 >. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
5. Old Vindictive Magician (DARK Spellcaster 2; 450/600)
6. Sangan (DARK Fiend 3; 1000/600)
7. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
8. Senju of the Thousand Hands (LIGHT Fairy 4; 1400/1000)
9. Summoner Monk (DARK Spellcaster 4; 800/1600)
10. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
 >. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
11. Divine Grace - Northwemko (LIGHT Spellcaster 7; 2700/1200)
12. Allure of Darkness
 >. Allure of Darkness
 >. Burial From A Different Dimension
13. Fissure
14. Foolish Burial
15. Foolish Burial
 >. Gold Sarcophagus
 >. Gold Sarcophagus
16. Preparation of Rites
17. Preparation of Rites
 >. Ritual of Grace
18. Ritual of Grace
19. Ritual of Grace
 >. Secret Village of the Spellcasters
 >. Secret Village of the Spellcasters
20. Secret Village of the Spellcasters
 >. Royal Decree
21. Royal Decree
 >. Royal Decree

[User] alright cool :D thanks for the duel

[User] Thank you as well.  It was fun, though both of us seemed to have trouble getting what we needed at first.


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 I will cast my Devil's Sight Invocation. Bar the North and East Doors. Listen at the South Door. Oh, and put out the torch.

  Listen  - (1d20)[ 4 ]

Note: I corrected my character sheet to have 8 silver rather than 80.

[User]
 Ah, nice. Darkvision is so underrated. =)

No sounds coming from the south door.

[User]
 Snap! I should have taken 20.

Ready morningstar. Open door quietly.

  MS  - (1d20+3)[ 9 ]
  Hide  - (1d20+1)[ 21 ]

[User] You see an unlit, narrow, empty hallway, twenty feet in length, five feet in width, with two mouldering wooden doors, one on the left just past halfway down, and one at the end, straight ahead.

[User]
 Move quietly to first door and listen.
  MS  - (1d20+3)[ 14 ]
Take 20 on Listen = 20

Move quietly to second door and listen.
  MS  - (1d20+3)[ 4 ]
Take 20 on Listen = 20

I will quietly open door with least sound coming from it.
  MS  - (1d20+3)[ 13 ]

[User]
 At the first door, you hear unpleasant sounding scraping and munching noises. Moving quietly on to the second door, you think you hear some faint movement, much softer than the other, followed by a muttered phrase in a language you're not familiar with.

Your call on which door to go through.

[User]
 I'll take the South door.
  Move Silent  - (1d20+3)[ 14 ]

[User]
 In the center of a 15ft square dark room, an lone kobold is standing, wearing nothing but a floppy cloth hat, which bears the word "Sorrc" on it. You also note another wooden door in the center of the east wall.

Init:  (1d20+1)[ 20 ]

[User]
 I knew I should have picked up Draconic. Oh well, next level.

  Init  - (1d20+2)[ 4 ]

I'll blast him
  RTouch  - (1d20+2)[ 14 ]
  EB Dmg  - (1d6)[ 3 ]

[User]
 He beats your init(and wasn't surprised, having heard you listening outside the door), and thus, gets a spell off before you blast him.

Magic Missile:  (1d4+1)[ 3 ]

Your etherial blast hits, causing him to cough up some blood, but not enough to drop him.

Seeing how it worked last time, he takes the same approach this round:

Magic Missile:  (1d4+1)[ 4 ]

Your go.

[User]
 That's interesting because I plan to do the same thing as well.

  RTouch  - (1d20+2)[ 19 ]
  Dmg  - (1d6)[ 1 ]

If that doesn't take him out and I expect it won't, I could be your first casualty. Oh! I just realized that I haven't been using PB Shot. It hasn't mattered yet, but I will remember it for next time.

Move up to him for the chance at an AoO.

[User]
 He drops to the ground, down, but not out(0 hp). He shouts loudly in draconic, then takes his one standard action to cast Ray of frost, being dry on first level spells. He then collapses from the exertion.

Rtouch:  (1d20+1)[ 8 ]
Dmg:  (1d3)[ 3 ]

[User] Snap! I was editing while you posted. Can I get the AoO?

[User]
 In case you say yes.   Morning Star  - (1d20)[ 6 ]  and   Dmg  - (1d8)[ 8 ]

Doesn't matter anyway.

[User] I'll loot him.

[User]
 He dies horribly.

+300 XP.

Loot:
1 floppy pointed cap, with "Sorrc" on the front of it.
300 silver pieces.

[User]
 I will wear his floppy cap as a badge of honor in remembrance of my first kill. I will listen at the door on the east wall.

[roll=listen]1d20[/roll]

btw, can I get a map? I think I missed a door.

[User]
 Stupid  stupid

  listen  - (1d20)[ 14 ]

[User] Use a potion of CLW  (1d8+1)[ 2 ]

[User] OK, use other potion of CLW  (1d8+1)[ 7 ]

[User]
 You hear nothing at the door to the east.

Map of area, you're in lower left room:

[User]
 I will drag Hatrack the kobold to the door on the east wall. I will use him as a body shield as best I can while opening the door. If there is a beastie inside that might enjoy him as a snack, I will oblige them by shoving Hatrack inside the room.

Init  (1d20+2)[ 11 ] , just in case.

[User]
 In a particularily messy 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren.

Now they have two of their brethren to feast on.
I'm sure they'll thank you later.

The zombies are too busy feasting to attack you, however.

What will you do?

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

[User]
 I'm feeling combative, so I'll interrupt their meal.

Eldritch Blast  (1d20+3)[ 18 ]
Dmg  (1d6+1)[ 5 ]

Does the door open out of my location or into my location? I would like to close it just enough to be able to continue to use my eldritch blast while having cover from them. I realize that they are probably stronger than I am, but every little bit helps.

[User]
 a) The door opens out, at least this one.
b) Your attack hits one of the kobold zombies, but doesn't drop it.

Initiative:
 (1d20)[ 13 ]  <- damaged
 (1d20)[ 17 ]  <- undamaged

Roll initiative.

[User]
 Sorry, I should have rolled initiative already.

Init  (1d20+2)[ 3 ]
EB  (1d20+3)[ 5 ]  remember this is a ranged touch attack
Dmg  (1d6+1)[ 4 ]

Also a strength roll to keep the door shut  (1d20)[ 15 ]

[User]
 You know there's a reason there were bars for doors, right?
Attack misses.
Strength check of zombies:
Main door-basher:  (1d20-1)[ 16 ]
Aid another door-basher:  (1d20-1)[ 13 ]

[User]
 That means the door bursts open.
Your move.

[User]
 Yeah, I remembered the bars, but I didn't want to all the way back to get them. I now see the error of my ways though and will retreat 30 feet or as far as I can go and blast the injured one as soon as I can, holding a standard action if I must.

EB  (1d20+3)[ 19 ]
Dmg  (1d6+1)[ 6 ]

[User]
 That'll hit.
The first zombie is severely weakened, while the second is at full strength.

They both shamble towards you, and while one is pretty much next to you, it can't attack this round.

Your move.

[User]
 I'll take a 5 foot step and blast the injured one again.

EB  (1d20+3)[ 13 ]
Dmg  (1d6+1)[ 3 ]

[User]
 See above, but replace severely with very severely.

This time, it 5ft steps and whacks you.
 (1d20+1)[ 7 ]   (1d6-1)[ 0 ]

[User]
 "Would you die already... again I mean."
Wash rinse repeat. 5' step and
EB  (1d20+3)[ 17 ]
Dmg (1d6+1)[ 6 ]

[User]
 Barely still upright, the zombie takes another swing at you(after 5ft adjusting closer, of course).

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

[User]
 Fall down already!
step and shoot
EB  (1d20+3)[ 21 ]
Dmg  (1d6+1)[ 6 ]

[User]
 He listens to your command and dies again like a well behaved zombie.

The other zombie charges you, and dumbly repeats the tactics of his erstwhile comrade.

 (1d20+3)[ 12 ] (due to charge)
 (1d6-1)[ 0 ]

[User]
 In fact, the step and shoot is my plan. In hopes of speeding this up some, here's several turns worth of my plan.  I will not deviate from this plan if at all possible.

EB  (1d20+3)[ 19 ]
Dmg  (1d6+1)[ 7 ]

EB  (1d20+3)[ 9 ]
Dmg  (1d6+1)[ 3 ]

EB  (1d20+3)[ 9 ]
Dmg  (1d6+1)[ 7 ]

EB  (1d20+3)[ 10 ]
Dmg  (1d6+1)[ 4 ]

EB  (1d20+3)[ 6 ]
Dmg  (1d6+1)[ 2 ]

Also, if I get to a door, I'll try to use it as cover again.
Str Check  (1d20)[ 16 ]
Str Check  (1d20)[ 5 ]
Str Check  (1d20)[ 3 ]
Str Check  (1d20)[ 2 ]
Str Check  (1d20)[ 7 ]

Finally, if I'm backed into a corner, some concentration checks
Concentration  (1d20+6)[ 13 ]
Concentration  (1d20+6)[ 21 ]
Concentration  (1d20+6)[ 17 ]
Concentration  (1d20+6)[ 9 ]
Concentration  (1d20+6)[ 16 ]

[User]
 There's enough room that provided you circle, you needn't worry about being cornered, the zombie not being bright enough to do more than follow you around.

Your first blast connects, but unfortunately, the rest do not, falling just short of the 11 touch repeatedly.

5 attacks:
 (1d20+1)[ 5 ]
 (1d6-1)[ 4 ]
 (1d20+1)[ 3 ]
 (1d6-1)[ 0 ]
 (1d20+1)[ 5 ]
 (1d6-1)[ 1 ]
 (1d20+1)[ 11 ]
 (1d6-1)[ 3 ]
 (1d20+1)[ 3 ]
 (1d6-1)[ 4 ]

The zombie is filled with fail.

[User]
 Then I shall circle and continue with the plan.
Blast  (1d20+3)[ 14 ]
Dmg  (1d6+1)[ 5 ]

Blast  (1d20+3)[ 5 ]
Dmg  (1d6+1)[ 5 ]

Blast  (1d20+3)[ 12 ]
Dmg  (1d6+1)[ 4 ]

Blast  (1d20+3)[ 20 ]
Dmg  (1d6+1)[ 3 ]

Blast  (1d20+3)[ 9 ]
Dmg  (1d6+1)[ 6 ]

Blast  (1d20+3)[ 4 ]
Dmg  (1d6+1)[ 4 ]

Blast  (1d20+3)[ 7 ]
Dmg  (1d6+1)[ 6 ]

[User]
 He gets off three more attacks, you having dropped him to 0 on your third attack, he collapses from damage and exertion following this effort.

 (1d20+1)[ 17 ]
 (1d6-1)[ 4 ]
 (1d20+1)[ 15 ]
 (1d6-1)[ 1 ]
 (1d20+1)[ 18 ]
 (1d6-1)[ 0 ]

XP: +300
Loot: 60 SP, and of course, the usual kobold gear(sling and spear).

[User]
 Does this include the loot from the room? Search it if it does not, including the zombies' original meal. Take loot to 1st room and store it. Make sure doors are still open along the way. Listen at the east door of the kobold zombie room.

Listen  (1d20)[ 10 ]

[User]
 No additional loot on the dead kobold, save for the usual set of kobold weapons.

You hear nothing from the next room.

[User]
 Open door and see what's inside.

Move Silent  (1d20+4)[ 19 ]
Initiative (just in case)  (1d20+2)[ 7 ]

[User]
 There are five bats swirling about in the middle of the room(L6). They chirp to each other as their blindsense notices you.

Init:
 (1d20+2)[ 4 ]
 (1d20+2)[ 8 ]
 (1d20+2)[ 10 ]
 (1d20+2)[ 9 ]
 (1d20+2)[ 9 ]

Assume they are all within striking range of the ground unless otherwise stated. After all, this rooms only 10ft high.

[User]
 Four bats attack:

Huh...I cant find out what damage they can deal...but everything has the potential to deal some damage. Assume any hit is 1 nonlethal damage, due to it essentially being a nonproficient unarmed attack, then, and size modifiers will knock it down to 1hp.

Atks:
 (1d20)[ 10 ]
 (1d20)[ 13 ]
 (1d20)[ 2 ]
 (1d20)[ 15 ]

[User]
 I see no reason to change a winning formula, so I will continue with my battle plan. As long as I have space I will 5foot step and Eldritch Blast. If I crit please take the next in line. I will target the one with the lowest init first. Just in case, I will roll some concentration checks as well.

Blast  (1d20+3)[ 15 ]  Dmg  (1d6+1)[ 6 ]
Blast  (1d20+3)[ 5 ]  Dmg  (1d6+1)[ 7 ]
Blast  (1d20+3)[ 13 ]  Dmg  (1d6+1)[ 4 ]
Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 2 ]
Blast  (1d20+3)[ 12 ]  Dmg  (1d6+1)[ 6 ]
Blast  (1d20+3)[ 21 ]  Dmg  (1d6+1)[ 3 ]
Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 3 ]
Blast  (1d20+3)[ 8 ]  Dmg  (1d6+1)[ 2 ]
Blast  (1d20+3)[ 21 ]  Dmg  (1d6+1)[ 4 ]
Blast  (1d20+3)[ 23 ]  Dmg  (1d6+1)[ 4 ]
Blast  (1d20+3)[ 10 ]  Dmg  (1d6+1)[ 2 ]
Blast  (1d20+3)[ 12 ]  Dmg  (1d6+1)[ 2 ]
Blast  (1d20+3)[ 7 ]  Dmg  (1d6+1)[ 4 ]
Blast  (1d20+3)[ 14 ]  Dmg  (1d6+1)[ 7 ]
Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 2 ]
Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 6 ]
Blast  (1d20+3)[ 23 ]  Dmg  (1d6+1)[ 4 ]
Blast  (1d20+3)[ 23 ]  Dmg  (1d6+1)[ 3 ]
Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 7 ]
Blast  (1d20+3)[ 17 ]  Dmg  (1d6+1)[ 6 ]

Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]
Concentration [roll]1d20+6[/roll]

[User]
 Stupid concentration checks.

Concentration  (1d20+6)[ 14 ]
Concentration  (1d20+6)[ 15 ]
Concentration  (1d20+6)[ 13 ]
Concentration  (1d20+6)[ 17 ]
Concentration  (1d20+6)[ 11 ]
Concentration  (1d20+6)[ 7 ]
Concentration  (1d20+6)[ 26 ]
Concentration  (1d20+6)[ 7 ]
Concentration  (1d20+6)[ 17 ]
Concentration  (1d20+6)[ 15 ]
Concentration  (1d20+6)[ 23 ]
Concentration  (1d20+6)[ 16 ]

[User]
 Round 1: You miss.

Bats:
 (1d20)[ 2 ]
 (1d20)[ 6 ]
 (1d20)[ 9 ]
 (1d20)[ 3 ]
 (1d20)[ 1 ]

Round 2: You miss.

Bats:
 (1d20)[ 11 ]
 (1d20)[ 17 ]
 (1d20)[ 7 ]
 (1d20)[ 20 ]
 (1d20)[ 17 ]

Round 3: You miss.

Bats:
 (1d20)[ 12 ]
 (1d20)[ 9 ]
 (1d20)[ 6 ]
 (1d20)[ 1 ]
 (1d20)[ 5 ]

Round 4: You drop one.

Bats:
 (1d20)[ 1 ]
 (1d20)[ 2 ]
 (1d20)[ 2 ]
 (1d20)[ 18 ]

Round 5: You miss.

Bats:
 (1d20)[ 4 ]
 (1d20)[ 6 ]
 (1d20)[ 19 ]
 (1d20)[ 3 ]

Round 6: You drop one.

Bats:
 (1d20)[ 8 ]
 (1d20)[ 6 ]
 (1d20)[ 10 ]

Round 7: You drop one.

Bats:
 (1d20)[ 18 ]
 (1d20)[ 8 ]

Round 8: You miss.

Bats:
 (1d20)[ 9 ]
 (1d20)[ 9 ]

Round 9: You drop one.

Bats:
 (1d20)[ 19 ]

Round 10: You finish em off.

XP: +150.

[User] I am at 0 hit points. I will not perform an action that would cause me to go to negative hit points. I plan to go back to the starting room, shut the door and use a spear, there should be one along the way, or my morningstar to bar the door. I will rest a day to regain hit points. Again, I won't take an action if it will cause me to go to negatives. Since the damage from the bats is non lethal, I get back 1HP per hour, so after 8 hours, I am healed from them. I should also get back 1HP from resting for 8 hours. Anything exciting happen during that time? Do I effectively bar the last door?

[User]
 Shouldn't be a problem. I don't believe you start bleeding out from non-lethal anyhow.

The first hour, you hear a strange buzzing to the south. The remainder of the time, you hear nothing suspicious.

Edit: Yes, you do manage to get the spear into the sockets for the bar, and it looks like it'll hold.

DM info: Random encounter information.

 Spoiler

Hour 1: Giant bee, south.
Hour 2: Nothing.
Hour 3: Nothing.
Hour 4: Nothing.
Hour 5: Nothing.
Hour 6: Constrictor snake, north. Neither Alswell nor the kobolds know it's there. If ignored for long enough, it'll probably try to eat kobolds.
Hour 7: Orcs patrol of 4 goes up and down the central hallway. Alswell didn't hear them(woohoo, nat 1).
Hour 8: Nothing.

[User]
 How much time has passed including my searches and combats? 10 hours?
I'll undue the South door and make sure that the rooms I've cleared out are still safe. I'm wary of that buzzing I heard so many hours ago.

Some rolls just in case
MS  (1d20+4)[ 19 ]
HS  (1d20+2)[ 6 ]
Listen  (1d20)[ 3 ]
Spot  (1d20+2)[ 22 ]
MS  (1d20+4)[ 23 ]
HS  (1d20+2)[ 12 ]

Init  (1d20+2)[ 10 ]
Blast  (1d20+3)[ 10 ]   Dmg  (1d6+1)[ 5 ]
Blast  (1d20+3)[ 13 ]   Dmg  (1d6+1)[ 6 ]

[User]
 Probably not even 9 hrs yet. Searches and combat take surprisingly little time unless you're a fan of taking twenty for everything.

You open the door to the hallway leading south, and you see a giant bee ambling slowly along the ceiling(5ft up). Up to you whatcha do with it.

Init, if you decide to nuke it, and it doesn't die right off:  (1d20+2)[ 21 ]

[User]
 Please use the rolls from my last post.
Here are a few more rolls just in case though.
Blast  (1d20+3)[ 17 ]  Dmg  (1d6+1)[ 3 ]
Blast  (1d20+3)[ 19 ]  Dmg  (1d6+1)[ 6 ]
Blast  (1d20+3)[ 17 ]  Dmg  (1d6+1)[ 5 ]

[User]
 Touch of 12, so first shot misses, rousing the bee into action.

 (1d20+2)[ 10 ]
Dmg:  (1d4)[ 3 ]  + poison(DC11 fort)

[User]
 You land a hit, damaging the bee.

 (1d20+2)[ 17 ]
Dmg:  (1d4)[ 3 ]  + poison(DC11 fort)

Nother hit.

 (1d20+2)[ 18 ]
Dmg:  (1d4)[ 3 ]  + poison(DC11 fort)

And the bee takes another blast and dies.

[User]
 If hit multiple times, only take one save(they only have one stinger).

Primary damage:  (1d4)[ 3 ]  Con. Secondary damage will be the same, though you'll get another save.

[User]
 I was hit twice for 6 damage leaving me at 3 hit points.
Fort Save  (1d20+2)[ 22 ]

[User]
 Only count the first hit. It's a special rule of the bee that since it only has one stinger, it can only sting once, and after that, slowly, helplessly dies.

+150 XP. No goods save for a small amount of honey deposited on the wall. If you collect it, it'll extend your trail rations by 1 day.

[User]
 Ok, I'll collect the honey.
I'll go to the south door in the room of the kobold sorcerer formerly known as sorc (O,2) and listen. I'll open it if it sounds like there's only one opponent in the room. I plan to continue with the 'scoot and shoot' tactic.
MS  (1d20+4)[ 10 ]
Listen  (1d20)[ 5 ]
Initiatve  (1d20+2)[ 18 ]
Blast  (1d20+3)[ 10 ]   Dmg  (1d6+1)[ 3 ]
Blast  (1d20+3)[ 19 ]   Dmg  (1d6+1)[ 3 ]

[User] Nothing heard, so you open it, ready to blast. Nothing inside the room, however, it appears just as you left it.

[User] I haven't done this room yet. After taking on the Sorc, the kobold sorcerer, I fought the 4 kobold zombies, then the bats in O,6. I believe that this should be a new room for me.

[User]
 My bad, thought you were listening at the door of the sorc's room.

Here you go:

You enter a 15ft by 15ft room, with two Orcs inside(S5, Q6). There is a door on the far side. You didn't hear them in advance, but apparently, they didn't hear you either. You have surprise.

Init for them:
 (1d20)[ 20 ]
 (1d20)[ 13 ]

[User]
 I am so dead.

Init  (1d20+2)[ 3 ]

[User] You have surprise, take your half-action.

[User] I'll run, shutting doors behind me until I get to the starting room where I can bar the door as I did while I was resting.

[User] Your closing the door, followed by running, definitely alerted them. You hear them following behind you, but your lead is sufficient to reach the room and bar the door just before they slam against it.

[User]
 Whew! Ok I'll wait for a couple of hours for them to give up. Then I'll listen at the door to see if they are still there.

Listen  (1d20)[ 19 ]

[User]
 You hear both of them(good check!). One apparently is still near the door, and the other is further within the hallway.

DM Info:
 Spoiler
 There is one orc waiting with a readied action outside this door, the other orc is waiting at the far end of the hallway, readying an action at the other door.

[User]
 Ok, well screw them. I'll leave that door barred and go north.

Listen  (1d20)[ 8 ]
Move Silent  (1d20+4)[ 18 ]
Init  (1d20+2)[ 16 ]
Blast  (1d20+3)[ 15 ]   Dmg  (1d6+1)[ 4 ]
Blast  (1d20+3)[ 7 ]   Dmg  (1d6+1)[ 7 ]

[User]
 Hearing nothing at the north door, you pop it open.

You enter a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2)
They had no idea you were coming, so the nearest(F1) dies in the surprise round.

Init for the remaining three, in order.
 (1d20+1)[ 17 ]
 (1d20+1)[ 18 ]
 (1d20+1)[ 13 ]

[User]
 E1 and E2 go before you, and move up to H1 and H2 respectively. The kobold in H2 does so via charge.

E1 Kobold(you get partial cover, +4 AC, against him, due to fighting through the doorway)
Spear: (1d20+1)[ 8 ]
Dmg:
 (1d6-1)[ 1 ]

E3 Kobold(Charging)
Spear: (1d20+3)[ 14 ]
Dmg:
 (1d6-1)[ 1 ]

Your Round 1 shot is a miss.

C2 kobold takes a pop at you with his sling.(you get +4 AC against him, due to being in melee)
Sling: (1d20+3)[ 14 ]
Dmg:
 (1d3-1)[ 0 ]

Round 2:

E1 Kobold(you get partial cover, +4 AC, against him, due to fighting through the doorway)
Spear: (1d20+1)[ 17 ]
Dmg:
 (1d6-1)[ 3 ]

E3 Kobold
Spear: (1d20+1)[ 3 ]
Dmg:
 (1d6-1)[ 4 ]

Your go.

[User] I will lay down and begin to bleed out. Thank you very much.

[User]
 Coup de grace, coup de grace, coup de grace.

 (2d6-2)[ 2 ]  and Fort 10 + damage dealt or die.
 (2d6-2)[ 1 ]  and Fort 10 + damage dealt or die.
 (2d6-2)[ 8 ]  and Fort 10 + damage dealt or die.

Just making the death official here.


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

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

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

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

As we've both got characters in the dungeon, we won't be able to enter regardless of who wins, so I guess you could call this a 'friendly'.

- Saph

[User]
 My initiative:   (1d20+3)[ 15 ]

Starting position:

 Spoiler
C11

[User]
 Initiative:  (d20+4)[ 13 ]

Starting position:

 Spoiler

2D

Statblock/Buffs/Other Observer Stuff :

 Spoiler

HP : 104
AC : 25 / 17 / 19
Saves : +14 / + 13 / +5
Stance : Blood in the Water
Maneuvers Prepared :  Dancing Mongoose, White Raven Tactics, Moment of Perfect Mind, Wall of Blades

Initiative is yours.

[User]
 Guess I go first?

And . . . what's your location, Intelligence score, and creature type of you and any other creatures you're brought into the area?  :P

(Yup, Mindsight.  After the third Test of Spite character with Hide In Plain Sight and an impossibly high Hide check, I got sick of playing hide-and-seek and decided to put Mindsight on all my characters from here on.)

[User]
 Haha, excellent idea.
You sense a  Monstrous Humanoid  with  10  intelligence in square  2D . Proceed.

[User]
 You hear a woman's voice spellcasting.  Spellcraft to ID is 18, don't bother rolling if you have +17 or more:

 Spoiler
Shield, Heroism

Listen check for location, if you like.  DC 15 and you know the spellcasting comes from:

 Spoiler
SW corner of the room.

DC 25 and you know the spellcasting comes from:

 Spoiler
Square C11.  And after that I move to B10.

Your turn.

[User]
 Listen :  (d20+2)[ 12 ]
Not surprised.

The creature moves to F4. Line of Sight?

[User] OOC:  I'm in B10, up against the pillar, so I don't think either of us can see each other.

[User]
 ( Uh. I thought you had mindsight. )

Actions:

 Spoiler

Ready an attack against the first creature I see.

Your move.

[User]
 Mindsight's still not as good as line of sight.

Anyway, my turn:  peep my head around the corner at B9.  What do I see?

[User]
 ( Le description time! )
For size:

 Spoiler

This halfling has somewhat of an odd look about him; He's slightly taller and more muscular than most of his race. His fingers end in what seem to be razor-sharp talons, and his smile (or grimace, as the case may be) reveals large, sharpened canines. His skin is well tanned, and his hair is both short and unkempt. A scowl of perpetual boredom adorns his face. His clothing is simple and unassuming, and three sheathed daggers are suspended on his belt. He appears to be wearing leather armor.

In particular, he's scowling at  you , and the daggers are drawn; two of them in his right hand.

[User]
 Elanora

You see a young woman with green eyes and shining gold hair that hangs loose around her shoulders.  She's quite beautiful, in an otherworldly way.  She wears a blue robe, overlaid with shining armour of light, and carries a short staff, though both are mostly hidden by the column.  At present she's peeking around the corner.

[User]
 You've now met  Atlas.
He'd say something, but it's your turn, I believe.

[User]
 "How can you hold two daggers in the same hand?"  Elanora wonders briefly, then ducks back out of sight again.  The blades look kind of sharp and she doesn't want to be too visible a target.  Atlas hears the sound of another spell being cast behind the pillar.  Your turn.

 Spoiler
Move back to C11.  Spell is Greater Blink.

[User]
 In a way entirely unsuited to stabbing with them.

" Ah... a lady, " muses the halfling. " Don't run away, girly... I'm not that scary. "
He walks to B7. Line of Sight?

[User] I'm in C11, so you can probably see a shadow or an ankle or something.

[User]
 He sighs audibly.

" Why must you run? We could be friends! "

 Spoiler

Readies an attack once he sees her full body.

Go ahead.

[User]
 "Well, all right then."  Elanora leans half out to get a good look.  (Move action to take cover, adjusting slightly.  If you're readying to attack, this is the most you're going to see before I take my actions.)

Oh, and Elanora is now blinking in and out of view in a purposeful sort of way.

[User]
 " You see? I told yo- " The halfling interrupts himself with a vicious snarl, and hurls two of the daggers at you.

 (d20+20)[ 31 ]
Concealment (1-50 Hits) :  (d100)[ 55 ]
Damage :

 Spoiler

 (2d3+6)[ 11 ]  + 2 negative levels. 😳

[User]
 Elanora flinches and ducks as the daggers miss by a hair.   "That does NOT count as making friends!"   She aims her staff and a ray flashes out, followed a second later by two more.

Rays, ranged touch attacks.   If you can't see invisible, add another +2 to each attack roll and you're flat-footed against them.

Quickened Ray of Clumsiness:   (1d20+14)[ 19 ] .
On hit, gives a  (1d6+5)[ 7 ]  penalty to Dexterity.

Split Ray of Exhaustion:   (1d20+14)[ 32 ] ,  (1d20+14)[ 30 ]
On hit, make a DC 20 Fortitude save.  Exhausted on fail, Fatigued on success.  If both hit, you're Exhausted regardless of saves.

[User] ( Drat. So, are daggers melee weapons? Yes they are. Is throwing a dagger an attack? Yes. Therefore, I do believe, throwing a dagger is an attack made with a melee weapon (though, admittedly, it is not a melee attack.) Could I then, theoretically, throw a dagger at your ray via Wall of Blades? 😛)

[User] Eh, it's an amusing enough idea.  Only works if you're not denied your Dex bonus, but I guess you've probably got Uncanny Dodge anyway.  Which ray, the first one?

[User]
 (The first, yes. And, yeah, warblades do have that going for them.)
Uh.. you can make a martial lore check to learn the name of a maneuver you already know.
 Wall of Blades  :
Opposed attack roll :  (d20+22)[ 34 ]
Fort saves :  (d20+14)[ 33 ] ,  (d20+14)[ 26 ]

So, exhausted. -6 Str/Dex penalty, right?
And continue.

[User]
 OK.  Ray of Clumsiness is deflected.  Both saves against Ray of Exhaustion succeed, so you're Fatigued + Fatigued = Exhausted.  -6 Str, -6 Dex, and you move at half speed.

Your turn.

[User]
 The halfling pants as the rays strike him. His daggers reappear in his waiting hand, and he snarls before hurling them at you.

 Spoiler

Improved Rapid Shot, palm throw on main hand, full attack with two-weapon fighting.

Format :
Attack
Concealment (1-50 hits)
Damage

 (d20+17)[ 36 ]
 (1d100)[ 3 ]
 (2d3)[ 3 ]  + 2 Negative Levels.
 (d20+17)[ 18 ]
 (1d100)[ 41 ]
 (2d3)[ 5 ]  + 2 Negative Levels.
 (d20+17)[ 26 ]
 (1d100)[ 27 ]
 (2d3)[ 5 ]  + 1 Negative Levels.
 (d20+12)[ 17 ]
 (1d100)[ 8 ]
 (2d3)[ 2 ]  + 2 Negative Levels.
 (d20+12)[ 25 ]
 (1d100)[ 69 ]
 (2d3)[ 3 ]  + 1 Negative Levels.
 (d20+7)[ 19 ]
 (1d100)[ 53 ]
 (2d3)[ 6 ]  + 2 Negative Levels.

Waiting for results before continuing.

[User]
 Immediate action as the flurry starts to cast Wings of Cover.  Incorporeal wings of force appear and shield me against the first attack (only the first, though).

Remaining ones . . . let me check again.

[User] ( Of course, the one that threatened and likely the only one that hit. It's quite the one-trick pony, indeed. )

[User]
 Okay, attack number 2 is a natural 1, auto-miss.  Numbers 3 and 4 bounce off my AC and cover.  5 and 6 miss due to Blink.

Done?

[User]
 No thanks. I don't care enough to have you roll martial lore. 🙂
 White Raven Tactics  myself to immediately after myself.

 Dancing Mongoose , followed by another flurry. (Same Format)

 (d20+17)[ 30 ]
 (d100)[ 18 ]
 (2d3)[ 4 ]  + 2 Negative Levels
 (d20+17)[ 34 ]
 (d100)[ 90 ]
 (2d3)[ 5 ]  + 2 Negative Levels
 (d20+17)[ 29 ]
 (d100)[ 83 ]
 (2d3)[ 4 ]  + 2 Negative Levels
 (d20+17)[ 35 ]
 (d100)[ 64 ]
 (1d3)[ 3 ]  + 1 Negative Levels
 (d20+17)[ 37 ]
 (d100)[ 43 ]
 (1d3)[ 2 ]  + 1 Negative Levels
 (d20+12)[ 17 ]
 (d100)[ 49 ]
 (2d3)[ 3 ]  + 2 Negative Levels
 (d20+12)[ 21 ]
 (d100)[ 44 ]
 (1d3)[ 2 ]  + 1 Negative Levels
 (d20+7)[ 21 ]
 (d100)[ 69 ]
 (2d3)[ 6 ]  + 2 Negative Levels

[User]
 Threat  for 5 :
 (d20+17)[ 20 ]

[User]
 I knew you were going to do something like that, and no, you can't do it.  :P

You get  one  Swift or Immediate action per turn.  You used yours when you activated your Wall of Blades.  You can't use White Raven Tactics until after the end of your turn.

Edit:  Can't seem to access the SRD for some reason, odd.

[User]
 ... Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn.

Wow. I'm ashamed that I somehow never read/knew that. I'm so sorry. Odd about the SRD.

Edit: Yes, of course, I end my turn. Really, sorry for that blatant oversight again.

[User]
 No problem, I only know it because I habitually play characters with half a dozen Swift or Immediate abilities.

Yeah, link was bad.  Tried to fix it and found that  http://www.d20srd.org/  is down at the moment for some reason.  Oh well.

[User] If by  down at the moment  you mean  functioning perfectly , yeah, I can see that. I know how swift actions work, but I'm honestly rather surprised that I didn't know that when I first familiarized myself with immediates.

[User]
 "Okay, I am  not  making the mistake of standing in front of you again."

Take a standard action to cast a spell.  Elanora's skin sheens over with golden dragoncales and the area under your feet suddenly goes slippery.  ( Grease  spell.  DC 18 reflex save, don't forget the -6 to Dex, and you'll need a Balance check, DC 10, next turn if you want to move.  Did you remember to put ranks in Balance?)

After that, Elanora moves away behind the pillar and out of sight.  As soon as your turn starts, you hear yet another spell being cast from roughly the opposite side of the pillar.

 Spoiler
Arcane Fusion for Grease and Dragonskin (gold).  Move to C12.  On Atlas' turn, cast Greater Mirror Image for  (1d4+4)[ 5 ]  images.

Your go.

By the way, I'm not sure how to read those daggers.  Are they dealing 2d3 damage plus 2 neg levels?  Or are they doing 2d3+2 negative levels?  Because if it's the second, then 😦

[User]
 The first. Each dagger does 1d3+3 (-3, due to strength now) +1 Neg level.
Balance? I'm a  Bloodstorm Blade.  It's for some inexplicable reason a required skill; 8 ranks!
On an entirely unrelated note, I've done a very spiteful thing with my WBL. I'm fairly positive that nothing I have will be usable by you. Informing you due to the fact that you will inevitably loot my corpse/shivering, unconscious body.

Reflex:
 (d20+10)[ 19 ]

[User] You pass the save.  Your turn.

[User]
 I don't move. ☹

 Spoiler

Ready an attack.

[User]
 I'll give you some incentive, then.

 Spoiler
Regenerate an image, move to F11, cast Stinking Cloud centred at C6/D7.

A cloud of nauseating fog materialises around you.  Stinking Cloud spell, obviously.

DC 20 Fort or be nauseated for  (1d4+1)[ 2 ]  rounds, and DC 18 Reflex or fall over if you're still standing in the grease.

[User]
 Fort :  (d20+14)[ 21 ]
Ref :  (d20+10)[ 16 ]
Bal :  (d20+11)[ 18 ]

[User] Fort passes, Balance passes, Reflex fails.  You fall over, but you're not nauseated.  You can see 5' with concealment, nothing beyond that.  Your turn.

[User]
 Do you think that  Stinking Cloud  blocks  Scent ? It seems illogical, I know, but... 😉

Anyways.. what precisely have you done to my movement? Halved a few times, I can't see more than 5'. I'll crawl to B6, I guess. Is that cool with you?

[User]
 Sure, that works.  You passed your Balance check, so you can move out of the Grease.  Stinking Cloud doesn't restrict movement.  You'll still need to spend a move action at some point to stand up, though.

As for Scent . . . I doubt it'll make much difference, to be honest.  Maybe reduces the range a bit, but Scent only gives direction, and you know my rough direction anyway.

For reference, the Stinking Cloud's centred at C6-D7, so it reaches as far as B3 to the north, and B9 to the south.  My turn?

[User] Yes, go ahead. I was kidding about scent. 🙂

[User]
 Move.  You hear spellcasting from directly south of you, then get clobbered by a flurry of flickering scaled dragon wings.

Spell is Wings of Flurry.   (13d6)[ 49 ]  damage and you're dazed for 1 round.  Reflex 21 halves the damage and negates the daze effect.  Also, another Fort 20 save against the Stinking Cloud or be nauseated for  (1d4+1)[ 5 ]  rounds.

Your turn.  New location is:

 Spoiler
B11.

[User]
 Reflex :  (d20+10)[ 22 ]
Fort :  (d20+14)[ 27 ]
It's about time for me to fail one of these, I believe.

Double Move to B4.

Edit: Ha! Way to be awesome, statistics!

[User]
 Well, if you're going to do the same thing, I'm going to do the same thing.  Wings of Flurry you again.   (13d6)[ 41 ]  damage, Ref 21 for half damage and avoid the daze, Fort 20 to avoid being nauseated for  (1d4+1)[ 4 ]  rounds.  Then move.

 Spoiler
Move edited as Aether changed his move.  I'll move to B10 before casting, instead.

Your turn.

[User]
 Reflex :  (d20+10)[ 23 ]
Fort :  (d20+14)[ 30 ]

I stand... and move to C2, it seems. Best rolls  ever.

[User]
 "For the love of Hanali Celanil!  This is getting ridiculous.  Fine, dodge  this !"
 Web  the corner.  A1-A4, B1-B4, C1-C2, and D1-D2 are now covered in webbing.  Reflex DC 13 or be immobilised and entangled.  Success means you're just entangled.  Moving in a web is a pain in the neck:  look up the spell for details, but basically you need a Str or Escape Artist check as a full-round action to get anywhere.  After that, move.

 Spoiler
Move around to H7.  Spell is from an item, hence the low save DC.

[User]
 Reflex :  (d20+10)[ 16 ]
Full round to move to D2 : Escape Artist :  (d20+1)[ 3 ]

" This is,  indeed , becoming ridiculous, " grumbles the entangled halfling, who at the moment wasn't doing very well.
He  hated  spiders

Edit: Or, like, not. Proceed.

[User]
 Elanora comes flying and blinking around the edge of the edge of the stinking cloud, touching down in square H2.   "Mr Anderson!  Welcome back!  We've  missed  you."   She aims her staff at Atlas.   "Do you know the best thing about being me?"

Another Elanora comes around the corner, then a third, then six more.   "There's so  many  of me!"   The crowd of Elanoras aim at Atlas and fire.  A volley of yellow beams streak out, making an 'uhh' sound.

Ray touch attacks.  You get +4 AC from the web cover and -2 effective AC from being entangled.

Split Ray of Stupidity:
Attack 1:   (1d20+16)[ 26 ]  vs touch AC.
Damage:   (1d4+1)[ 5 ]  Int damage
Attack 2:   (1d20+16)[ 35 ]  vs touch AC.
Damage:   (1d4+1)[ 3 ]  Int damage

Assuming those work, follow up with Quickened Ray of Stupidity:
Attack 3:   (1d20+16)[ 33 ]  vs touch AC.
Damage:   (1d4+1)[ 3 ]  Int damage

[User]
 An 'uhh' sound, you say? Curious.

Also, I think I've been vegetablized. Or vegetated. Or something. I think you see what I'm getting at. Good game, I guess. Sorry I produced a character who couldn't beat a  Greater Invisibility  spell. 😉

[User]
 It's in the spell description.  Kind of silly, but there you go.

How many HP did you have left?  I was thinking of doing a barrage of scorching rays - I could have managed six or so without too much trouble, for 84 average damage, but I wasn't sure that would have been enough.

I didn't actually have Greater Invis, though.  I've found that it rarely works, and it's hard to adjudicate in PbP anyway.

[User] 75 or 80. Fast Healing 5. 🙂

[User]
 So that was why you didn't seem bothered by the Wings of Flurry damage.

So . . . you used Soul Eater to get the energy drain ability, necrotic focus to channel that through a melee weapon, and Bloodstorm Blade to turn that into a ranged attack, right?  But the one thing I can't figure out is how some of those daggers were doing 2 negative levels instead of 1.  How did that work?

[User] Palm Throw, from Master Thrower 1. Two daggers with one attack roll, hence three daggers in total. Of course, 4 +4 weapons outstrips WBL, which is why I only used one dagger offhand. Bloodstorm Blade made them return immediately, so I could full attack with three daggers.

[User]
 Ahh.

Well, interesting, but yeah, it wouldn't work too well in a dungeon.  You basically automatically win against any monster vulnerable to your energy drain, and automatically lose against undead or anything with Death Ward.  :P

- Saph

[User]
 Yes, well, as if those are realistic to encounter. 😉

You seem to be forgetting that's he's a  halfling.

[User]
 So that just means he's a sneaky *******.  There are enough Killer Gnome characters running around that characters ought to have learned by now not to get cocky about an opponent being Small.  :P

Anyway, time for me to get some sleep, as it's 1am over here.  Good game, night.

- Saph


[User]
 Arena Tournament, Round 50:  Jeananne  vs.  The Sandman
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Jeananne  - Fishy
 The Sandman  - AlterForm

 All Combatants, please roll initiative.

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

No purchases.

I hope my opponent actually defeats me this time. I haven't won a single match, yet I'm in the finals. 😩

[User]
 Initiative  - (1d20+2)[ 8 ]

Jeananne could surrender, if you'd like.

It's kind of her thing.  I think it's because she's French.

[User]
 Sandman's already earned a level via DQs, and I plan to retire him after this match. Although winning an entire tournament without, yaknow,  winning  a match at all would be quite something, wouldn't it?

Sandman buys 125,200 candles.

 Sandman - Round 1

Hidden Actions

 Spoiler
Begin in M25, a scroll of Sleep in one hand and scythe held (but not wielded) in the other. Familiar has been left out of the arena for this match. Candles, weighing nothing at all, are on his person (somehow).

Move: Open the doors in front of me.
Move: 30 ft to J20
Swift: Activate Travel Devotion

Status

 Spoiler
HP: 3/3
AC 10 (Touch 10, FF 9)
In Hands: Scroll of Sleep, Scythe
Position: J20

 End Turn

[User]
 Hang on, is the tournament over after this battle, or do we have to do another one because we haven't faced each other yet?

Jean buys the Masterwork Chain Shirt that she should have bought three battles ago.

 Jeananne, Round 1:
 Spoiler
Jean starts in M2, wielding her longsword, wearing her shield and chain shirt.

Swift action: Enter Martial Spirit stance.

Move action: Open the gates of justice!

Move action: Head south to M10.

And, done!

Statblock, for refs:
 Spoiler

Position: M8
AC: 18, Touch: 12, Flat 16
Saves: +4/+2/+3

HP: 12/12
Damage Pool: 0/5
PP: 11/11
Psionic Focus: Yes
Stance: Martial Spirit

Maneuvers Spoiler:
 Spoiler

[1] Charging Minotaur
[2] Douse The Flames
[3] Stone Bones
[4] Leading The Attack
[5] Crusader's Strike

Skipping over previously selected maneuvers,  (1d5)[ 5 ]  and  (1d4)[ 4 ]  are granted.

[User]
 Jean

 Spoiler
No LoS

Sandman

 Spoiler
No LoS

[User]
 Sandman - Round 2

Hidden Actions

 Spoiler
Swift: Move 30 ft to J14
Free: Drop Scythe
Full Round: Cast Sleep off the scroll.

Status

 Spoiler
HP: 3/3
AC 10 (Touch 10, FF 9)
In Hands: Scroll of Sleep
Position: J20
Casting Sleep
Scythe is on the ground at my feet.
Spells

 Spoiler
==Level 0==
Daze [x4]
==Level 1==
Sleep [x3]
Shield [x1]

Need LoS

[User]
 Ini Ref, RandomAction.

Jean

 Spoiler

You see Sandman in  J-14 .

Sandman

 Spoiler
You see Jean in  M-8

[User] Cool.  Is it Jeananne's action?

[User]
 Sandman - Round 2

LoS would have been established as Sandman entered J16 from the south. Rewinding to there...

Finish movement in J15
Drop scythe at feet
Cast a spell from a scroll in hand.
Spellcraft DC 16

 Spoiler
Sleep

Refs (Nothing that will tie up the match. Jean can take her turn immediately.)

 Spoiler
I left the action types off my actions above to prevent Jean from knowing outright what I was casting. I've included them here for clarity.
Swift: 25 ft move from J20 to J15
Free: Drop scythe
Full Round: Cast sleep (effect will come into play next round, top of my turn)

Status

 Spoiler
HP: 3/3
AC 10 (Touch 10, FF 9)
In Hands: Scroll of Sleep
Position: J15
Casting Sleep
Scythe is on the ground at my feet.
Spells

 Spoiler
==Level 0==
Daze [x4]
==Level 1==
Sleep [x3]
Shield [x1]

 End Turn

[User]
 Jeananne, Round 2:

Jean moves to J14, attempts to hit the Sandman with her sword.  Tactics!

  attack  - (1d20+5)[ 25 ]
  damage  - (1d8+3)[ 5 ]

(3HP?  It's not possible for Jean to hit the Sandman and not drop him?  Nice.)

Done!

Statblock, for refs:
 Spoiler

Position: J14
AC: 18, Touch: 12, Flat 16
Saves: +4/+2/+3

(Although, she can and will fire off her Elan Resistance as an immediate action and add +4 to her saves)

HP: 12/12
Damage Pool: 0/5
PP: 11/11
Psionic Focus: Yes
Stance: Martial Spirit

Maneuvers Spoiler:
 Spoiler

[1] Charging Minotaur
[2] Douse The Flames
[3] Stone Bones
[G] Leading The Attack
[G] Crusader's Strike

Next turn,  (1d3)[ 2 ]  is granted.

[User]
 Hunh.  20, so that's an auto hit, on an attack that can't deal less damage than your HP.

  Confirmation  - (1d20+5)[ 12 ]
  Crit Damage  - (1d8+3)[ 5 ]

[User] J14? Closest I can see you getting to Sandman from M8 is J13.

[User]
 Yeah, but she's not at M8.  Jean has a 40' move speed when she's wearing light armor, she's at M10.

EDIT: Oh wow, I see what happened.  I did a bad copy/paste job when I was making my statblock, and it doesn't match the move action I put in the spoiler.  :/  Fortunately, 40' move means she can still reach J14 from M8, passing through L8 and J10.

[User]
 Ah. RandomAction posted Jeananne was in M8.

Meh, Sandman gives up. He retires peacefully at an undeserved level 2 with his 125,200+ candles, having never bought a spell components pouch in his entire spellcasting career.

gg...sorta. 🤨

[User]
 What?  Aww.

Hit me with a scythe crit first, I want to see if Jean could take a Coup de Gras and still keep ticking.  :P

[User]
 (8d4-4)[ 16 ]  damage (averages out to 16)

~~Yay~~

[User]
 That's... enough to wake Jean up with 1hp left and one turn before her delayed damage pool kills her.

Crusader's Strike!

  Prone Attack  - (1d20+1)[ 10 ]
  Heal  - (1d6+1)[ 6 ]

Ahem.  Thanks for the game, and sorry you didn't actually get to play anything... :/

[User]
 Yeah. I think it's extra funny though that Sandman never noticed he hadn't bought a spell component pouch.

McToughy's much more fun/effective.

[User] Everyone loves Elan cheese.

[User] Sorry, I thought the post said  M-8 . My mistake.

[User]
 High Ref PsiDog

Congratulations to Jeananne for the win. You may now collect your match prize as well as the Grand Champion bonus.

Sandman, you may now collect the round runner-up bonus prize.