[User]
 You find yourself in a cavern somewhere deep underground. Insects and spiders are crawling over the walls, and you can see a spider insignia painted on the cavern wall. A black-robed female drow steps forth from the shadows.
 Greetings, surface dweller. Welcome to my humble abode. Allow me to introduce myself. I am Lady Baer Lelastri, servant of the Spider Goddess. Now come, let us duel.
The drow unfolds a Duel Disk shaped like a monstrous spider.

[User]
 Initiative:  (d20)[ 20 ]

Draw:  (5d40)[ 8 ][ 35 ][ 37 ][ 14 ][ 14 ](108)
 (3d40)[ 13 ][ 4 ][ 34 ](51)

[User]
 A well dressed old man with a flowing white beard with vigor in his step speaks irritatingly.   Get off my property!  Your bugs are infecting my waters!

Inititive:  (1d20)[ 17 ]
Draw (5d40)[ 33 ][ 2 ][ 1 ][ 2 ][ 5 ](43)

 Spoiler

Deck:
[1-3]3X water hazard
[4-5]2X Burden of the mighty
[6-8]3X Deep Sea Diva
[9-10]2X Genex Undine
[11-12]2X Genex controller
[13-14]2x Moray of greed
[15-16]2x Slavage
[17]1x Mirror force
[18]1x Torrientinal Tribute
[19]1x Call of the haunted
[20]1x Lighting vortex
[21]1x Heavy strom
[22]1x Mystical space typhoon
[23]1x Dust tornado
[24]1x Mind control
[25-27]3x Mother grizzly
[28-29]2x Mermaid Archer
[30-31]2x Spined gilman
[32]1x Aqua spirt
[33]1x Mobius the frost monarch
[34-35]2x Oyster meister
[36]1x Pot of avarice
[37-38]2x Scrap iron scarecrow
[39-40]2x Compulsory evacuation device

Extra deck:
3x Genex undine
2x Sea dragon lord Gishlinodon
1x Brionac dragon of the ice barrier
2x Ally of justice catastor
1x Stardust dragon
1x red dragon archfiend
1x thought ruler archfined
1x Mist wurm
1x Flamvell Urquizaz
1x Magical andriod
1x Goyo gaurdian

Hand:5

 Spoiler

[33][2][1][2][5]
[mobius] [water hazard] [water hazard] [burden of the might] [deep sea diva]

[User]
 (reroll for one card:  (1d40)[ 7 ]  Rere: (1d40)[ 9 ]

You won inititive)

[User]
 The drow laughs.  Your property? This is the Underdark, old man. This is the territory of the drow. Now, let us begin.
 (d35)[ 5 ]
 I Set a monster and two facedown cards, and I end my turn.
 Field:
{table="head"]1|2|3|4|5
-|-|FD|-|-
-|-|FD|FD|-[/table]

 Life Points:  8000

 Spoiler

 Hand:  3

 Spoiler

Ground Spider
Howling Insect
Spyder Spider

 Face Down:

 Spoiler

Howling Insect

Mirror Force
Call of the Haunted

 Deck:

 Spoiler

1.	Earthbound Immortal Uru
2.	Earthbound Immortal Uru
3.	Mother Spider
4.	Mother Spider
5.	Spyder Spider
6.	Spyder Spider
7.	Pinch Hopper
8.	Pinch Hopper
9.	Pinch Hopper
10.	Howling Insect
11.	Cross-Sword Beetle
12.	Cross-Sword Beetle
13.	Infernity Beetle
14.	Infernity Beetle
15.	Infernity Beetle
16.	Enemy Controller
17.	Enemy Controller
18.	Spider Web
19.	Spider Web
20.	Spider Web
21.	Terraforming
22.	Solidarity
23.	Solidarity
24.	Mystical Space Typhoon
25.	Heavy Storm
26.	Brain Control
27.	Lightning Vortex
28.	Verdant Sanctuary
29.	Verdant Sanctuary
30.	Swords of Revealing Light
31.	Torrential Tribute
32.	Zero Gravity
33.	Zero Gravity
34.	Solemn Judgment

 Extra Deck:

 Spoiler

2x Ally of Justice Catastor
1x Magical Android
3x Underground Arachnid
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
1x Ancient Fairy Dragon
1x X-Saber Urbellum
1x Stardust Dragon
1x Black-Winged Dragon
1x Colossal Fighter
1x Red Dragon Archfiend

 Graveyard:

 Spoiler

Empty

 Removed from Play:

 Spoiler

Empty

[User]
 I own this land all the same.

Draw  (1d40)[ 14 ]
Reroll:  (3d40)[ 32 ][ 25 ][ 7 ](64)
 I shall begin by playing the continuous magic card   Water hazard.   It allows me speical summon a water monster.  I normal summon  Deep sea diva   Her effect then special summons   Mermaid Archer  .

Do you respond?

 Spoiler

 Spoiler

Deck:
[1-3]3X water hazard
[4-5]2X Burden of the mighty
[6-8]3X Deep Sea Diva
[9-10]2X Genex Undine
[11-12]2X Genex controller
[13-14]2x Moray of greed
[15-16]2x Slavage
[17]1x Mirror force
[18]1x Torrientinal Tribute
[19]1x Call of the haunted
[20]1x Lighting vortex
[21]1x Heavy strom
[22]1x Mystical space typhoon
[23]1x Dust tornado
[24]1x Mind control
[25-27]3x Mother grizzly
[28-29]2x Mermaid Archer
[30-31]2x Spined gilman
[32]1x Aqua spirt
[33]1x Mobius the frost monarch
[34-35]2x Oyster meister
[36]1x Pot of avarice
[37-38]2x Scrap iron scarecrow
[39-40]2x Compulsory evacuation device

Extra deck:
3x Genex undine
2x Sea dragon lord Gishlinodon
1x Brionac dragon of the ice barrier
2x Ally of justice catastor
1x Stardust dragon
1x red dragon archfiend
1x thought ruler archfined
1x Mist wurm
1x Flamvell Urquizaz
1x Magical andriod
1x Goyo gaurdian

Hand:5

 Spoiler

[33][2][1][7][5] [14]
[mobius] [water hazard] [water hazard] [burden of the might] [deep sea diva] [moray of greed]

[User] ((Deep Sea Diva's effect applies only when it's Normal Summoned, not when it's Special Summoned by Water Hazard.))

[User] ((sorry, you don't mind if I change it to normal summon then?))

[User] ((Go right ahead. No response.))

[User]
 I shall equip deepsea diva to my mermaid archer, raising it's attack to 2000.  I attack your monster.

Whether or not the results are satisfactory, I will play  Burden of the mighty  and end.

Monsters:
Mermaid monsters equipped with deepsea diva: 2000 atk/200def
Spell/trap:
[Deep sea diva] [Burden of the mighty] [water hazard]

 Spoiler

 Spoiler

Deck:
[1-3]3X water hazard
[4-5]2X Burden of the mighty
[6-8]3X Deep Sea Diva
[9-10]2X Genex Undine
[11-12]2X Genex controller
[13-14]2x Moray of greed
[15-16]2x Slavage
[17]1x Mirror force
[18]1x Torrientinal Tribute
[19]1x Call of the haunted
[20]1x Lighting vortex
[21]1x Heavy strom
[22]1x Mystical space typhoon
[23]1x Dust tornado
[24]1x Mind control
[25-27]3x Mother grizzly
[28-29]2x Mermaid Archer
[30-31]2x Spined gilman
[32]1x Aqua spirt
[33]1x Mobius the frost monarch
[34-35]2x Oyster meister
[36]1x Pot of avarice
[37-38]2x Scrap iron scarecrow
[39-40]2x Compulsory evacuation device

Extra deck:
3x Genex undine
2x Sea dragon lord Gishlinodon
1x Brionac dragon of the ice barrier
2x Ally of justice catastor
1x Stardust dragon
1x red dragon archfiend
1x thought ruler archfined
1x Mist wurm
1x Flamvell Urquizaz
1x Magical andriod
1x Goyo gaurdian

Hand:3

 Spoiler

[33][2][1][7][5] [14] [28]
[mobius]  [water hazard] [moray of greed]

Graveyard:

 Spoiler

nothing

[User] ((I attacked your first face down monster.  Looks like both of us are a bit out of it 😛))

[User]
 ((Whoops, sorry about that. Well, I'm changing my move, but keeping my last draw, if that's all right with you.))

 Your mermaid destroyed my  Howling Insect , which then allows me to call another insect minion to the field. I summon  Infernity Beetle !
Now it's my turn. I summon  Ground Spider  and tune with Infernity Beetle!
A mottled brown spider appears on the cavern floor. The beetle transforms into two black stars, which latch onto the spider. The spider's four stars turn black as it is devoured by the beetle.
 Dark fire and treacherous shadow, spawn forth the face of Lolth's accursed! I Synchro Summon  Underground Arachnid , and I use her ability to absorb your Mermaid Archer!
Out of the black stars a drider appears, giving an unearthly shriek. It pulls the mermaid forward with its web and devours it.
 Now, my Underground Arachnid will attack directly, and I end my turn with another facedown.
 Field:
{table="head"]1|2|3|4|5
-|-|UA|-|-
-|MA|FD|FD|-[/table]

UA:  Underground Arachnid  ( 1800 /1200)
MA: Mermaid Archer (equipped to Underground Arachnid)

 Life Points:  8000

 Spoiler

 Hand:  2

 Spoiler

Spyder Spider
Howling Insect

 Face Down:

 Spoiler

Mirror Force
Call of the Haunted
Mystical Space Typhoon

 Deck:

 Spoiler

1.	Earthbound Immortal Uru
2.	Earthbound Immortal Uru
3.	Mother Spider
4.	Mother Spider
5.	Spyder Spider
6.	Spyder Spider
7.	Pinch Hopper
8.	Pinch Hopper
9.	Pinch Hopper
10.	Howling Insect
11.	Cross-Sword Beetle
12.	Cross-Sword Beetle
13.	Infernity Beetle
14.	Infernity Beetle
15.	Enemy Controller
16.	Enemy Controller
17.	Spider Web
18.	Spider Web
19.	Spider Web
20.	Terraforming
21.	Solidarity
22.	Solidarity
23.	Heavy Storm
24.	Brain Control
25.	Lightning Vortex
26.	Verdant Sanctuary
27.	Verdant Sanctuary
28.	Swords of Revealing Light
29.	Torrential Tribute
30.	Zero Gravity
31.	Zero Gravity
32.	Solemn Judgment

 Extra Deck:

 Spoiler

2x Ally of Justice Catastor
1x Magical Android
3x Underground Arachnid
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
1x Ancient Fairy Dragon
1x X-Saber Urbellum
1x Stardust Dragon
1x Black-Winged Dragon
1x Colossal Fighter
1x Red Dragon Archfiend

 Graveyard:

 Spoiler

Howling Insect
Infernity Beetle
Ground Spider

 Removed from Play:

 Spoiler

Empty

[User]
 Hmph, is that all?
 I'll set a card and end my turn.

Draw: (1d40)[ 7 ]
Reroll:  (3d40)[ 39 ][ 31 ][ 14 ](84)

Monsters:
Spell/trap:
[Burden of the mighty] [water hazard] [facedown]

 Spoiler

 Spoiler

Deck:
[1-3]3X water hazard
[4-5]2X Burden of the mighty
[6-8]3X Deep Sea Diva
[9-10]2X Genex Undine
[11-12]2X Genex controller
[13-14]2x Moray of greed
[15-16]2x Slavage
[17]1x Mirror force
[18]1x Torrientinal Tribute
[19]1x Call of the haunted
[20]1x Lighting vortex
[21]1x Heavy strom
[22]1x Mystical space typhoon
[23]1x Dust tornado
[24]1x Mind control
[25-27]3x Mother grizzly
[28-29]2x Mermaid Archer
[30-31]2x Spined gilman
[32]1x Aqua spirt
[33]1x Mobius the frost monarch
[34-35]2x Oyster meister
[36]1x Pot of avarice
[37-38]2x Scrap iron scarecrow
[39-40]2x Compulsory evacuation device

Extra deck:
3x Genex undine
2x Sea dragon lord Gishlinodon
1x Brionac dragon of the ice barrier
2x Ally of justice catastor
1x Stardust dragon
1x red dragon archfiend
1x thought ruler archfined
1x Mist wurm
1x Flamvell Urquizaz
1x Magical andriod
1x Goyo gaurdian

Hand:3

 Spoiler

[33][2][1][7][5] [14] [28]
[mobius]  [water hazard] [moray of greed]
facedown- [compulsory evacuation device]

Graveyard:
Deep sea diva

 Spoiler

nothing

[User]
 During your End Phase, I activate my facedown  Mystical Space Typhoon  to destroy the card you set, leaving you defenseless against my next attack.
 (d32)[ 6 ]
 I summon another of my arachnid minions, the  Spyder Spider . He and Underground Arachnid will attack you directly again, for 2900 damage. That ends my turn.
 Field:
{table="head"]1|2|3|4|5
-|-|UA|SS|-
-|MA|FD|FD|-[/table]

UA:  Underground Arachnid  ( 1800 /1200)
SS:  Spyder Spider  ( 1100 /1000)
MA: Mermaid Archer (equipped to Underground Arachnid)

 Life Points:  8000

 Spoiler

 Hand:  2

 Spoiler

Spyder Spider
Howling Insect
Spyder Spider

 Face Down:

 Spoiler

Mirror Force
Call of the Haunted

 Deck:

 Spoiler

1.	Earthbound Immortal Uru
2.	Earthbound Immortal Uru
3.	Mother Spider
4.	Mother Spider
5.	Spyder Spider
6.	Pinch Hopper
7.	Pinch Hopper
8.	Pinch Hopper
9.	Howling Insect
10.	Cross-Sword Beetle
11.	Cross-Sword Beetle
12.	Infernity Beetle
13.	Infernity Beetle
14.	Enemy Controller
15.	Enemy Controller
16.	Spider Web
17.	Spider Web
18.	Spider Web
19.	Terraforming
20.	Solidarity
21.	Solidarity
22.	Heavy Storm
23.	Brain Control
24.	Lightning Vortex
25.	Verdant Sanctuary
26.	Verdant Sanctuary
27.	Swords of Revealing Light
28.	Torrential Tribute
29.	Zero Gravity
30.	Zero Gravity
31.	Solemn Judgment

 Extra Deck:

 Spoiler

2x Ally of Justice Catastor
1x Magical Android
3x Underground Arachnid
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
1x Ancient Fairy Dragon
1x X-Saber Urbellum
1x Stardust Dragon
1x Black-Winged Dragon
1x Colossal Fighter
1x Red Dragon Archfiend

 Graveyard:

 Spoiler

Howling Insect
Infernity Beetle
Ground Spider
Mystical Space Typhoon

 Removed from Play:

 Spoiler

Empty

[User]
 Draw:  (1d40)[ 6 ]
Reroll:  (4d40)[ 37 ][ 30 ][ 22 ][ 24 ](113)
 I'll drive you away like I drove away my ex-wife!
 I will special summon deep sea diva then sacrifice her for Mobius the frost  monarch!  I'll use his effect to destroy your two back row cards (you do only have two left yes?  You never set down a third card during your last turn)

Mobius attack his Underground Arachnid.  I end.

Monsters:  Mobius the forst monarch  2400/1000
Spell/trap:
[Burden of the mighty] [water hazard]
Life points: 3000

 Spoiler

 Spoiler

Deck:
[1-3]3X water hazard
[4-5]2X Burden of the mighty
[6-8]3X Deep Sea Diva
[9-10]2X Genex Undine
[11-12]2X Genex controller
[13-14]2x Moray of greed
[15-16]2x Slavage
[17]1x Mirror force
[18]1x Torrientinal Tribute
[19]1x Call of the haunted
[20]1x Lighting vortex
[21]1x Heavy strom
[22]1x Mystical space typhoon
[23]1x Dust tornado
[24]1x Mind control
[25-27]3x Mother grizzly
[28-29]2x Mermaid Archer
[30-31]2x Spined gilman
[32]1x Aqua spirt
[33]1x Mobius the frost monarch
[34-35]2x Oyster meister
[36]1x Pot of avarice
[37-38]2x Scrap iron scarecrow
[39-40]2x Compulsory evacuation device

Extra deck:
3x Genex undine
2x Sea dragon lord Gishlinodon
1x Brionac dragon of the ice barrier
2x Ally of justice catastor
1x Stardust dragon
1x red dragon archfiend
1x thought ruler archfined
1x Mist wurm
1x Flamvell Urquizaz
1x Magical andriod
1x Goyo gaurdian

Hand:3

 Spoiler

[33][2][1][7][5] [14] [28] [6]
[mobius]  [water hazard] [moray of greed]

Graveyard:

 Spoiler

Deep sea diva Deep sea diva Compulsory

[User] ((Actually, I still have two facedown cards as well as Mermaid Archer. I had set another card the turn before my previous turn, but I forgot to record it on the field.))

[User] ((I shall destroy the two face downs and attack your Synchro spider.  If mobius dies right now I lose))

[User]
 ((Um, you sure about that? You realize what will happen if you do that, right?))

 Pathetic old fool.
The Mermaid Archer reappears as a shield in front of the arachnid, protecting it from Mobius's attack.

 (d31)[ 8 ]
 Thanks to your last attack, my Underground Arachnid can now absorb a new monster. So come to me, Mobius!
The Frost Monarch is drawn irresistibly forward by the drider's enchantment, and disappears as its essence is absorbed by the Underground Arachnid.
 Now, I summon another Spyder Spider. All my monsters will attack directly. You are done here, old man.
Another giant spider appears, and the monsters swarm over the old man.

 Field:
{table="head"]1|2|3|4|5
-|SS|UA|SS|-
-|-|M|-|-[/table]

SS:  Spyder Spider  ( 1100 /1000)
UA:  Underground Arachnid  ( 1800 /1200)
SS:  Spyder Spider  ( 1100 /1000)

M: Mobius (equipped to Underground Arachnid)

 Life Points:  7400

 Spoiler

 Hand:  2

 Spoiler

Howling Insect
Pinch Hopper

 Face Down:
 Deck:

 Spoiler

1.	Earthbound Immortal Uru
2.	Earthbound Immortal Uru
3.	Mother Spider
4.	Mother Spider
5.	Spyder Spider
6.	Pinch Hopper
7.	Pinch Hopper
8.	Howling Insect
9.	Cross-Sword Beetle
10.	Cross-Sword Beetle
11.	Infernity Beetle
12.	Infernity Beetle
13.	Enemy Controller
14.	Enemy Controller
15.	Spider Web
16.	Spider Web
17.	Spider Web
18.	Terraforming
19.	Solidarity
20.	Solidarity
21.	Heavy Storm
22.	Brain Control
23.	Lightning Vortex
24.	Verdant Sanctuary
25.	Verdant Sanctuary
26.	Swords of Revealing Light
27.	Torrential Tribute
28.	Zero Gravity
29.	Zero Gravity
30.	Solemn Judgment

 Extra Deck:

 Spoiler

2x Ally of Justice Catastor
1x Magical Android
3x Underground Arachnid
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
1x Ancient Fairy Dragon
1x X-Saber Urbellum
1x Stardust Dragon
1x Black-Winged Dragon
1x Colossal Fighter
1x Red Dragon Archfiend

 Graveyard:

 Spoiler

Howling Insect
Infernity Beetle
Ground Spider
Mystical Space Typhoon
Mirror Force
Call of the Haunted

 Removed from Play:

 Spoiler

Empty

[User]
 ((Oh, completely forgot about that 😛.  Tis fine.

Water hazards are not compatible with my deck it seems.  I drew two and it completely ruined my hand.  Good game.))


[User] you awake in a dimly lit stone chamber, past the open wodden door you hear the sounds of yipping and shuffling feet.

[User]
 Krank wakes up and finds himself in a strange room. Confused of the surroundings, he takes a look around trying to understand of the situation.
Hearing strange noise coming behind the door, he stands up, fastens shield and draws the sword as quietly as possible.

 Spoiler
Perception to understand the size, content of the room. Location of door. Also the number of creatures behind the door (possibly how close to the door they are). Perception also to understand if door opens in- or outwards and if the door could be smashed down easily or not (rotten?).
 (1d20+5)[ 17 ]
Insight to remember how i got here, or any other clues.
 (1d20)[ 15 ]
To save time, Initiative roll:  (1d20+1)[ 3 ]

[User] in short you have no idea how you got here and past the door way is a corridor that goes off to the right so you would need to look around the corner to learn more, the room you are in is empty, the door opens in wards and looks old and rotten. unless you either go into combat or have some means of accurately measuring the room you don't know its exact size, it seems to be a small room.

[User]
 Krank decides to rely on surprise instead of stealth and moves to the door. Just before stepping out to the corridor, he raises his sword to strike whatever comes first and then steps to corridor.

Initiative:
 (1d20+1)[ 18 ]  (Hoping for surprise-round.)
Passive perception 15 to see which creatures there are, equipment, corridor width/height, lighting.

[User] [OOC] jlmdragon, how often will you post? It has been 3 days now..[/OOC]


[User]
 IC DIplomacy

The Clean Map

[User]
 Starting Standings

 Spoiler

You have untill Saturday 19 June 20:30 (Paris Time (GMT+1) ) To talk to everyone and post your actions to me

[User] Begin Semptember 1914


[User]
 Arena Tournament, Round 30:  Tezx  vs.  Drago Irakwa
 Map

 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 All combatants, please roll initiative.

[User] Rolling:  (1d20+6)[ 8 ]

[User]
 I wish the other refs would get in a habit of adding character sheet links to the OP.

Anyway, good luck and may the best character win.

Inititive:  (1d20-3)[ -1 ]

I'm bringing my horse to this one, and I'm starting with my longspear instead of my usual morningstar and shield combo. Gonna need the speed to compensate for your ridiculous range.

I should probably mention that I have a big purple tail with a stinger, right?

For Refs:

 Spoiler

Soulmelds:
Rageclaws
Dissolving Spittle
Riding Bracers
Wormtail Belt (Bound to my Totem Chakra and targeted by my Expanded Soulmeld Capacity Feat)

[User]
 Kyeudo

 Spoiler

I don't see the riding bracers under your soulmelds on your character sheet.  Did you forget to add that when you leveled him up?

[User]
 To Refs

 Spoiler

The list on my sheet is just for my quick reference on my part. All Incarnum classes have access to all the soulmelds on the their class list at all times. If you want I can add it to the list of those that I've used so far.

If you go back a few matches, you'll see I used the riding bracers before, in the match where I bought my horse.

[User]
 for Kyeudo

 Spoiler

That's what I get for not having magic of incarnium.

Tezx is up.  Nothing to see here.  Move along.  No incompetent refs with stupid nagging questions around here.  None whatsoever.

[User]
 i'll start off by firing 1 of my 5 sleep arrows to try and negate your horses movement speed
Attack:  (1d20+11)[ 16 ]  (+1 from sleep arrow)
Damage:  (1d6)[ 3 ]

If it hits, make a DC11 will save

Edit: drat I missed, your move

[User]
 Oddly, you didn't. I'm still flat footed right now and I'm not using my shield, so my AC is 14.

I'll roll this, then post my actions if I'm still awake.
Will Save:  (1d20+2)[ 15 ]

[User]
 Drago

Looks like I made that. 😁

First, I'll use a swift action to allocate my Essentia to my soulmelds, then I'll have the horse double move to L2-N3. Your turn.

Stats:

 Spoiler

Hp: 17/17 (3 nonlethal damage)
AC: 23 (+3 Dex, +4 Armor, +5 Natural Armor)

 Essentia Allocation
Rageclaws: 1
Dissolving Spittle: 0
Riding Bracers: 1
Wormtail Belt: 3

[User]
 i'll try once more with a 2nd sleep arrow

Attack:  (1d20+11)[ 14 ]
Dmg: (1d6)[ 3 ]

and the will save if i hit

edit: damn not this time, now it starts to suck

[User]
 Drago

Why don't you move on your turns? And which square are you in?

The horse will double move to B8-C9 if you are in A10 or B10 or to B9-C10 if you are in A11 or B11, then I will attack with my stinger.

Stinger:  (1d20+8)[ 22 ]
Damage:  (1d6+3)[ 6 ]
If that hits, you need to make a DC 16 Fort save or take  (1d4)[ 2 ]  Strength damage from poison.

Stats:

 Spoiler

Hp: 17/17 (3 nonlethal damage)
AC: 23 (+3 Dex, +4 Armor, +5 Natural Armor)

 Essentia Allocation
Rageclaws: 1
Dissolving Spittle: 0
Riding Bracers: 1
Wormtail Belt: 3

[User]
 I always start as far back as i can so i'm in A10 so i take some dmg

Fort save:  (1d20+4)[ 12 ]

since I don't use my str for anything i'ma just roll my attack and dmg again

i'll take a 5 foot step to A12, then i'm gonna use a 3rd sleep arrow

Attack: (1d20+12)[ 20 ]  (+1 sleep arrow, +1 PBS)
Dmg: (1d6)[ 1 ] (+1 PBS)

and dc11 save if i hit

Edit: I missed again, and I noticed that your ac should be 22 not 23, 10+3+4+5 = 22

Stats:

 Spoiler
HP: 11/17, AC: 19, Sleep arrows x2

[User]
 Drago

You realy shouldn't be reading my stat block. Its information for the refs convienience, but I'll let it slide. Thanks for pointing out the whole in my math anyway.

I'll assume you meant to 5 foot step to A11 instead of A12, since A12 is 10 feet away from A10. That leaves you still within my longspear's reach, so I'm going to take my AoO.

Attack: (1d20+5)[ 20 ]
Damage: [roll]1d8+4[roll]

Then, I will have the horse 5 foot step to B9-C10, and full attack.

Sting: (1d20+8)[ 22 ]
Damage: [roll]1d6+3[roll]
Posion: [roll]1d4[roll] Strength, DC 16 to negate.

Hoof: (1d20+4)[ 8 ]
Damage: [roll]1d4+3[roll]
Hoof: (1d20+4)[ 7 ]
Damage: [roll]1d4+3[roll]
Bite: (1d20-1)[ 5 ]
Damage: [roll]1d3+1[roll]

Remember, you take a Strength penalty on all damage rolls with a longbow.

Stats:

 Spoiler

Hp: 17/17 (3 nonlethal damage)
AC: 22 (+3 Dex, +4 Armor, +5 Natural Armor)

 Essentia Allocation
Rageclaws: 1
Dissolving Spittle: 0
Riding Bracers: 1
Wormtail Belt: 3

[User]
 Looks like I goofed the damage tags. The horse's attacks didn't hit, so I won't reroll them.

Longspear Damage:  (1d8+4)[ 11 ]

Sting Damage:  (1d6+3)[ 7 ]
Posion:  (1d4)[ 3 ]  Strength, DC 16 to negate.

[User] that puts me at -3 so you win

[User] Drago Irakwa is declared the winner and collects 600gp and 600xp


[User]
 Arena Tournament, Round 24:  Buell  vs.  Kaldar
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 All Combatants, please roll initiative.

[User] Buell's [dice=init]1d20+4[/dice]

[User]
 Bah sorry.

Buell's   init  - (1d20+4)[ 6 ]

[User]
 Kaldar will buy a scroll of blindsight before the match.

  init  - (1d20+5)[ 9 ]

[User]
 Kaldar starts in Y13 with a scroll in one hand.  He casts the spell on the scroll and then drops the scroll to the ground.  He then draws a javelin.

  casterlevelcheck  - (1d20+2)[ 10 ]

Stats:

 Spoiler

He will also activate Travel Devotion as a swift action.

HP 14
AC 17
Effects: Blindsight 1/10, Travel Devotion 1/10
Location: Y13

Spells
0: Resistance x4
1: Command, Divine Favor, Protection from evil, (True Strike)

[User] Spellcraft Check to ID spell cast:   Spellcraft  - (1d20+12)[ 30 ]

[User] it's blindsight

[User]
 Buell smirks at this challenge. She then casts a spell then moves to J14.

If Kaldar makes a DC 16 Spellcraft check:

 Spoiler
Buell cast Mage Armor.

Stats:

 Spoiler
Location: J14
HP: 7/7
AC: 18 (+4 dex, +4 armor)
Spell Slots left: 0's: 6/6 1's: 5/6

[User]
 Kaldar will drop his javelin, move to Q13 as a move action and draw his moringstar during the move as another free action, move to K13 as a swift action, and then attack Buell with his morningstar in both hands.

  attack  - (1d20+5)[ 25 ]
  damage  - (1d8+7)[ 14 ]

Edit:Ohh, posible crit.

Stats:

 Spoiler

HP 14
AC 17
Effects: Blindsight 2/10, Travel Devotion 2/10
Location: K13

Spells
0: Resistance x4
1: Command, Divine Favor, Protection from evil, (True Strike)

[User]
 not necessary, but i want to know

  critcheck  - (1d20+5)[ 18 ]
  damage  - (1d8+6)[ 14 ]

Edit: And it looks like Buell gets paid back in spades for Kaldar's first loss.

[User]
 High Ref Paladin Latham

All of Buell's cheap tricks come to not as shear force overpowers her. (Oathbreaker smiles in the spectator's seats)

 Kaldar is the victor and recieves 600xp and 600gp


[User]
 Arena Tournament, Round 26:  Irind  vs.  Shooter
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 FlyMolo - Irind
 Faithfreebible - Shooter Mcgavin
 All Combatants, please roll initiative.

[User]
 "init"  - (1d20+3)[ 15 ]

Here I am, posting. No cash=no purchases.

Edit: YES! A straight fighter. whew.

[User]
 High Ref Paladin Latham

Yet another 'formality' match that has timed-out.  Shooter is disqualified for failing to post.

 Irind is declared the winner and recieves 300xp and 300gp.


[User]
 Deck (40) & Extra Deck (9)

 Spoiler

1) Breaker the Magical Warrior
2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
6) Magical Citadel of Endymion
7) Spell Power Grasp
8) Spell Power Grasp
9) Spell Power Grasp
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
14) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
19) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
24) Magical Exemplar
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
28) Mega Ton Magical Cannon
29) Frequency Magician
30) Frequency Magician
31) Night's End Sorcerer
32) Magical Dimension
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
36) Book of Moon
37) Arcane Barrier
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

((I believe I was told something about rolling not working in the OP, so I'll post my rolls after you, instead.))

[User]
 (1d41)[ 11 ]  (1d40)[ 33 ]  (1d39)[ 13 ]  (1d38)[ 30 ]  (1d37)[ 37 ]
 (1d20)[ 17 ]
 Field: None
{table=head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Hand (5)

 Spoiler
Ancient Gear Knight
Heavy Storm
Cyber Dragon
Ancient Gear Workshop
Ultimate Offering

 Graveyard

 Spoiler
TBA

 Removed From Play

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Golem
 Ancient Gear Gadjiltron Dragon
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Engineer
 Ancient Gear Engineer
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Red Gadget
 Green Gadget
 Yellow Gadget
 Mobius the Frost Monarch
 The Earth - Hex Sealed Fusion
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Power Bond
 Power Bond
 Power Bond
 Miracle Fusion
 Ancient Gear Workshop
 Mirror Force
 Mystical Space Typhoon
 Hand Destruction
 Hand Destruction
 Limiter Removal
 Limiter Removal
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 (5d40)[ 6 ][ 19 ][ 1 ][ 30 ][ 37 ](93)
Extras:  (3d40)[ 25 ][ 16 ][ 14 ](55)
Turn order:  (1d20)[ 13 ]
 Deck (35) & Extra Deck (9)

 Spoiler

2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
7) Spell Power Grasp
8) Spell Power Grasp
9) Spell Power Grasp
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
14) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
24) Magical Exemplar
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
28) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
32) Magical Dimension
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
36) Book of Moon
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (5)

 Spoiler

Breaker the Magical Warrior, Magical Citadel of Endymion, Dark Red Enchanter, Arcane Barrier, Frequency Magician

LP: 8000
Graveyard: 0
RFG: 0

[User]
 "It seems that I'm going first, son."
 (1d36)[ 19 ]
 "First I play my favourite field card, the almighty Geartown. Next, I summon my Ancient Gear Knight in attack mode. He's a normal monster now, but I can summon him again to give him the effect to ignore your traps when he attacks. But for now I play a facedown. End turn."  The man smiles.

 Field: Geartown
{table=head]1|2|3|4|5
-|-|K|-|-
-|-|F|-|-[/table]
 Ancient Gear Knight: 1800 /600

 Hand (3)

 Spoiler

Heavy Storm
Cyber Dragon
Ancient Gear Workshop

 Graveyard

 Spoiler
TBA

 Removed From Play

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Golem
 Ancient Gear Gadjiltron Dragon
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Engineer
 Ancient Gear Engineer
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Red Gadget
 Green Gadget
 Yellow Gadget
 Mobius the Frost Monarch
 The Earth - Hex Sealed Fusion
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Power Bond
 Power Bond
 Power Bond
 Miracle Fusion
 Ancient Gear Workshop
 Mirror Force
 Mystical Space Typhoon
 Hand Destruction
 Hand Destruction
 Limiter Removal
 Limiter Removal
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 My turn. Let's see here...
Draw:  (1d40)[ 9 ] . Possible rerolls if duplicate:  (3d40)[ 30 ][ 31 ][ 1 ](62)
 Deck (33) & Extra Deck (9)

 Spoiler

2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
8) Spell Power Grasp
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
14) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
24) Magical Exemplar
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
28) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
32) Magical Dimension
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
36) Book of Moon
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (3)

 Spoiler

Dark Red Enchanter, Frequency Magician, Spell Power Grasp

 Okay then, here we go.  I'll play my own Field Spell, Magical Citadel of Endymion. Play Arcane Barrier from my hand, putting a spell counter on my Citadel since it's a spell card (1).  Summon Breaker the Magical Warrior ( 1600 + 300 /1000), which comes into play with 1 spell counter on it.  Play Spell Power Grasp, putting a spell counter on my Citadel (2), plus another because it's a spell card (3), and taking another from my Deck into my hand.  If you have no responses, I will then remove one of the three spell counters from my Citadel (2), using its effect to activate Breaker's effect, destroying your spell-or-trap-and-hopefully-mirror-force.  I will then proceed to my Battle Phase and attack your Ancient Gear Knight, which should deal 100 points of damage to you and destroy it, if you have no counters.  At that point, I will end my turn.  (Please note all actions are subject to change if you play anything during my turn.)

LP: 8000
Graveyard: 1 (Spell Power Grasp.)
RFG: 0

Field:
{table]1|2|3|4|5
 | |BR(1)| |
| | AB(0)| |
[/table]
Field Spell:
Magical Citadel of Endymion

[User]
 "Ah, but you are forgetting something. When Geartown is destroyed (Such as by playing that field spell you just played) I get to summon a monster from my deck. I pick the Ancient Gear Gajiltron Dragon. Does this alter your turn at all?"

(Ancient Gear Gajiltron Dragon: 3000 ATK. No traps can be used against it when it attacks)

[User] ((Will you let me just not play the magic citadel or do you want me to keep that in and go from there?))

[User] ((If you were not aware that playing field spells destroyed the one in play, then that's fine. It's not a commonly known rule. You may retake your turn.))

[User]
 ((I thought it was like Magic.
Magic details on the "world rule", regarding "enchant world cards", are in spoiler.

 Spoiler

420.5i If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype in play for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”

Note how it's "put into their owners' graveyards", not "destroyed", and wouldn't trigger "destroyed" effects.

. ))

((Actual content will be inserted at a later date.))

[User] ((Sadly, this is not the case. The field spell formerly in play is destroyed and sent to the graveyard. And when Geartown is destroyed its effect activates. Regardless, I'm already letting you re-do your turn.))

[User]
 My turn. Let's see here...
 Deck (33) & Extra Deck (9)

 Spoiler

2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
8) Spell Power Grasp
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
14) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
24) Magical Exemplar
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
28) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
32) Magical Dimension
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
36) Book of Moon
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (3)

 Spoiler

Dark Red Enchanter, Frequency Magician, Spell Power Grasp, Magical Citadel of Endymion

 Okay then, here we go.  I'll play Arcane Barrier from my hand.  Summon Breaker the Magical Warrior ( 1600 + 300 /1000), which comes into play with 1 spell counter on it.  I will remove that spell-counter from it (0) to destroy your face-down, and then put another back on with a Spell Power Grasp from my hand (1) (which I can then replace from my deck).  I will then proceed to my Battle Phase and attack your Ancient Gear Knight, which should deal 100 points of damage to you and destroy it, if you have no counters.  At that point, I will end my turn.  (Please note all actions are subject to change if you play anything during my turn.)

LP: 8000
Graveyard: 1 (Spell Power Grasp.)
RFG: 0

Field:
{table]1|2|3|4|5
 | |BR(1)| |
| | AB(0)| |
[/table]
Field Spell: Shades of Grey's Geartown

((Sorry for delay, was busy.))

[User]
 "You destroyed my facedown Ultimate Offering."
 (1d35)[ 33 ]
 "Since you have a monster and I do not, I can summon Cyber Dragon to the field. I then play Heavy Storm, destroying your Arcane Barrier and my geartown. This lets me summon my Ancient Gear Gajiltron Dragon to the field. I then play Ancient Gear Workshop to add Ancient Gear Knight to my hand, which I can summon as both of my other monster were not normal summoned, but special summoned. Then, for the final move of my turn, I activate Limiter Removal, doubling the attacks of all my monsters."  The eyes of his various machine monsters all glow, and several loose screws and bolts fall off of his ancient gears.  "And now, I attack. Cyber Dragon will destroy your monster, and my two ancient gear monsters will attack directly."  The old man grins.  "Magic can't stand up to the raw power of steel! Go! Evolution Burst!"  The Cyber Dragon shoots a beam of raw energy, destroying the spellcaster.  "Antique Piercing Lance!"  The Ancient Gear Knight rushes forward, and stabs at the duelist.  "And finally, Ancient Gear Gajiltron Dragon, Ancient Breath!"  The massive construct releases a stream of steam at the player, several loose bolts being carried along with it.  "And that's game, son."

(Total of 2600+3600+6000=12200 damage)

 Field: None
{table=head]1|2|3|4|5
-|K|CD|GD|-
-|-|-|-|-[/table]
 Ancient Gear Knight: 3600 /600
 Ancient Gear Gajiltron dragon: 6000 /2000
 Cyber Dragon: 4200 /1400

 Hand (0)

 Spoiler

None

 Graveyard

 Spoiler
Ultimate Offering
Ancient Gear Workshop
Limiter Removal
Heavy Storm

 Removed From Play

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Golem
 Ancient Gear Gadjiltron Dragon
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Engineer
 Ancient Gear Engineer
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Red Gadget
 Green Gadget
 Yellow Gadget
 Mobius the Frost Monarch
 The Earth - Hex Sealed Fusion
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Power Bond
 Power Bond
 Power Bond
 Miracle Fusion
 Ancient Gear Workshop
 Mirror Force
 Mystical Space Typhoon
 Hand Destruction
 Hand Destruction
 Limiter Removal
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 ...

...

...

Thelas walks over and shakes his opponent's hand.

Another duel?

((PS: It's "loose" screws, not "lose" screws. Just thought you should know. And "both of my other monster s "))

[User]
 The man grins.  "Now that's the spirit!"
 (1d20)[ 20 ]
 (1d40)[ 17 ]  (1d39)[ 18 ]  (1d38)[ 29 ]  (1d37)[ 1 ]  (1d36)[ 2 ]
 Hand (5)

 Spoiler
Green Gadget
Mobius the Frost Monarch
Power Bond
Ancient Gear Golem
Ancient Gear Gajiltron Dragon

 Graveyard

 Spoiler
TBA

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Engineer
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 Ancient Gear
 Red Gadget
 Yellow Gadget
 The Earth - Hex Sealed Fusion
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Mirror Force
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 (1d20)[ 5 ]
 (5d40)[ 30 ][ 36 ][ 24 ][ 9 ][ 36 ](135)
 (3d40)[ 14 ][ 37 ][ 17 ](68)
 Deck (35) & Extra Deck (9)

 Spoiler

1) Breaker the Magical Warrior
2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
6) Magical Citadel of Endymion
7) Spell Power Grasp
8) Spell Power Grasp
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
19) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
28) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
32) Magical Dimension
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
37) Arcane Barrier
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (5)

 Spoiler

Frequency Magician, Book of Moon, Magical Exemplar, Spell Power Grasp, Crusader of Endyminion

[User]
 (1d35)[ 17 ]
 "I summon the completely new-fangled Green Gadget, whose effect allows me to add Red Gadget to my hand. I then end my turn."

{table=head]1|2|3|4|5
-|-|GG|-|-
-|-|-|-|-[/table]
 Green Gadget: 1400 ATK
 Hand (6)

 Spoiler
Red Gadget
Mobius the Frost Monarch
Power Bond
Ancient Gear Golem
Ancient Gear Gajiltron Dragon
The Earth - Hex Sealed Fusion

 Graveyard

 Spoiler
TBA

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Engineer
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 Ancient Gear
 Red Gadget
 Yellow Gadget
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Mirror Force
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 Okay, here we go again. My turn, and it might just come with a good draw.
 (3d40)[ 28 ][ 29 ][ 28 ](85)  (take the first one not yet used)
 Deck (35) & Extra Deck (9)

 Spoiler

1) Breaker the Magical Warrior
2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
6) Magical Citadel of Endymion
7) Spell Power Grasp
8) Spell Power Grasp
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
19) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
32) Magical Dimension
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
37) Arcane Barrier
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (3)

 Spoiler

Frequency Magician, Crusader of Endyminion, Megaton Magical Cannon

I'll summon Magical Exemplar ( 1700 /1400), play Spell Power Grasp on it (3, because of M.E.'s effect) and attack your Green Thingimabobber.  Then I set a card face-down and end my turn, if you have no responses.

 Facedowns

 Spoiler

Book of Moon

 Graveyard(1)

 Spoiler

Spell Power Grasp

[User] ((Messed up with rolls)

[User]
 (1d33)[ 30 ]
 "I'm sorry that I have to do this to you again, nothing personal. I activate the spell card Power Bond. I use The Earth - Hex Sealed Fusion, the Ancient Gear Golem, and the Ancient Gear Gajiltron Dragon in my hand to summon the Ultimate Ancient Gear Golem. I then activate Limiter Removal, increasing his attack to 17,600. Now, Ultimate Ancient Gear Golem will destroy your Magical Exemplar, and you take 15,900 damage."
 LP: 7700
 Field: None
{table=head]1|2|3|4|5
-|-|UAGG|-|-
-|-|-|-|-[/table]
 Ultimate Ancient Gear Golem: 17,600 /3400

 Hand (2)

 Spoiler
Red Gadget
Mobius the Frost Monarch

 Graveyard

 Spoiler
Green Gadget
Power Bond
Ancient Gear Golem
Ancient Gear Gajiltron Dragon
The Earth - Hex Sealed Fusion
Limiter Removal

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 Ancient Gear
 Yellow Gadget
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Mirror Force
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 It's not QUITE that easy this time.  I'll activate my face-down card at the end of your Main Phase 1 - Book of Moon!

((EDIT: Actually, if I can, I'll use it at the beginning of your Battle Phase before you attack.))

[User]
 "Very well. Though during my end phase Ultimate Ancient Gear Golem is not destroyed, but I still take the damage. In addition, during my second main phase I summon Red Gadget, adding Yellow Gadget to my hand."
 LP: 3300
 Field: None
{table=head]1|2|3|4|5
-|-|F|RG|-
-|-|-|-|-[/table]
 Red Gadget: 1300 /1500
 Facedown: Ancient Gear Golem:  4400/ 3400
 Hand (2)

 Spoiler
Yellow Gadget
Mobius the Frost Monarch

 Graveyard

 Spoiler
Green Gadget
Power Bond
Ancient Gear Golem
Ancient Gear Gajiltron Dragon
The Earth - Hex Sealed Fusion
Limiter Removal

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 Ancient Gear
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Mirror Force
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 My turn. Come on...
 (3d40)[ 32 ][ 33 ][ 36 ](101)  (take the first one not yet used)
 Deck (33) & Extra Deck (9)

 Spoiler

1) Breaker the Magical Warrior
2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
6) Magical Citadel of Endymion
10) Swords of Revealing Light
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
19) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
37) Arcane Barrier
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (3)

 Spoiler

Frequency Magician, Megaton Magical Cannon, Spell Power Grasp

 Facedowns

 Spoiler

Magical Dimension

 Graveyard(2)

 Spoiler

2 Spell Power Grasp

 I will set another face-down card, Normal Summon Crusader of Endymion ( 1900 /1200) to my field, use a second Spell Power Grasp and retrieve a third (6 total on Exemplar).  Then the Crusader will attack your Red Doohickey. That will end my turn.

{TABLE]1|2|3|4|5
||ME(6)|CoE|
||F||
[/TABLE]

[User]
 (1d30)[ 25 ]
 I flip my Ultimate Ancient Gear Golem back to attack mode. I also set a monster. Ultimate Ancient Gear Golem will attack Magical Exemplar.
 LP: 2800
 Field: None
{table=head]1|2|3|4|5
-|-|UAGG|F|-
-|-|-|-|-[/table]
 Ultimate Ancient Gear Golem:  4400/ 3400
 Facedown
 Hand (1)

 Spoiler

Mobius the Frost Monarch

 Graveyard

 Spoiler
Green Gadget
Power Bond
Ancient Gear Golem
Ancient Gear Gajiltron Dragon
The Earth - Hex Sealed Fusion
Limiter Removal

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 Ancient Gear
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 After you Flip Summon it, I'll activate my face-down Quick-Play spell card, putting another two counters on Magical Exemplar.  ((Also, please note that I missed two counters from Book of Moon - this makes 10 counters)).
 The face-down card is... Magical Dimension! I tribute Crusader to Special Summon Frequency Magician in Defense Position (800/ 400 , 1 counter), and to destroy any one monster... hmm... how about Hyper Extreme Ultimate Turbo Mega Ultimate Extremely Ancient Super Gear Golem Electric Boogaloo 3.0 On Fire? 😛 Yes, that sounds good. Will that change anything?

[User]
 "Yes, but not in the way you think. When Ultimate Ancient Gear Golem is destroyed, I can special summon Ancient Gear Golem from my graveyard, ignoring its conditions. Ancient Gear Golem will destroy Exemplar. Now, instead of setting that monster, I summon Yellow Gadget, and he will destroy your frequency magician."

(Total of 1100 damage)

 LP: 2800
 Field: None
{table=head]1|2|3|4|5
-|-|AGG|YG|-
-|-|-|-|-[/table]
 Ancient Gear Golem:   3000 /3000
 Yellow Gadget: 1200 /1200

 Hand (1)

 Spoiler

Mobius the Frost Monarch

 Graveyard (6)

 Spoiler
Green Gadget
Power Bond
Ultimate Ancient Gear Golem
Ancient Gear Gajiltron Dragon
The Earth - Hex Sealed Fusion
Limiter Removal

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 Ancient Gear
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 Ugh, this is not quite so good...  There is at least one cad that can save me in here, though, so I'm not quit ready to give up.
 (3d40)[ 10 ][ 22 ][ 21 ](53)  (take the first one not yet used)
 Deck (30) & Extra Deck (9)

 Spoiler

1) Breaker the Magical Warrior
2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
6) Magical Citadel of Endymion
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
19) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
37) Arcane Barrier
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (2)

 Spoiler

Megaton Magical Cannon, Spell Power Grasp

 Graveyard(4)

 Spoiler

2 Spell Power Grasp
1 Frequency Magician
1 Magical Exemplar

 Yes! I activate the spell card Swords Of Revealing Light from my hand. You may go.

LP: 6900

Field:
{TABLE]1|2|3|4|5
||||
||S||
[/TABLE]

[User]
 (1d29)[ 12 ]
 "Since I have an Ancient Gear on the field I can special summon an Ancient Gear to the field. I then tribute him to summon Mobius the Frost Monarch, whose effect destroys your swords. I then attack directly for 6600 damage."
 LP: 2800
 Field: None
{table=head]1|2|3|4|5
-|Mb|AGG|YG|-
-|-|-|-|-[/table]
 Ancient Gear Golem:   3000 /3000
 Yellow Gadget: 1200 /1200
 Mobius the Frost monarch: 2400 /1000

 Hand (0)

 Spoiler
None

 Graveyard (7)

 Spoiler
Green Gadget
Power Bond
Ultimate Ancient Gear Golem
Ancient Gear Gajiltron Dragon
The Earth - Hex Sealed Fusion
Limiter Removal
Ancient Gear

 RFG

 Spoiler
TBA

 Ancient Gears

 Spoiler

 Ancient Gear Golem
 Ancient Gear Gadjiltron Chimera
 Ancient Gear Beast
 Ancient Gear Beast
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Knight
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear Soldier
 Ancient Gear
 The Earth - Hex Sealed Fusion
 Geartown
 Geartown
 Geartown
 Ancient Gear Castle
 Ancient Gear Castle
 Magical Hats
 Magical Hats
 Power Bond
 Power Bond
 Ancient Gear Workshop
 Ancient Gear Workshop
 Heavy Storm
 Mystical Space Typhoon
 Limiter Removal
 Ultimate Offering
 Ultimate Offering

Extra Deck:

 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem
 Ultimate Ancient Gear Golem

[User]
 Ugh, this is really bad for me at this point... might as well see if somehow the next card can save me,  suppose.
 (3d40)[ 18 ][ 30 ][ 19 ](67)  (take the first one not yet used)
 Deck (30) & Extra Deck (9)

 Spoiler

1) Breaker the Magical Warrior
2) Breaker the Magical Warrior
3) Breaker the Magical Warrior
4) Magical Citadel of Endymion
5) Magical Citadel of Endymion
6) Magical Citadel of Endymion
11) Defender, the Magical Knight
12) Crusader of Endymion
13) Crusader of Endymion
15) Apprentice Magician
16) Heavy Storm
17) Spellcaster's Circle
18) Dark Red Enchanter
19) Dark Red Enchanter
20) Apprentice Magician
21) Magical Dimension
22) Defender, the Magical Knight
23) Defender, the Magical Knight
25) Magical Exemplar
26) Magical Exemplar
27) Mega Ton Magical Cannon
29) Frequency Magician
31) Night's End Sorcerer
33) Sunny Pixie
34) Sunny Pixie
35) Book of Moon
37) Arcane Barrier
38) Arcane Barrier
39) Royal Decree
40) Royal Decree

Extra Deck
1) Explosive Magician
2) Explosive Magician
3) Explosive Magician
4) Tempest Magician
5) Tempest Magician
6) Tempest Magician
7) Arcanite Magician
8) Arcanite Magician
9) Arcanite Magician

 Hand (2)

 Spoiler

Megaton Magical Cannon, Spell Power Grasp

 Graveyard(4)

 Spoiler

2 Spell Power Grasp
1 Frequency Magician
1 Magical Exemplar

LP: 300

Field:
{TABLE]1|2|3|4|5
||||
||||
[/TABLE]

[User]
 Nope, that won't work.  Good game.

How about a Structure Deck duel, if you have time?

For your convenience:  http://yugioh.wikia.com/wiki/Structure_Deck
If you want to do one, pick any of the TCG ones (including the ones in both OCG and TCG).

My choice is in spoilers, don't read it until after you pick.

 Spoiler

Spellcaster's Command, what did you expect?

[User]
 I pick Blaze of Destruction.

 (1d20)[ 16 ]
 (1d40)[ 36 ]  (1d39)[ 31 ]  (1d38)[ 24 ]  (1d37)[ 26 ]  (1d36)[ 20 ]
 Hand (5)

 Spoiler
Call of the Haunted
Level Limit - Area B
Premature Burial
Heavy Storm
Mystical Space Typhoon

 Blaze of Destruction

 Spoiler

 Infernal Flame Emperor
 Great Angus
 Blazing Impachi
 UFO Turtle
 UFO Turtle
 UFO Turtle
 Little Chimera
 Inferno
 Inferno
 Molten Zombie
 Solar Flare Dragon
 Solar Flare Dragon
 Ultimate Baseball Kid
 Ultimae Baseball Kid
 Raging Flame Sprite
 Thestalos the Firestorm Monarch
 Gaia Soul the Combustible Collective
 Fox Fire
 Snatch Steal
 Molten Destruction
 Molten Destruction
 Nobleman of Crossout
 Pot of Greed
 Tribute to the Doomed
 Heavy Storm
 Dark Room of Nightmare
 Reload
 Level Limit - Area B
 Necklace of Command
 Meteor of Destruction
 Dust Tornado
 Dust Tornado
 Jar of Greed
 Spell Shield - Type 8
 Backfire
 Backfire

[User]
 (1d20)[ 11 ]
 (5d40)[ 36 ][ 34 ][ 28 ][ 2 ][ 36 ](136)
 (3d40)[ 16 ][ 23 ][ 27 ](66)
 Spellcaster's Command (35)

 Spoiler

1)Blast Magician
3)Skilled Dark Magician
4)Apprentice Magician
5)Defender, the Magical Knight
6)Hannibal Necromancer
7)Silent Magician LV4
8)Summoner Monk
9)Old Vindictive Magician
10)Breaker the Magical Warrior
11)Magical Plant Madragola
12)Royal Magical Library
13)Mythical Beast Cerberus
14)Mei-Kou, Master of Barriers
15)Crystal Seer
17)Magical Marionette
18)Dark Red Enchanter
19)Disenchanter
20)Silent Magician LV8
21)Magicians Unite
22)Mist Body
23)Fissure
24)Mage Power
25)Mega Ton Magical Cannon
26)Magical Blast
27)Magical Dimension
29)Twister
30)Spell Power Grasp
31)Magical Citadel of Endymion
32)Giant Trunade
33)Hidden Book of Spell
35)Tower of Babel
37)Black Horn of Heaven
38)Magician’s Circle
39)Pitch-Black Power Stone
40)Pitch-Black Power Stone

 Hand(5)

 Spoiler

Magic Cylinder
Anti-Spell
Terraforming
Skilled White Magician
Endymion, the Master Magician

[User]
 (1d35)[ 11 ]
 "Pyro deck eh... I play two facedowns and summon Solar Flare Dragon. At the end of this turn you will take 500 damage."

Field: Non
{table]-|-|SFD|-|-
-|-|F|F|-[/table]
 Solar Flare Dragon: 1500 /1000 (Deals 500 damage in the end phase of each turn)

 Hand (5)

 Spoiler
F: Call of the Haunted
F: Level Limit - Area B
Premature Burial
Heavy Storm
Mystical Space Typhoon

 Blaze of Destruction

 Spoiler

 Infernal Flame Emperor
 Great Angus
 Blazing Impachi
 UFO Turtle
 UFO Turtle
 UFO Turtle
 Little Chimera
 Inferno
 Inferno
 Molten Zombie
 Solar Flare Dragon
 Ultimate Baseball Kid
 Ultimae Baseball Kid
 Raging Flame Sprite
 Thestalos the Firestorm Monarch
 Gaia Soul the Combustible Collective
 Fox Fire
 Snatch Steal
 Molten Destruction
 Molten Destruction
 Nobleman of Crossout
 Pot of Greed
 Tribute to the Doomed
 Heavy Storm
 Dark Room of Nightmare
 Reload
 Level Limit - Area B
 Necklace of Command
 Meteor of Destruction
 Dust Tornado
 Dust Tornado
 Jar of Greed
 Spell Shield - Type 8
 Backfire
 Backfire

[User]
 (3d40)[ 20 ][ 6 ][ 17 ](43)
 Alright then, my turn.
 Spellcaster's Command (34)

 Spoiler

1)Blast Magician
3)Skilled Dark Magician
4)Apprentice Magician
5)Defender, the Magical Knight
6)Hannibal Necromancer
7)Silent Magician LV4
8)Summoner Monk
9)Old Vindictive Magician
10)Breaker the Magical Warrior
11)Magical Plant Madragola
12)Royal Magical Library
13)Mythical Beast Cerberus
14)Mei-Kou, Master of Barriers
15)Crystal Seer
17)Magical Marionette
18)Dark Red Enchanter
19)Disenchanter
21)Magicians Unite
22)Mist Body
23)Fissure
24)Mage Power
25)Mega Ton Magical Cannon
26)Magical Blast
27)Magical Dimension
29)Twister
30)Spell Power Grasp
32)Giant Trunade
33)Hidden Book of Spell
35)Tower of Babel
37)Black Horn of Heaven
38)Magician’s Circle
39)Pitch-Black Power Stone
40)Pitch-Black Power Stone

 Hand(2) and Facedowns (2 S/T)

 Spoiler

FD - Magic Cylinder
FD - Anti-Spell
Endymion, the Master Magician
Silent Magician L8

LP 7500

I'll summon Skilled White Magician to the field. ( 1700 /1900).  Activate Terraforming from my hand to get Magical Citadel of Endymion, play that from my hand.
Set two face-down cards, attack your monster.
Then you can go.
Field: Magical Citadel of Endymion
{TABLE]1|2|3|4|5
||SWM (2)||
||FD|FD|
[/TABLE]

Grave (1):

 Spoiler

Terraforming

[User] "I activate Level Limit - Area B. Your Skilled White Magician and my Flare Dragon are switched to defense mode."

[User] Ugh... In that case, I suppose it's your turn.

[User]
 (1d35)[ 31 ]
 "I set another facedown. You take another 500 damage."

Field: None
{table]-|-|SFD|-|-
-|-|F|F|F[/table]
 Solar Flare Dragon: 1500 /1000 (Deals 500 damage in the end phase of each turn)
 Level Limit - Area B
 Hand (3)

 Spoiler
F: Call of the Haunted
F: Dust Tornado
Premature Burial
Heavy Storm
Mystical Space Typhoon

 Blaze of Destruction

 Spoiler

 Infernal Flame Emperor
 Great Angus
 Blazing Impachi
 UFO Turtle
 UFO Turtle
 UFO Turtle
 Little Chimera
 Inferno
 Inferno
 Molten Zombie
 Solar Flare Dragon
 Ultimate Baseball Kid
 Ultimae Baseball Kid
 Raging Flame Sprite
 Thestalos the Firestorm Monarch
 Gaia Soul the Combustible Collective
 Fox Fire
 Snatch Steal
 Molten Destruction
 Molten Destruction
 Nobleman of Crossout
 Pot of Greed
 Tribute to the Doomed
 Heavy Storm
 Dark Room of Nightmare
 Reload
 Level Limit - Area B
 Necklace of Command
 Meteor of Destruction
 Dust Tornado
 Jar of Greed
 Spell Shield - Type 8
 Backfire
 Backfire

[User]
 (3d40)[ 22 ][ 24 ][ 32 ](78)
 Okay, let's see what I get this turn.
 Spellcaster's Command (33)

 Spoiler

1)Blast Magician
3)Skilled Dark Magician
4)Apprentice Magician
5)Defender, the Magical Knight
6)Hannibal Necromancer
7)Silent Magician LV4
8)Summoner Monk
9)Old Vindictive Magician
10)Breaker the Magical Warrior
11)Magical Plant Madragola
12)Royal Magical Library
13)Mythical Beast Cerberus
14)Mei-Kou, Master of Barriers
15)Crystal Seer
17)Magical Marionette
18)Dark Red Enchanter
19)Disenchanter
21)Magicians Unite
22)Mist Body
23)Fissure
24)Mage Power
25)Mega Ton Magical Cannon
26)Magical Blast
27)Magical Dimension
29)Twister
30)Spell Power Grasp
32)Giant Trunade
33)Hidden Book of Spell
35)Tower of Babel
37)Black Horn of Heaven
38)Magician’s Circle
39)Pitch-Black Power Stone
40)Pitch-Black Power Stone

 Hand(3) and Facedowns (2 S/T)

 Spoiler

FD - Magic Cylinder
FD - Anti-Spell
Endymion, the Master Magician
Silent Magician L8
Mist Body

LP 7000
Field: Magical Citadel of Endymion
{TABLE]1|2|3|4|5
||SWM (2)||
||FD|FD|
[/TABLE]

Grave (1):

 Spoiler

Terraforming

 Ugh.. You can go, I suppose.

[User]
 (1d34)[ 16 ]
 "I activate Dust Tornado, destroying your Citadel. End turn."

Field: None
{table]-|-|SFD|-|-
-|-|F|Ab|-[/table]
 Solar Flare Dragon: 1500 /1000 (Deals 500 damage in the end phase of each turn)
 Level Limit - Area B
 Hand (4)

 Spoiler
F: Call of the Haunted
Gaia Soul the Combustible collective
Premature Burial
Heavy Storm
Mystical Space Typhoon

 Blaze of Destruction

 Spoiler

 Infernal Flame Emperor
 Great Angus
 Blazing Impachi
 UFO Turtle
 UFO Turtle
 UFO Turtle
 Little Chimera
 Inferno
 Inferno
 Molten Zombie
 Solar Flare Dragon
 Ultimate Baseball Kid
 Ultimae Baseball Kid
 Raging Flame Sprite
 Thestalos the Firestorm Monarch
 Fox Fire
 Snatch Steal
 Molten Destruction
 Molten Destruction
 Nobleman of Crossout
 Pot of Greed
 Tribute to the Doomed
 Heavy Storm
 Dark Room of Nightmare
 Reload
 Level Limit - Area B
 Necklace of Command
 Meteor of Destruction
 Dust Tornado
 Jar of Greed
 Spell Shield - Type 8
 Backfire
 Backfire

[User]
 (3d40)[ 18 ][ 8 ][ 30 ](56)
 There has to be SOMETHING good in this deck...
 Spellcaster's Command (33)

 Spoiler

1)Blast Magician
3)Skilled Dark Magician
4)Apprentice Magician
5)Defender, the Magical Knight
6)Hannibal Necromancer
7)Silent Magician LV4
8)Summoner Monk
9)Old Vindictive Magician
10)Breaker the Magical Warrior
11)Magical Plant Madragola
12)Royal Magical Library
13)Mythical Beast Cerberus
14)Mei-Kou, Master of Barriers
15)Crystal Seer
17)Magical Marionette
19)Disenchanter
21)Magicians Unite
22)Mist Body
23)Fissure
24)Mage Power
25)Mega Ton Magical Cannon
26)Magical Blast
27)Magical Dimension
29)Twister
30)Spell Power Grasp
32)Giant Trunade
33)Hidden Book of Spell
35)Tower of Babel
37)Black Horn of Heaven
38)Magician’s Circle
39)Pitch-Black Power Stone
40)Pitch-Black Power Stone

 Hand(3) and Facedowns (2 S/T)

 Spoiler

FD - Magic Cylinder
FD - Anti-Spell
Endymion, the Master Magician
Silent Magician L8
Mist Body

LP 6500
Field:
{TABLE]1|2|3|4|5
||SWM (2)||
||FD|FD|
[/TABLE]

Grave (3):

 Spoiler

Skilled White Magician
Magical Citadel of Endymion
Terraforming

 Tribute my Skilled White Magician for Dark Red Enchanter (1700 + 600 /  2200 ) [2], you can go.

[User]
 (1d33)[ 33 ]
 "I tribute Solar Flare Dragon to summon Gaia Soul the Combustible Collective. During the end phase of my turn, he is destroyed. I activate Backfire, dealing 500 damage to you. I then activate Call of the Haunted, bringing back Solar Flare Dragon for another 500 damage."

Field: None
{table]-|-|SFD|-|-
-|-|CotH|Ab|-[/table]
 Solar Flare Dragon:  1500/ 1000  (Deals 500 damage in the end phase of each turn)
 Level Limit - Area B
 Call of the Haunted - Solar Flare Dragon
 Hand (3)

 Spoiler

Premature Burial
Heavy Storm
Mystical Space Typhoon

 Blaze of Destruction

 Spoiler

 Infernal Flame Emperor
 Great Angus
 Blazing Impachi
 UFO Turtle
 UFO Turtle
 UFO Turtle
 Little Chimera
 Inferno
 Inferno
 Molten Zombie
 Solar Flare Dragon
 Ultimate Baseball Kid
 Ultimae Baseball Kid
 Raging Flame Sprite
 Thestalos the Firestorm Monarch
 Fox Fire
 Snatch Steal
 Molten Destruction
 Molten Destruction
 Nobleman of Crossout
 Pot of Greed
 Tribute to the Doomed
 Heavy Storm
 Dark Room of Nightmare
 Reload
 Level Limit - Area B
 Necklace of Command
 Meteor of Destruction
 Dust Tornado
 Jar of Greed
 Spell Shield - Type 8
 Backfire
 Backfire

[User]
 (3d40)[ 25 ][ 11 ][ 9 ](45)
 Come on, I know there's a useful card in here somewhere..
 Spellcaster's Command (33)

 Spoiler

1)Blast Magician
3)Skilled Dark Magician
4)Apprentice Magician
5)Defender, the Magical Knight
6)Hannibal Necromancer
7)Silent Magician LV4
8)Summoner Monk
9)Old Vindictive Magician
10)Breaker the Magical Warrior
11)Magical Plant Madragola
12)Royal Magical Library
13)Mythical Beast Cerberus
14)Mei-Kou, Master of Barriers
15)Crystal Seer
17)Magical Marionette
19)Disenchanter
21)Magicians Unite
22)Mist Body
23)Fissure
24)Mage Power
26)Magical Blast
27)Magical Dimension
29)Twister
30)Spell Power Grasp
32)Giant Trunade
33)Hidden Book of Spell
35)Tower of Babel
37)Black Horn of Heaven
38)Magician’s Circle
39)Pitch-Black Power Stone
40)Pitch-Black Power Stone

 Hand(4) and Facedowns (2 S/T)

 Spoiler

FD - Magic Cylinder
FD - Anti-Spell
Endymion, the Master Magician
Silent Magician L8
Mist Body
Megaton Magical Cannon

LP 5500
Field:
{TABLE]1|2|3|4|5
||SWM (2)||
||FD|FD|
[/TABLE]

Grave (3):

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Skilled White Magician
Magical Citadel of Endymion
Terraforming


[User]
 Arena Tournament, Round 83:  Muscles McGoo  vs.  Adrian Del'Moor
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 thefurmonger - Muscles McGoo
 Adrian Korvedzk - Adrian Del'Moor
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 MMG Init  (1d20-5)[ -4 ]

No purchaces, reserve right to buy based on yours... yada yada yada....

I wish you the best of luck in our fight, I just hope it lasts longer then my last one 🙂

[User]
 High Ref Sallera
 Muscles wins by virtue of attendance.


[User]
 Arena Tournament, Round 85:  Ka-ugh  vs.  Teravel
 Map:
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 XP Award:  300 XP
 GP Award:  300 GP

 Ka-ugh  - Sanity702
 Teravel  - Sallera

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

[User]
 Let's have a good game.

Initiative  (1d20+1)[ 9 ]

[User]
 Init:  (1d20-3)[ 8 ]

No purchases.

[User]
 No purchase and ready.

Round 1

Start in b-12 Move to g-18 then step into darkness,

Refs:

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move to  I-19  k-19 sorry

Stats:

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HP: 12
Ac: 14
Touch: 11
Flat Footed: 13

[User]
 Teravel, Round 1

Starting in Y12, holding morningstar.
Double move Y12->Y14->V14->U13->Q13, autosucceeding on swim check.
Spot:  (1d20+5)[ 6 ]
Listen:  (1d20+4)[ 14 ]

Stats:
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HP 10/10, AC 16 (13, 13)
Soulmelds: Dissolving Spittle 2/2, Kraken Mantle 1/1, Girallon Arms 1/1

Done.

[User]
 Round 2

Refs:

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Hide:  (1d20)[ 12 ]
ready an action
if Teravel leaves the water within 40 ft of ka-ugh he will move towards him and initiate a grapple

Stats:

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Hp: 12
Ac: 14
Flatfooted: 13
Touch: 11

End turn

[User]
 Teravel, Round 2

Move to M13.
Ready action:
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Spit acid if he gets within 30ft.

Spot:  (1d20+5)[ 23 ]
Listen:  (1d20+4)[ 15 ]

Just let me know if I succeed at any of those spot/listen checks.

Stats:
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HP 10/10, AC 16 (13, 13)
Soulmelds: Dissolving Spittle 2/2, Kraken Mantle 1/1, Girallon Arms 1/1

Done.

[User] I think you may have line of sight on me, the poorly lit area does it add to my hide bonus?

[User] No, just lets you hide in the first place, provided you can get out of LoS as well.

[User] yes you see me in k-19 no where near what it needed to be to hide from your search.

[User] No change to my actions then, go ahead.

[User]
 Round 4:

Move action: Draw spear

Standard:
Ready an action

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Throw spear if Teravel comes within 20'

Stats:

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Hp: 12
Ac: 14
Flatfooted: 13
Touch: 11

Edit: I keep forgetting to end my turn
End turn

[User]
 Teravel, Round 3

Move to M14.
Standard: Spit acid at ye.
Conceal, miss on 1:  (1d5)[ 5 ]
Ranged touch:  (1d20+3)[ 8 ]
Damage:  (3d6)[ 12 ]

Stats:
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HP 10/10, AC 16 (13, 13)
Soulmelds: Dissolving Spittle 2/2, Kraken Mantle 1/1, Girallon Arms 1/1

Done.

[User]
 Question:
About swimming. since I am a water-orc do I have to roll my swim check since I am a natural swimmer?

also Can I initiate a grapple check in water?

If I do, do we have to worry about drowning?

If I can initiate a grapple in water.

Round 4 -

Free action: Drop spear
Move to m-15
Initiate grapple
 (1d20+11)[ 21 ]
damage (from armor spikes)  (1d6)[ 2 ]
Just in case
Swim check
 (1d20+4)[ 12 ]

stats:

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hp: 12
ac: 14
Flatfooted: 13
Touch: 11

If the answer is no I will revise my turn.

Done

[User]
 You don't need to roll a swim check, and you don't need to worry about drowning unless we go under.

Opposed grapple:  (1d20+7)[ 13 ]

Need to see result.

[User]
 Oh, I forgot my AoO for your movement.
Attack:  (1d20+3)[ 23 ]
Damage:  (1d8+3)[ 6 ]
 Teravel, Round 4

Standard: Attempt to escape the grapple:  (1d20+5)[ 17 ]
If that works, move to M15 and climb out:  (1d20+2)[ 8 ] , with an opposed grapple against your AoO if necessary:  (1d20+5)[ 19 ]
If not, then there's not much else I can do.

Stats:
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HP 8/10, AC 16 (13, 13)
Soulmelds: Dissolving Spittle 2/2, Kraken Mantle 1/1, Girallon Arms 1/1

Done.

[User]
 Interesting.

Crit confirm:  (1d20+3)[ 22 ]
Crit damage:  (1d8+3)[ 4 ]

[User] wait I thought You do not get an AoO when you move into the square only when you move out of it, am I wrong? You can't for my grapple either seeing as how I have improved grapple. So where do you get the AoO

[User] You have to move into M15 in the square above water level before dropping down, since you can't move diagonally past a solid corner.

[User] so when dropping into water it provokes an AoO?

[User] Correct, since I threaten the square you fall out of.

[User]
 Well first opposed grapple check
 (1d20+11)[ 22 ]
 if  you fail to escape the grapple.

 Round 4
 (1d20+11)[ 30 ]  Ill attempt to pin you.
damage
 (1d12)[ 2 ]   (if succeeds)
 (1d6)[ 3 ]

End turn

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Hp:2  (gosh darn crits)
ac: 14
touch: 13
Flatfooted: 11

and you have to be the luckiest person i know. every match you crit against me.☹

[User]
 Not that it'll help me this time.  I should have gone with my original plan, but I forgot you had a swim speed.  I also didn't notice that anyone without a swim speed takes a -2 to grapple checks in the water... 😛
 Teravel, Round 5

Standard: Attempt to escape the pin:  (1d20+5)[ 15 ]

Stats:
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HP 3/10, AC 16 (13, 13)
Soulmelds: Dissolving Spittle 2/2, Kraken Mantle 1/1, Girallon Arms 1/1

Done.

[User]
 Haha yea well feel good even if I win this I will have a meager 2 hp thanks to you 😡

Opposed grapple check.
 (1d20+11)[ 16 ]

Round 5

Attack with fist
 (1d20+7)[ 14 ]
damage
 (1d3+6)[ 8 ]
Pinned
 (1d12)[ 7 ]
 (1d6)[ 1 ]

stats:

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Hp: 2
ac: 14
touch: 13
Flatfooted: 11

End turn
and what was your original plan?

[User] You can't attack me and deal damage with a grapple check; they both take a standard action.  Your attacks also take a -4 in a grapple.  And my original plan involved a lot of 5ft steps and readied actions.

[User] the grapple damage is from my spiked armor.... but none the less you are correct will you allow me to revise my turn then?

[User]
 wait a second, while you have an opponent pinned you can attempt t attack them you were right I forgot my -4 to hit but you can attack them. ( srd ) would you like me to re-roll my attack roll or just subtract 4 from it?

I mean if you want me to I can roll it as an opposed grapple check for 1d3+6 non-lethal damage.

[User] No, I know you can attack me.  I'm just saying that you can either attack me or make an opposed grapple check to deal spike+pin damage, but not both.

[User]
 well here is the fix then.

Grapple check for non-lethal damage
 (1d20+11)[ 25 ]
 (1d3+6)[ 7 ]
then sense we are still grappling and I still have you pinned
(insert rolls from earlier here)
(1d12)(6)
(1d6)(1)

does this fix the problem? 🤨
Because If I am reading this right, and I would like to think I am, that is how it should work either an opposed grapple check for non-lethal damage or an attack with a -4 penalty for lethal. However we are still grappling and I still have you pinned.

[User] Close enough.  Doesn't matter anyway, I can't beat that one, so match.

[User] Well can you give me a ruling on this sense it will be needed for the next match.

[User]
 I just did, it's correct, it works.

Edit: Sorry if I'm coming across as snippy.  I had a headache  before  we started working with grappling rules...

[User]
 O ok, when you said close enough I thought I had done something wrong.

Thanks for the match had fun. Now I add 300 gp and 300 exp right? (first win) or is that after the tournament?

Edit: o I hear you it gave me a headache trying to work it out for the first time.

[User]
 Ka-ugh puts Teravel in a spiky underwater headlock for the win!

You add the XP and gold to your sheet now,  Only thing you have to wait to do until after the round is over is level up, although that shouldn't be a problem for you.


[User]
 Arena Tournament, Round 83:  Will the Warlock  vs.  Kobold McDragon
 Map:
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 XP Award:  300 XP
 GP Award:  300 GP

 theTerran - Will the Warlock
 Xiagu - Kobold McDragon
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Purchases
Scroll of Expeditious Retreat. (reserve the right for reactionary buys)

  Initiative  - (1d20+8)[ 15 ]

[User]
 Purchases:
Riding Dog
Launch Item Oil
Riding Saddle
Light crossbow
Attuned Gem of Sunstroke
10 crossbow bolts

Leaving my shield and armor outside the arena for this battle.

  Init  - (1d20+4)[ 20 ]

@V: It is set to trigger when a dragon (besides KMD) comes within 5 feet of it.

[User] Don't forget to specify the trigger conditions for that gem.

[User]
 Alright, I'm contemplating my reactive buys...🫤

(edit) and shouldn't your HP be 10 instead of 11 with the Quick Trait?

[User] Nope, Dragontouched gives a bonus 1 hp.

[User]
 I'll Buy an Attuned Gem of Sunstroke as well.  And set its trigger as a Dragon other than Will comes within 5ft of the Gem.

And I believe you won initiative.

[User]
 Kobold McDragon, round 1

Start in M23, mounted on my riding dog. Holding Oil of Launch Item and the Attuned Gem of Sunstroke.

Autosucceed Ride check to control mount with my knees.

Double move to C17.

Ready an action:
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Trigger: Will is within 110 feet of me and I have LoE to him.
Action: Apply Launch Item Oil to Attuned Gem and launch it at Will's square.

Stats:
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Current location: C17

HP: 11/11
AC: 16, touch 15, flat-footed 11 (+1 size, +4 Dex, +1 natural)

[User]
 Will - Round 1

Starting in N4 with a scroll in hand.

I move to N9.

Ready an Action:

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Fling a KFB at him if he comes within LoE

End my Turn.

Stats:

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Location:  N9
HP: 5/5 (15)
AC: 15
Spells
Level 0 - 6/6
Level 1 - 7/7

[User]
 High Ref Scorer

@KoboldMcDragon

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I'm not sure you can ready such action, to me it appears that applying oil is a satndard action and throwing it is another, and you know you can't ready two actions, the only exception is the 5' step

[User]
 @Scorer
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The way I read Launch Item was that throwing the item was part of the spell. It might be funky now because it's an oil, but when the SRD said "The potion or oil takes effect immediately," I assumed it would let me 'launch' whatever I put the oil on.

[User] It's Kobolds turn if you didn't know

[User]
 Sorry for the wait, I've been busy lately ☹
 Kobold McDragon, round 2

Ready an action:
 Spoiler
I'm still assuming that Launch Item Oil actually lets me launch an item when I use it. Scorer was vague as to whether the action was legal or not. =/

Trigger: Will takes any action while he is within 110 feet of me and I have LoE to him.
Action: Apply Launch Item Oil to my Attuned Gem and launch it at Will's square.

Move to B9 (C17 -> B16 -> B9), controlling mount with knees.

Stats:
 Spoiler
Current location: B9

HP: 11/11
AC: 16, touch 15, flat-footed 11 (+1 size, +4 Dex, +1 natural)

Finished.

[User]
 When you come into B10 you trigger my readied action

Which was to cast a spell.

  FireDamage  - (4d6)[ 11 ]  Reflex Halves.

[User]
 Casting the spell triggers  my  readied action.

I apply my Oil of Launch Item to my Attuned Gem of Sunstroke and launch it at your square (N9). I'm not even sure if an attack roll is necessary, since the spell implies the item flies to wherever you want (except for people presumably actively avoiding splash weapons), but in case it is:
  Attack  - (1d20+5)[ 17 ]
The AC of a generic 5x5 inanimate object is 3 (-5 Dex, -2 inanimate).

  Sunstroke damage  - (2d6)[ 3 ]  nonlethal damage from Sunstroke, Fort DC 11 vs fatigue.

If that doesn't knock you unconscious or I miss, here's a Reflex save:   Reflex  - (1d20+4)[ 7 ]

Edit: NOT COOL, dice! 🤢
...whose turn is it now?

[User] Mine, as all that happened on your turn.

[User]
 Will - Round 3

Cast a spell:

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KFB

  FireDamage  - (4d6)[ 17 ]   Reflex Halves.

Turn not done...depends on what happens with this.

[User]
 For the record, here are the readied action rules:  Click.

Of particular note is this line:
 Then, any time  before your next action , you may take the readied action in response to that condition.

I bring it up because KMD readied an action and then moved on his turn 2, which would invalidate his readied action. I don't think it matters at this point, but if for some reason he is still alive, the oil was never actually applied and Will never took the damage from the Attuned Gem.

[User]
 Does it perchance matter if my mount is doing the moving for me? :3

...meh, maybe I can still salvage this. I will attempt to drop behind my mount for cover and hide in response to Will's spell. *crosses fingers*
  Ride  - (1d20+4)[ 11 ]  (DC 15) and   Hide  - (1d20+8)[ 13 ]  if I succeed on that Ride check.

Edit: Nope, looks like the dice roller doesn't like me. ☹
I think that's game, then.

[User]
 High Ref Sallera
 Will chars Kobold for the victory.

Incidentally, using your mount as cover doesn't allow you to hide.


[User]
 Arena Tournament, Round 85:  Twang  vs.  Kolo
 Map:
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 XP Award:  300 XP
 GP Award:  300 GP

 Twang  - Psionic Dog
 Kolo  - theterran

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

[User]
 Still considering purchases.

  Initiative  - (1d20+6)[ 13 ]

What exactly is "Wings of Cover" by the way?

EDIT: Thanks Tanaric. No Planed purchases, reserve right to reactionary buys.

[User] Wings of Cover is a 2nd level sorcerer only spell from Races of the Dragon. It is cast as an immediate action and gives total cover for the caster vs one attack or the like. Dragonblooded characters can extend the effect to additional targets based on their level.

[User]
 Still considering purchases here as well.

  Initiative  - (1d20+3)[ 20 ]

[User]
 I'll just go with what I've got.

 Kolo - Round 1

Starting in Y12 with a scroll in hand, I'll move to V12.

There I'll ready an action:

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Cast KFB at him if he comes within LoE and within range (100ft).

End my Turn.

stats:

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Location: Y12
HP: 6/6
AC: 15

Spells
Level 0 6/6
Level 1 7/7
Level 2 1/1

[User]
 Twang - Round 1

Twang starts in B9 holding his loaded crossbow. His buckler however is slung across his back rather than currently equipped. (I don't think it will help much this match)

Move to A-8 and ready an action.

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Move if Kolo moves, readies an action, or ends turn

 Done.

Stats

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HP: 9/9
AC: 19 (+6 dex +2 armor +1 size)

[User]
 Kolo - Round 2

Move to V8, ready an action:

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Cast KFB if he comes into LoE

End my Turn.
STats

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Location: V8
HP: 6/6
AC: 15

Spells
Level 0 6/6
Level 1 7/7
Level 2 1/1

[User]
 Readied action triggered when Kolo starts to move.

Twang moves to F-7 and with a splash sinks below the surface.

[User]
 That was...unexpected...
I'll still keep my same turn...so you're up.

[User]
 Twang -Round 2
  Swim  - (1d20)[ 1 ]  DC 10
On success Swim to G8 (-5ft) and shoot Kolo from just below the surface. Doing so may gives Kolo cover, but somehow I think I'd rather not surface.

  Attack  - (1d20+9)[ 10 ]    Damage  - (1d6+3)[ 9 ]
 Done

EDIT: LOL! Double natural 1's...
I guess Twang's still in J7.

Stats

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Location: J-7 [-5 ft] (or just below water surface)
HP: 9/9
AC: 19 (+6 dex +2 armor +1 size)

Time to suffocation: Never (breathless)

[User]
 Kolo - Round 3

Move to S5.

Ready an Action:

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KFB if he surfaces and/or presents a target.

End my turn

[User]
 Guess I'll try that again...

 Twang - Round 3
  Swim  - (1d20)[ 3 ]  DC 10
On success swim to G8(-5) and fire crossbow from below surface
   Attack  - (1d20+9)[ 18 ]    Damage  - (1d6+3)[ 7 ]

Edit: 🫤
 Done

Stats

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Location: J-7 [-5 ft] (or just below water surface)
HP: 9/9
AC: 19 (+6 dex +2 armor +1 size)

Time to suffocation: Never (breathless)

[User]
 Move to P4.

Ready an Action:

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KFB on LoE

End my Turn.

[User]
 Twang - Round 3

Double Move: Stop struggling and sink to bottom. Walk along bottom of pool to I-10

 Done

Stats

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Location: I-10 on pool bottom.
HP: 9/9
AC: 19 (+6 dex +2 armor +1 size)

Time to suffocation: Never (breathless)

[User]
 Kolo - Round 4

Move south and out of LoS it appears.

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 to P10.

  Balance  - (1d20+3)[ 7 ]  DC5

Assuming I pass.

I will drop to the ground and ready an action:

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Cast KFB on LoE

End my Turn.

Stats:

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Location: P10
HP: 6/6
AC: 15

Spells
Level 0 6/6
Level 1 7/7
Level 2 1/1

[User]
 Ok, I'm back. My supper sneaky sly win plan suddenly reveled some alarming holes I had to think through. Looks like Kolo must have made his balance check too.

 Twang - Round 4

LoS

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Swift: Activate Law Devotion for the attack buff.
Was hoping to save it, but I've a sudden fear Twang might not advance without burning it now.

  Swim  - (1d20+0)[ 16 ]
On success swim vertically 5 ft. on failure stay put on pool bottom.

Standard: Ready Action

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Shoot Kolo if any of the following occurs while Kolo is in LoS.
Kolo starts to drop prone
Kolo starts to cast a spell
Kolo starts to ready an action
Kolo starts to move back out of LoS
Kolo ends turn

Done

Stats

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Location: I-10 on pool bottom.
HP: 9/9
AC: 19 (+6 dex +2 armor +1 size)

Time to suffocation: Never (breathless)

[User]
 Kolo - round 5

Actions:

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Stay put.  Ready an action:

 Spoiler
KFB if I get LoS

End Turn

Stats:

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Location: P10 (prone)
HP: 6/6
AC: 15

Spells
Level 0 6/6
Level 1 7/7
Level 2 1/1

[User]
 Twang - Round 5

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Huh.
  Swim  - (1d20)[ 14 ]  DC 10.
On success swim up another 5 ft to just below the surface.
  Hide  - (1d20+9)[ 23 ]    Spot  - (1d20+4)[ 23 ]

On failure sink back down to bottom

Need LoS to continue...

[User]
 Ini Ref, RandomAction .
LoS check.

Refs:
 Spoiler
 Considering that Twang is under the surface and Kolo is lying prone, I do not think that LoS can be established until Kolo moves closer or Twang surfaces. My LoS-fu is weak, so am I right? Also, Tag your it.

Kolo:
 Spoiler
 No Los

Twang:
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 No Los.

[User]
 Refs/LoS

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 No LoS... either Kolo is hiding or he's gone into the water at the other side of the isle.

Move action(continued): Surface.

Since Twang's still behind the isle I think he still has cover to hide, but by raising his square half out of the water I think anyone on the isle would loose cover against him.

If I'm wrong on this assumption I'd like Twang to remain below the surface.

Need clarification of sorts...

[User]
 Twang/Refs:
 Spoiler
 You were still under the water and your field of view would have been limited. However, raising to the surface  if  anyone is in sight they would loose cover to you and you will still be able to hide.

Refs:
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 Rolling for Kolo to spot Twang:  (1d20-1)[ 9 ]
I know it is almost impossible, but still.

Waiting on results to post new LoS.

[User]
 Ini Ref, RandomAction.

Updated LoS check:

@Twang:
 Spoiler
 You see Kolo in P-10 lying prone.

@Kolo:
 Spoiler
 Still no LoS.

[User]
 *twang* The little goblin attempts ranged acupuncture on Kolo.

  Attack  - (1d20+12)[ 19 ]
  Damage  - (1d6+3)[ 5 ]

If Kolo didn't see Twang before then this attack would catch the kobold flatfooted and completely unaware. I'm pretty sure there is no cover since Twang is shooting from above the water surface.

Afterward Twang is visible treading water at I-10.

 Done

Stats

 Spoiler
Location: I-10 swimming at surface.
HP: 9/9
AC: 19 (+6 dex +2 armor +1 size)

[User]
 Yep, caught me flat-footed...however, sight of you triggers my readied action:

casting KFB

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Using 2 Level 0 spells to fuel it

  FireDamage  - (3d6)[ 15 ]  Reflex Halves.

[User]
 Reflex  - (1d20+10)[ 18 ]  (including the +4 bonus for improved cover)

Edit: If possible Twang would like to end by then sinking back down below the water surface.

[User]
 you save and take only 7 damage.
 Kolo - Round 6

Kolo Casts another spell:

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Using a Level 1 spell this time

  FireDamage  - (3d6)[ 11 ]  Reflex Halves

end my Turn.

Stats:

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Location: P10 (prone)
HP: 1/6
AC: 15

Spells
Level 0 4/6
Level 1 6/7
Level 2 1/1

[User]
 Hmmm. Apparently the theory that Twang can duck back underwater as a free action has been shot down in the waiting room.

Luckily, I've found a new loop-hole to allow Twang to postpone is doom.  Improved cover grants Improved Evasion.
  Reflex Save  - (1d20+10)[ 13 ]

[User]
 Twang - Round 6

Move: Reload Crossbow.
Standard: Ready Action.

 Spoiler
Shoot Kolo if he stands up, casts a spell, readies an action, or ends turn

 Done

Stats

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Location: I-10 at surface.
HP: 4/9
AC: 19 (+6 dex +2 armor +1 size)

[User] Did you not need a swim check to continue treading?

[User]
 Possibly...
  Swim  - (1d20+0)[ 1 ]  DC 10
Failure by 5 or more causes sinkage.

EDIT: Ok, so Twang is below the surface I don't know if that would break LoS or not...

[User] Asking for LoS

[User] Yes, that breaks LoS.

[User]
 Alright, so with the failed Ref Save, you took half damage of the 11 (thanks to Improved Evasion)

 Kolo - Round 7

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I stand up, Move to M10, and fall back prone.

end my Turn.

Stats:

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Location: M10 (prone)
HP: 1/6
AC: 15

Spells
Level 0 4/6
Level 1 6/7
Level 2 1/1

[User]
 Twang - Round 7

LoS

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Move:   Swim  - (1d20+0)[ 10 ]  Lets try to get to the surface...
  Hide  - (1d20+9)[ 16 ]
  Passive Spot  - (1d20+4)[ 11 ]

Not done, need LoS

[User]
 Refs:
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Improved Cover also has the interesting effect of granting +10 to Hide checks, making that Spot impossible for Kolo.

Twang:
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You see Kolo prone in M10.

Kolo:
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No LoS.

[User]
 Ref Question:

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Does Improved Cover work both ways in this situation?  I ask because of his attack against me in previous rounds.  If it works both ways, I would have had +8 to AC, plus another 4 for being prone, which would have cause that attack to miss

[User]
 That was fast... thanks! 🙂
 Continued

Standard: *twang*
  Attack  - (1d20+12)[ 26 ]    Damage  - (1d6+3)[ 5 ]

If you didn't see Twang before you see the goblin again back in I-10
If I'm lucky that caught you flatfooted again. If I'm not lucky Twang will probably shortly end as a boiled hors de vour...

 Done

Stats

 Spoiler
Location: I-10 at surface.
HP: 4/9
AC: 19 (+6 dex +2 armor +1 size)

[User]
 Kolo:
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No, it's only a benefit of being in the water.  "Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land."

[User] That's match...I should have been hiding...😩

[User]
 High Ref Sallera
 Water beats fire, and Twang claims victory.


[User]
 Arena Tournament, Round 41:  Grek Thur   vs.  Rathnor
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Grek Thur - KCmeir
 Rathnor - Expirement10k14
 All gladiators please roll initiative

[User]
 Alright, good luck
  init  - (1d20-6)[ 9 ]

Lets do this!

[User]
 High Ref Sam

Grek Thur is the champion!


[User]
 Arena Tournament, Round 42:  Nirmian  vs.  Ba'ster
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Nirmian - KCMier
 Ba'ster - Valgunn
 All gladiators please roll initiative

[User]
 I am only programmed... to  ROCK ! *Cue intense lute solo*

Initiative check,  (1d20+4)[ 13 ]

[User]
 Bring it, you  iron  adamantine maiden! 😉
  init  - (1d20+5)[ 9 ]

Purchases: scroll of invisibility.

[User]
 Invisability. That means your going to try and colour spray me while invisable. Damnit.

 Ba'ster, Round 1

 Spoiler
 Start in O21 with longbow in hand. Move action to 017 hiding in hay as part of my move. Standard action to ready an action to shoot my opponent with my longbow if LoS is established.

Hide check,  (1d20+1)[ 14 ]

Stats:

 Spoiler
Hp: 15/15
AC: 19, Flat-footed 18, Touch 11
Readyed Action: Shoot my oppenent with my Longbow if LoS is established.

[User]
 Round 1

Hmm... did you go in the barn, or out of the barn? Hmm....

 Spoiler
Start in L6, with scroll of invisibility in hand.
spells prepared:
0th: ray of frost: 3x
1st: Magic Missile1x Color Spray 2x Silent image 1x
2nd: Blindness 1x

ACTIONS: Read scroll of invisiblity   caster level check  - (1d20+1)[ 9 ]  DC4

move to L7

my free listen and spot will be used, so I can hear or see if she is in the barn or outside, etc.
  listen  - (1d20+1)[ 13 ]
  spot  - (1d20)[ 9 ]

Done, may need LoS

Stats

 Spoiler

AC:15
HP:4
Current buffs: invisibility 1/30
Current Location L7
Note to Refs : I AM INVISIBLE
spells prepared
 Spoiler

0th: ray of frost 3x
1st: Magic Missile 1x Color Spray 2x Silent Image 1x
2nd Blindness 1x

[User]
 High Ref Sam

@Nirmian

 Spoiler
Holy crap, where'd you go!?  Oh... right... you're invisible.  You don't see anything.

@Ba'ster

 Spoiler
You see trees... and a barn... but you sure don't see him!

[User]
 Like I'm going to tell you! I'm on to your tricksy ways!

 Ba'ster, round 2

 Spoiler
I'm still hiding. I assume I don't have to make a new check unless I move. Continue readying my action.

Ref:

 Spoiler
 Just to be clear, I can still see. It's not total concealment so I can still see just fine. Right?

My Stats:

 Spoiler
Hp: 15/15
AC: 19, Flat-footed 18, Touch 11
Readyed Action: Shoot my oppenent with my Longbow if LoS is established.

[User]
 High Ref Sam

@Ba'ster

 Spoiler
If you are prone in the hay, you have total cover.  Total cover works both ways, so you cant be seen and you can't see out.

[User]
 @SamTheCleric:

 Spoiler
 I'm not prone! Why the frak would I make a hide check if I just went prone! I'm using half cover to hide! Which means he has to make a spot check (if he hasn't already) to see me!

[User]
 @Refs:

 Spoiler
Reactive spot check for Nirmian  (1d20)[ 11 ]

@Ba'ster:

 Spoiler
No line of sight.

@Nirmian:

 Spoiler
Still no line of sight

[User] What is going on, I've sent a PM to KC but I'm wondering if DQ is applicable here.

[User]
 ref chilepepper

Ba'ster, you haven't stated you were done with your turn.  Furthermore, there was no open indication that the spoilered communication between you and the refs was done.  The last LoS check is current.  Ba'ster, when you state your turn is done, it will be Nirmian's turn and the DQ clock will start ticking then.

[User] In that case me and Sam are done. Sorry for the confusion.

[User]
 No problem, I was taking care of some things.  Anyway, my actions:

 Spoiler

move silently to L12

Actively try to spot anyone

  MS  - (1d20+5)[ 8 ]
  hide  - (1d20+22)[ 39 ]  (-5 for movement, +20 for invisible)
  spot  - (1d20)[ 6 ]

Done, need LoS check.

stats
 Spoiler

AC:15
HP: 4/4
Current Buffs: Invisible 2/30
Current Location: L12

[User]
 ref chilepepper

refs
 Spoiler
Listen for Ba'ster  (1d20-1)[ 14 ]  DC 10 (MS=8 +2 for distance)

Ba'ster
 Spoiler
You see nothing, but you hear a shuffling to the NW

Nirmian
 Spoiler
No LoS

[User]
 Ba'ster, Round 3

 Spoiler
I will continue my readied action.

Done.

 Spoiler
Hp: 15/15
AC: 19, Flat-footed 18, Touch 11
Readyed Action: Shoot my oppenent with my Longbow if LoS is established.

Again just to clarify, I haven't got total concealment, I'm just hiding

[User]
 Actions:
 Spoiler

Move to P14
moving silently (1d20+5)[ 12 ]
and hiding (1d20+22)[ 38 ]  (+20 invisible, -5 movement)

lets start with a passive spot and listen, the results will dictate the remainder of my turn
  spot  - (1d20)[ 13 ]
  listen  - (1d20+1)[ 20 ]

Not done

[User]
 ref chilepepper

refs
 Spoiler
Alright.  First of all, Nirmian isn't entitled to a reactive spot/listen since LoS hasn't changed.  Per SRD spotting something you previously missed is a move action.  Same goes for listen.  Ba'ster on the other hand gets a reactive spot and listen since Nirmian moved, though neither her spot (DC38) nor her listen (DC21 (incl.+1 for distance)) is high enough.

Nirmian
 Spoiler
You neither see nor hear anything

Ba'ster
 Spoiler
No LoS.  (I know you are not prone in the hay, but thanks for the reminder)

It's still Nirmian's turn.

[User]
 2nd half of turn

 Spoiler

finish up with a double move (double moving half my distance so I can get the bonus on hide and MS)to Q17
if necessary
  hide  - (1d20+22)[ 35 ]
  MS  - (1d20+5)[ 10 ]

Edit: done

Stats
 Spoiler

AC:15
HP:4/4
Current Buffs: Invisible 3/30
Location:Q17

[User]
 Ba'ster, Round 4

 Spoiler
I will continue my readied action.

Done.

 Spoiler
Hp: 15/15
AC: 19, Flat-footed 18, Touch 11
Readyed Action: Shoot my oppenent with my Longbow if LoS is established.

The question now is, how long till he gives up! 😛

[User]
 ref chilepepper
refs
 Spoiler
Listen for Ba'ster  (1d20-1)[ 6 ]   DC10

Ba'ster
 Spoiler
No LoS

Nirmian
 Spoiler
No LoS

Nirmian's turn

[User]
 actions
 Spoiler

move to O19 silently
make active spot/listen check
  MS  - (1d20+5)[ 22 ]
  hide  - (1d20+22)[ 41 ]
  spot  - (1d20)[ 16 ]
[roll=listen]1d20+1[roll]

Done
Stats
 Spoiler

AC:15
HP:4/4
Current Buffs:Invisibility 4/30

[User]
 Ba'ster, Round 5

 Spoiler
I will continue my readied action.

Done.

 Spoiler
Hp: 15/15
AC: 19, Flat-footed 18, Touch 11
Readyed Action: Shoot my oppenent with my Longbow if LoS is established.

[User]
 ref chilepepper

refs
 Spoiler
Active spot of 16 beats Ba'ster's hide of 14, and Nimian's hide/ms are higher than Ba'ster can spot/listen

Ba'ster
 Spoiler
No LoS

Nirmian
 Spoiler
On your last turn, you noticed Ba'ster standing in O17 with a longbow in hand.  She took no visible action during her turn.

Nirmian's turn.

[User]
 I cast color spray, thus appearing in O19.  Make a will save vs DC 17

If that ends you, we're done.  If it does not, I still have a move action.

Stats
 Spoiler

AC:15
HP:4/4
Current Buffs: none

[User]
 Gah!

  "Will Save"  - (1d20-1)[ 0 ]

Please work!

[User] I think its over, if you agree, I'll fetch a ref.

[User] Yeah, you got me fair and sqaure.

[User]
 High Ref Sam

Nirmian is the victor!


[User]
 Arena Tournament, Round 40:  The Akhond  vs.  Zanzabar
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 The Akhond - Flymolo
 Zanzabar - edroux
 All Gladiators, please roll initiative

[User]
 Initiative!
 (1d20+4)[ 21 ]

I know you said you'd be away for a while, FlyMolo, so I can take my time deciding on purchases. 😁

[User]
 High Ref Sam

Zanzabar is the Winner by way of FlyMolo's generosity.

 Originally Posted by FlyMolo
 It just occurred to me that I'll be in Germany and hopelessly incommunicado from the 6th to the 22nd. No real impact on Llince, who's currently between rounds and facing overhauling anyway. Wolatifex and The Akhond are in the middle of rounds, but unless someone is willing to puppet them for me in the intervening weeks(Someone is waiting for their round to start or whatever, and takes them on for me.) I'll just surrender on their behalf. No need to bog down matches forever.