[User]
 A man is standing in an arena in front of you. He has black wings coming from his back and a dueldisk in the shape of a black fang.

 Hello there, care for a duel?

[User]
 Deck
 Deck #1 - Zombies
 35

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7-8 Mezuki
10-11 Books of Life
Plaguespreader Zombies
12-14 Zombie Worlds
15-16 Red Eyes Zombie Dragon
17-18 Goblin Zombies
Paladin of the Cursed Dragon
19 Gorz the emissary of darkness
20 Il Blud
21-22 Exiled Force
23 Escape from the Dark Dimension
24-25 Foolish Burial
26-27 Creature Swap
28-29 Allure of Darkness
30 Solidarity
31 Reinforcement of the Army
32 Mirror Force
33-34 Bottomless Trap Holes
35 Call of the Haunted
36 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

A man wearing a heavy coat and a witch's hat walks into the duel arena. He has bandages all over his hands and face, and he carries a black duel disk. He doesn't say anything, and draws his hand.

  initiative  - (1d20)[ 13 ]
 (5d40)[ 12 ][ 9 ][ 21 ][ 20 ][ 12 ](74)  <-- Hand
 (3d40)[ 26 ][ 3 ][ 10 ](39)  <--Extras

 Hand (5)

 Spoiler
Book of Life
Plaguespreader Zombie
Paladin of the Cursed Dragon
Paladin of the Cursed Dragon
Exiled Force

 Graveyard (0)

 Spoiler
 No cards

 Removed From Play (0)

 Spoiler
 No cards

[User]
 Initiative:  (1d20)[ 18 ](18)
Draw:  (5d45)[ 9 ][ 12 ][ 43 ][ 18 ][ 27 ](109)
Reroll:  (3d45)[ 13 ][ 21 ][ 33 ](67)

[User]
 The first move is mine! I draw!
 (1d40)[ 15 ]
 I summon Luster Dragon in attack mode and end my turn.

 Spoiler
 Hand:  5
 Spoiler
 Vanguard of the Dragon
Magna Drago
Axe of Despair
Swords of Revealing Light
Gandora the Dragon of Destruction

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Red-Eyes Black Dragon
4.Red-Eyes Black Dragon
5.Red-Eyes Darkness Dragon
6.Red-Eyes Wyvern
7.Red-Eyes Wyvern
8.Red-Eyes Wyvern
9.Vanguard of the Dragon
10.Luster Dragon
11.Luster Dragon
12.Masked Dragon
13.Masked Dragon
14.Masked Dragon
15.Magna Drago
16.Magna Drago
17.Koa'ki Meiru Drago
18.Koa'ki Meiru Drago
19.Horus lv 4
20.Horus lv 4
21.Horus lv 6
22.Genesis Dragon
23.Mage Power
24.Mage Power
25.United We Stand
26.Big Bang Shot
27.Stamping Destruction
28.Stamping Destruction
29.Super Rejuvenation
30.Dragon's Rage
31.Burst Breath
32.Burst Breath
33.Mirror Force
34.Heavy Storm
35.Lightning Vortex
36.Mystical Space Typhoon
37.Magical Cylinder
38.Bottomless Trap Hole
39.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
Ancient Fairy Dragon
Armory Arm
Armory Arm
Armory Arm
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 none

 Stats:  8000 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|LD|-|-
-|-|-|-|-[/table]
F=Facedown
LD=Luster Dragon ATK (1900)

[User]
 The man draws a card.  (1d35)[ 11 ]

The man summons the  paladin of the cursed dragon  in attack mode. It attacks your dragon, sending both to the graveyard. He then plays  Book of Life , removing Luster Dragon in your graveyard from play and summoning Paladin of the Cursed Dragon back to the field.

 Field:  {table="head"]1|2|3|4|5
-|-|PotCD|-|-
-|-|-|-|-[/table]
F=Facedown
PotCD= Paladin of the Cursed Dragon  ATK (1900)

 35

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7-8 Mezuki
10 Book of Life
Plaguespreader Zombies
11-13 Zombie Worlds
14-15 Red Eyes Zombie Dragon
16-17 Goblin Zombies
Paladin of the Cursed Dragon
18 Gorz the emissary of darkness
19 Il Blud
20-21 Exiled Force
22 Escape from the Dark Dimension
23-24 Foolish Burial
25-26 Creature Swap
27-28 Allure of Darkness
29 Solidarity
30 Reinforcement of the Army
31 Mirror Force
32-33 Bottomless Trap Holes
34 Call of the Haunted
35 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

 Hand (4)

 Spoiler

Book of Life
Plaguespreader Zombie
Paladin of the Cursed Dragon
Exiled Force

 Graveyard (1)

 Spoiler
Book of life

 Removed From Play (0)

 Spoiler
 No cards

[User]
 You can see him laughing crazily.

 Haha! I draw!
 (1d39)[ 10 ]
 First off, I summon my  Vanguard of the Dragon  in attack mode! I then activate it's ability, sending my Luster Dragon to the grave to give it a permanent power boost by 300! I then equip it with Axe of Despair, giving it even MORE power! Dragon, attack his puny Paladin! Crescent Strike! I end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Magna Drago
Swords of Revealing Light
Gandora the Dragon of Destruction

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Red-Eyes Black Dragon
4.Red-Eyes Black Dragon
5.Red-Eyes Darkness Dragon
6.Red-Eyes Wyvern
7.Red-Eyes Wyvern
8.Red-Eyes Wyvern
9.Vanguard of the Dragon
10.Luster Dragon
11.Masked Dragon
12.Masked Dragon
13.Masked Dragon
14.Magna Drago
15.Magna Drago
16.Koa'ki Meiru Drago
17.Koa'ki Meiru Drago
18.Horus lv 4
19.Horus lv 4
20.Horus lv 6
21.Genesis Dragon
22.Mage Power
23.Mage Power
24.United We Stand
25.Big Bang Shot
26.Stamping Destruction
27.Stamping Destruction
28.Super Rejuvenation
29.Dragon's Rage
30.Burst Breath
31.Burst Breath
32.Mirror Force
33.Heavy Storm
34.Lightning Vortex
35.Mystical Space Typhoon
36.Magical Cylinder
37.Bottomless Trap Hole
38.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
Ancient Fairy Dragon
Armory Arm
Armory Arm
Armory Arm
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Luster Dragon

 Removed From Play:
 Spoiler
 Luster Dragon

 Face Downs:
 Spoiler
 none

 Stats:  8000 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|VotD|-|-
-|-|AoD|-|-[/table]
F=Facedown
VotD=Vanguard of the Dragon ATK (3000)
AoD=Axe of Despair (VotD)

[User]
 The man winces as he takes more damage. He then draws.

 (1d35)[ 21 ]

The man plays another book of life, removing your second luster dragon from the graveyard and summoning Paladin of the Cursed Dragon back. He then plays a  Plaguespreader Zombie . He tunes them to summon  Brionac . He discards a second Paladin of the Cursed Dragon to use Brionac's ability to send your vanguard back to your hand. Brionac will then attack directly for 2300 damage. ((Reminder, Vanguard's ability won't activate, as it is being sent to the hand))

 Field:  {table="head"]1|2|3|4|5
-|-|Br|-|-
-|-|-|-|-[/table]
Brionac= ATK (2300)

 34

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7-8 Mezuki
10 Book of Life
Plaguespreader Zombies
11-13 Zombie Worlds
14-15 Red Eyes Zombie Dragon
16-17 Goblin Zombies
Paladin of the Cursed Dragon
18 Gorz the emissary of darkness
19 Il Blud
20 Exiled Force
21 Escape from the Dark Dimension
22-23 Foolish Burial
24-25 Creature Swap
26-27 Allure of Darkness
28 Solidarity
29 Reinforcement of the Army
30 Mirror Force
31-32 Bottomless Trap Holes
33 Call of the Haunted
34 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

 Hand (2)

 Spoiler

Exiled Force
Exiled Force

 Graveyard (5)

 Spoiler
Book of life
Book of life
Paladin of the Cursed Dragon
Paladin of the Cursed Dragon
Plaguespreader Zombie

 Removed From Play (0)

 Spoiler
 No cards

[User]
 It would seem you are smarter than my previous opponent. I draw!
 (1d38)[ 26 ]
 I summon Vanguard again and use it's ability, sending Magna Drago and Gandora the Dragon of Destruction to the grave to give it a 600 attack point power boost. I ram it into Brionac and activate my Swords of Revealing Light spell card. End Phase.

 Spoiler
 Hand:  1
 Spoiler
 Stamping Destruction

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Red-Eyes Black Dragon
4.Red-Eyes Black Dragon
5.Red-Eyes Darkness Dragon
6.Red-Eyes Wyvern
7.Red-Eyes Wyvern
8.Red-Eyes Wyvern
9.Vanguard of the Dragon
10.Luster Dragon
11.Masked Dragon
12.Masked Dragon
13.Masked Dragon
14.Magna Drago
15.Magna Drago
16.Koa'ki Meiru Drago
17.Koa'ki Meiru Drago
18.Horus lv 4
19.Horus lv 4
20.Horus lv 6
21.Genesis Dragon
22.Mage Power
23.Mage Power
24.United We Stand
25.Big Bang Shot
26.Stamping Destruction
27.Super Rejuvenation
28.Dragon's Rage
29.Burst Breath
30.Burst Breath
31.Mirror Force
32.Heavy Storm
33.Lightning Vortex
34.Mystical Space Typhoon
35.Magical Cylinder
36.Bottomless Trap Hole
37.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
Ancient Fairy Dragon
Armory Arm
Armory Arm
Armory Arm
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Axe of Despair
Vanguard
Gandora
Magna Drago

 Removed From Play:
 Spoiler
 Luster Dragon
Luster Dragon

 Face Downs:
 Spoiler
 none

 Stats:  5700 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|-|-|-
-|-|SoRL|-|-[/table]
F=Facedown
SoRL=Swords of Revealing Light

[User]
 The man glares at his opponent as his monster is destroyed. He draws a card.

 (1d34)[ 11 ]

He plays  Zombie World . He also plays a card facedown in defence mode.

 Field:   Zombie World  {table="head"]1|2|3|4|5
-|-|F|-|-
-|-|-|-|-[/table]
Facedown= Def (????)

 33

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7-8 Mezuki
10 Book of Life
Plaguespreader Zombies
11-12 Zombie Worlds
13-14 Red Eyes Zombie Dragon
15-16 Goblin Zombies
Paladin of the Cursed Dragon
17 Gorz the emissary of darkness
18 Il Blud
19 Exiled Force
20 Escape from the Dark Dimension
21-22 Foolish Burial
23-24 Creature Swap
25-26 Allure of Darkness
27 Solidarity
28 Reinforcement of the Army
29 Mirror Force
30-31 Bottomless Trap Holes
32 Call of the Haunted
33 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
1 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

 Hand (1)

 Spoiler

Exiled Force

 Graveyard (6)

 Spoiler
Book of life
Book of life
Paladin of the Cursed Dragon
Paladin of the Cursed Dragon
Plaguespreader Zombie
Brionac

 Removed From Play (0)

 Spoiler
 No cards

[User]
 It would seem that this is a game of luck now. I draw!
 (1d37)[ 34 ]
 I activate Mystical Space Typhoon and destroy your Zombie World. I end my turn.

 Spoiler
 Hand:  1
 Spoiler
 Stamping Destruction

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Red-Eyes Black Dragon
4.Red-Eyes Black Dragon
5.Red-Eyes Darkness Dragon
6.Red-Eyes Wyvern
7.Red-Eyes Wyvern
8.Red-Eyes Wyvern
9.Vanguard of the Dragon
10.Luster Dragon
11.Masked Dragon
12.Masked Dragon
13.Masked Dragon
14.Magna Drago
15.Magna Drago
16.Koa'ki Meiru Drago
17.Koa'ki Meiru Drago
18.Horus lv 4
19.Horus lv 4
20.Horus lv 6
21.Genesis Dragon
22.Mage Power
23.Mage Power
24.United We Stand
25.Big Bang Shot
26.Stamping Destruction
27.Super Rejuvenation
28.Dragon's Rage
29.Burst Breath
30.Burst Breath
31.Mirror Force
32.Heavy Storm
33.Lightning Vortex
34.Magical Cylinder
35.Bottomless Trap Hole
36.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
Ancient Fairy Dragon
Armory Arm
Armory Arm
Armory Arm
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Axe of Despair
Vanguard
Gandora
Magna Drago
Mystical Space Typhoon

 Removed From Play:
 Spoiler
 Luster Dragon
Luster Dragon

 Face Downs:
 Spoiler
 none

 Stats:  5700 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|-|-|-
-|-|SoRL|-|-[/table]
F=Facedown
SoRL=Swords of Revealing Light (*)

[User]
 The man draws.  (1d33)[ 8 ]

He summons a  Mezuki  in attack mode. The creature begins pounding at the luminous swords, eager to attack.

 Field:  {table="head"]1|2|3|4|5
-|-|F|M|-
-|-|-|-|-[/table]
M=ATK (1700)
Facedown= Def (????)

 32

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7 Mezuki
8 Book of Life
Plaguespreader Zombies
9-10 Zombie Worlds
11-12 Red Eyes Zombie Dragon
13-14 Goblin Zombies
Paladin of the Cursed Dragon
15 Gorz the emissary of darkness
16 Il Blud
17 Exiled Force
18 Escape from the Dark Dimension
19-20 Foolish Burial
21-23 Creature Swap
24-25 Allure of Darkness
26 Solidarity
27 Reinforcement of the Army
28 Mirror Force
29-30 Bottomless Trap Holes
31 Call of the Haunted
32 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
1 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

 Hand (1)

 Spoiler

Exiled Force

 Graveyard (7)

 Spoiler
Book of life
Book of life
Paladin of the Cursed Dragon
Paladin of the Cursed Dragon
Plaguespreader Zombie
Brionac
Zombie World

 Removed From Play (0)

 Spoiler
 No cards

[User]
 C'mon... the leading man needs his big break. Draw!
 (1d36)[ 3 ]
 SUNUVA!!! I end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Stamping Destruction
Red-Eyes Black Dragon

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Red-Eyes Black Dragon
4.Red-Eyes Darkness Dragon
5.Red-Eyes Wyvern
6.Red-Eyes Wyvern
7.Red-Eyes Wyvern
8.Vanguard of the Dragon
9.Luster Dragon
10.Masked Dragon
11.Masked Dragon
12.Masked Dragon
13.Magna Drago
14.Magna Drago
15.Koa'ki Meiru Drago
16.Koa'ki Meiru Drago
17.Horus lv 4
18.Horus lv 4
19.Horus lv 6
20.Genesis Dragon
21.Mage Power
22.Mage Power
23.United We Stand
24.Big Bang Shot
25.Stamping Destruction
26.Super Rejuvenation
27.Dragon's Rage
28.Burst Breath
29.Burst Breath
30.Mirror Force
31.Heavy Storm
32.Lightning Vortex
33.Magical Cylinder
34.Bottomless Trap Hole
35.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
Ancient Fairy Dragon
Armory Arm
Armory Arm
Armory Arm
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Axe of Despair
Vanguard
Gandora
Magna Drago
Mystical Space Typhoon

 Removed From Play:
 Spoiler
 Luster Dragon
Luster Dragon

 Face Downs:
 Spoiler
 none

 Stats:  5700 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|-|-|-
-|-|SoRL|-|-[/table]
F=Facedown
SoRL=Swords of Revealing Light (**)

[User]
 The man smirks as he draws his next card.  (1d32)[ 15 ]

He plays another facedown.

 LP:  6900
 Field:  {table="head"]1|2|3|4|5
-|F|F|M|-
-|-|-|-|-[/table]
M=ATK (1700)
F: DEF= ????
F: DEF= ????

 32

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7 Mezuki
8 Book of Life
Plaguespreader Zombies
9-10 Zombie Worlds
11-12 Red Eyes Zombie Dragon
13-14 Goblin Zombies
Paladin of the Cursed Dragon
Gorz the emissary of darkness
15 Il Blud
16 Exiled Force
17 Escape from the Dark Dimension
18-19 Foolish Burial
20-22 Creature Swap
23-24 Allure of Darkness
25 Solidarity
26 Reinforcement of the Army
27 Mirror Force
28-29 Bottomless Trap Holes
30 Call of the Haunted
31 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
1 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

 Hand (1)

 Spoiler

GOOOORZ

 Graveyard (8)

 Spoiler
Book of life
Book of life
Paladin of the Cursed Dragon
Paladin of the Cursed Dragon
Plaguespreader Zombie
Brionac
Zombie World
Exiled Force

 Removed From Play (0)

 Spoiler
 No cards

[User] ((OK, 1: I have no monster. 2: Swords of Revealing Light is still in play, so you couldn't attack anyways. Redo your move there.))

[User] ((Ah, sorry, I must have been looking at a different table or something. Updated >_>))

[User]
 He frowns as the swords get taken down.

 C'mon... I need to draw a SUMMONABLE monster this time! Draw!
 (1d35)[ 9 ]
 I summon Luster Dragon and attack your middle monster (facedown) and I end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Stamping Destruction
Red-Eyes Black Dragon

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Red-Eyes Black Dragon
4.Red-Eyes Darkness Dragon
5.Red-Eyes Wyvern
6.Red-Eyes Wyvern
7.Red-Eyes Wyvern
8.Vanguard of the Dragon
9.Masked Dragon
10.Masked Dragon
11.Masked Dragon
12.Magna Drago
13.Magna Drago
14.Koa'ki Meiru Drago
15.Koa'ki Meiru Drago
16.Horus lv 4
17.Horus lv 4
18.Horus lv 6
19.Genesis Dragon
20.Mage Power
21.Mage Power
22.United We Stand
23.Big Bang Shot
24.Stamping Destruction
25.Super Rejuvenation
26.Dragon's Rage
27.Burst Breath
28.Burst Breath
29.Mirror Force
30.Heavy Storm
31.Lightning Vortex
32.Magical Cylinder
33.Bottomless Trap Hole
34.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
Ancient Fairy Dragon
Armory Arm
Armory Arm
Armory Arm
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Axe of Despair
Vanguard
Gandora
Magna Drago
Mystical Space Typhoon
Swords of Revealing Light

 Removed From Play:
 Spoiler
 Luster Dragon
Luster Dragon

 Face Downs:
 Spoiler
 none

 Stats:  5700 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|LD|-|-
-|-|-|-|-[/table]
F=Facedown
LD=Luster Dragon ATK (1900)

[User]
 The man draws a card, sighing with a bored expression as his Exiled Force is sent to the graveyard.  (1d32)[ 11 ]

He smiles. He tributes his two monsters, A Mezuki and an Exiled Force, to summon  Red-Eyes Zombie Dragon . He removes the Mezuki in the graveyard out of play to summon my Paladin of the Cursed Dragon. He activates Plaguespreader Zombie's ability to summon it to the field (I have a preset draw next turn), and tunes it to Paladin of the Cursed Dragon to summon  Goyo Guardian . Goyo Guardian attacks your monster (900 damage), and uses its ability to send it to my side of the field in defense mode. Red-Eyes then attacks directly (2400 damage)

 LP:  6900
 Field:  {table="head"]1|2|3|4|5
-|LD|REZD|GG|-
-|-|-|-|-[/table]
REZD=ATK (2400)
GG= ATK (2800)
LD= DEF (1600)

 30

 Spoiler

1-3 Pyramid Turtle
4-6 Zombie Masters
7 Mezuki
8 Book of Life
Plaguespreader Zombies
9-10 Zombie Worlds
11
12-13 Goblin Zombies
Paladin of the Cursed Dragon
Gorz the emissary of darkness
14 Il Blud
15 Exiled Force
16 Escape from the Dark Dimension
17-18 Foolish Burial
19-21 Creature Swap
22-23 Allure of Darkness
24 Solidarity
25 Reinforcement of the Army
26 Mirror Force
27-28 Bottomless Trap Holes
29 Call of the Haunted
30 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
1 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

 Hand (0)

 Spoiler
None

 Graveyard (8)

 Spoiler
Book of life
Book of life
Paladin of the Cursed Dragon
Paladin of the Cursed Dragon
Plaguespreader Zombie
Brionac
Zombie World
Exiled Force
Exiled Force

 Removed From Play (2)

 Spoiler
 Mezuki
Plaguespreader Zombie

[User]
 Ok, that sucks. I draw! Heat o' the cards, don't fail me in my hour of need...
 (1d34)[ 2 ]
 Why does it hate me... Ok, I lose. I had too many high level monsters in my deck to pull off a decent combo. I'll reformat my deck and get my rematch later! See ya!

[User]
 The man is still waiting in the arena, shuffling his deck.

 Deck of the Zombie Master

 Spoiler
Monsters: 23

1-3 Pyramid Turtle
4-6 Zombie Masters
7-8 Mezuki
9 Plaguespreader Zombie
10-12 Zombie Worlds
13-14 Red Eyes Zombie Dragon
15-16 Goblin Zombies
17 Paladin of the Cursed Dragon
18 Gorz the emissary of darkness
19 Il Blud
20-21 Exiled Force
22-23 Krebons

Spell Cards: 9

24 Escape from the Dark Dimension
25-27 Book of Life
28-29 Foolish Burial
30-31 Creature Swap
32-33 Allure of Darkness
34 Solidarity
35 Reinforcement of the Army

Trap Cards: 5

36 Mirror Force
37-38 Bottomless Trap Holes
39 Call of the Haunted
40 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 initiative  - (1d20)[ 20 ]
 (5d40)[ 28 ][ 25 ][ 4 ][ 6 ][ 12 ](75)
 (3d40)[ 39 ][ 32 ][ 1 ](72)

The man finishes shuffling, and rolls initiative.

 Hand

 Spoiler
Zombie Master
Zombie Master
Mezuki
Book of Life
Foolish Burial

 Graveyard

 Spoiler
 None... Yet

 Removed From Play

 Spoiler
 Wheeee

 Deck of the Zombie Master

 Spoiler
Monsters: 23

1-3 Pyramid Turtle
5 Zombie Masters
6 Mezuki
7 Plaguespreader Zombie
8-10 Zombie Worlds
11-13 Red Eyes Zombie Dragon
14-15 Goblin Zombies
16 Paladin of the Cursed Dragon
17 Gorz the emissary of darkness
18 Il Blud
19-20 Exiled Force
21-22 Krebons

Spell Cards: 9

23 Escape from the Dark Dimension
24-25 Book of Life
26 Foolish Burial
27-29 Creature Swap
30-31 Allure of Darkness
32 Solidarity
33 Reinforcement of the Army

Trap Cards: 5

34 Mirror Force
35-36 Bottomless Trap Holes
37 Call of the Haunted
38 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 Hmm... I seem to have all my cards together... ok, let's begin this rematch!

Initiative:  (1d20)[ 18 ](18)
Draw:  (5d40)[ 12 ][ 18 ][ 38 ][ 1 ][ 12 ](81)
Reroll:  (3d40)[ 8 ][ 21 ][ 28 ](57)  (taking 8 as it is the first one rolled for a reroll)

[User]
 The man goes first, and draws.  (1d38)[ 35 ]

The man plays  Foolish Burial  to send  Paladin of the Curse Dragon  to the graveyard. He then summons  Zombie Master , and uses its ability to send  Mezuki  to the graveyard to summon the paladin to the field. He then plays a facedown. He then ends his turn.

 "Your move."  The man says in a hollow voice. What's odd is that his Zombie Master speaks with him at the same time.

 LP:  8000
 Field:  {table="head"]1|2|3|4|5
-|-|ZM|PotCD|-
-|-|F|-|-[/table]
ZM=ATK (1800)
PotCD= ATK (1900)
F=Facedown

 Hand (2)

 Spoiler
Zombie Master
Book of Life

Facedown: BTH

 Graveyard (2)

 Spoiler
 Mezuki
Foolish Burial

 Removed From Play (0)

 Spoiler
 Wheeee

 Deck of the Zombie Master

 Spoiler

1-3 Pyramid Turtle
5 Zombie Masters
6 Mezuki
7 Plaguespreader Zombie
8-10 Zombie Worlds
11-13 Red Eyes Zombie Dragon
14-15 Goblin Zombies
Paladin of the Cursed Dragon
16 Gorz the emissary of darkness
17 Il Blud
18-19 Exiled Force
20-21 Krebons
22 Escape from the Dark Dimension
23-24 Book of Life
25 Foolish Burial
26-28 Creature Swap
29-30 Allure of Darkness
31 Solidarity
32 Reinforcement of the Army
33 Mirror Force
34 Bottomless Trap Holes
35 Call of the Haunted
36 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 This looks like a tough scenario. I draw!
 (1d35)[ 4 ]
 I set a card facedown and summon my Luster Dragon in attack mode! Luster Dragon, attack Zombie Master with Emerald Wing Blast! I end my turn.

 Spoiler
 Hand:  4
 Spoiler
 Masked Dragon
Red-Eyes Darkness Metal Dragon
Blizzard Dragon
Vanguard of the Dragon

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Vanguard of the Dragon
4.Vanguard of the Dragon
5.Luster Dragon
6.Luster Dragon
7.Masked Dragon
8.Masked Dragon
9.Magna Drago
10.Magna Drago
11.Magna Drago
12.Blizzard Dragon
13.Blizzard Dragon
14.Hunter Dragon
15.Hunter Dragon
16.Prime Material Dragon
17.Axe of Despair
18.Mage Power
19.Mage Power
20.United We Stand
21.Big Bang Shot
22.Stamping Destruction
23.Polymerization
24.Polymerization
25.Future Fusion
26.Dragon's Rage
27.Burst Breath
28.Burst Breath
29.Mirror Force
30.Heavy Storm
31.Lightning Vortex
32.Mystical Space Typhoon
33.Swords of Revealing Light
34.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
FGD
FGD
FGD
Magical Android
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Magic Cylinder

 Stats:  8000 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|LD|-|-
-|-|F|-|-[/table]
F=Facedown
LD=Luster Dragon ATK (1900)

[User]
 "Not so fast young one! I activate my facedown, Bottomless Trap Hole, which send your Luster Dragon to the graveyard as soon as it is summoned!"
 "Not so fast young one! I activate my facedown, Bottomless Trap Hole, which send your Luster Dragon to the graveyard as soon as it is summoned!"

[User]
 I see! Nice move there! I'll just end my turn with that previously set card then.

 Spoiler
 Hand:  4
 Spoiler
 Masked Dragon
Red-Eyes Darkness Metal Dragon
Blizzard Dragon
Vanguard of the Dragon

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Vanguard of the Dragon
4.Vanguard of the Dragon
5.Luster Dragon
6.Luster Dragon
7.Masked Dragon
8.Masked Dragon
9.Magna Drago
10.Magna Drago
11.Magna Drago
12.Blizzard Dragon
13.Blizzard Dragon
14.Hunter Dragon
15.Hunter Dragon
16.Prime Material Dragon
17.Axe of Despair
18.Mage Power
19.Mage Power
20.United We Stand
21.Big Bang Shot
22.Stamping Destruction
23.Polymerization
24.Polymerization
25.Future Fusion
26.Dragon's Rage
27.Burst Breath
28.Burst Breath
29.Mirror Force
30.Heavy Storm
31.Lightning Vortex
32.Mystical Space Typhoon
33.Swords of Revealing Light
34.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
FGD
FGD
FGD
Magical Android
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 Luster Dragon

 Face Downs:
 Spoiler
 Magic Cylinder

 Stats:  8000 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|-|-|-
-|-|F|-|-[/table]
F=Facedown

[User]
 The man smiles, drawing a card.  (1d36)[ 33 ]

The man summons another Zombie Master. They all attack for a total of 5500 damage.

 LP:  8000
 Field:  {table="head"]1|2|3|4|5
-|ZM|ZM|PotCD|-
-|-|F|-|-[/table]
ZM=ATK (1800)
ZM=ATK (1800)
PotCD= ATK (1900)
F=Facedown

 Hand (1)

 Spoiler
Book of Life

Facedown: Mirror Force

 Graveyard (2)

 Spoiler
 Mezuki
Foolish Burial

 Removed From Play (0)

 Spoiler
 Wheeee

 Deck of the Zombie Master

 Spoiler

1-3 Pyramid Turtle
5 Zombie Masters
6 Mezuki
7 Plaguespreader Zombie
8-10 Zombie Worlds
11-13 Red Eyes Zombie Dragon
14-15 Goblin Zombies
Paladin of the Cursed Dragon
16 Gorz the emissary of darkness
17 Il Blud
18-19 Exiled Force
20-21 Krebons
22 Escape from the Dark Dimension
23-24 Book of Life
25 Foolish Burial
26-28 Creature Swap
29-30 Allure of Darkness
31 Solidarity
32 Reinforcement of the Army
 Mirror Force
33 Bottomless Trap Holes
34 Call of the Haunted
35 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User] Now you fell for my trap. When your Paladin attacks, I activate my facedown Magical Cylinder, reflecting the 1900 damage to your life points!

[User]
 "Grrr. Very well. At least I managed to do some damage to you, young one. I end my turn."
 "Grrr. Very well. At least I managed to do some damage to you, young one. I end my turn."
 "Grrr. Very well. At least I managed to do some damage to you, young one. I end my turn."  The Two zombie masters and Duelist say in unison.

 LP:  6100
 Field:  {table="head"]1|2|3|4|5
-|ZM|ZM|PotCD|-
-|-|F|-|-[/table]
ZM=ATK (1800)
ZM=ATK (1800)
PotCD= ATK (1900)
F=Facedown

 Hand (1)

 Spoiler
Book of Life

Facedown: Mirror Force

 Graveyard (3)

 Spoiler
 Mezuki
Foolish Burial
Bottomless Trap Hole

 Removed From Play (0)

 Spoiler
 Wheeee

 Deck of the Zombie Master

 Spoiler

1-3 Pyramid Turtle
5 Zombie Masters
6 Mezuki
7 Plaguespreader Zombie
8-10 Zombie Worlds
11-13 Red Eyes Zombie Dragon
14-15 Goblin Zombies
Paladin of the Cursed Dragon
16 Gorz the emissary of darkness
17 Il Blud
18-19 Exiled Force
20-21 Krebons
22 Escape from the Dark Dimension
23-24 Book of Life
25 Foolish Burial
26-28 Creature Swap
29-30 Allure of Darkness
31 Solidarity
32 Reinforcement of the Army
 Mirror Force
33 Bottomless Trap Holes
34 Call of the Haunted
35 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 Heart of the Cards, guide my draw and get me what I need to win this duel... Draw!

(1d34)[ 22 ]

 And now you'll see why I held out on this move earlier. Springing traps is so much fun, wouldn't you agree? I summon my Vanguard of the Dragon in attack mode! I then activate the ability of my  Red-Eyes Darkness Metal Dragon  to remove Vanguard from play and summon it to the field! I then use it's second ability to pull my  Blizzard Dragon , in my hand, to the field! Since you are so fond of your traps, I activate my  Stamping Destruction  spell card, destroying your facedown card and dishing out 500 damage to your life points! Now, Blizzard Dragon uses it's ability, preventing your Paladin from changing positions or attacking next turn! Now, Red-Eyes, attack his Zombie Master! Darkness Fire Blast! I end my turn.

 Spoiler
 Hand:  1
 Spoiler
 Masked Dragon

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Vanguard of the Dragon
4.Vanguard of the Dragon
5.Luster Dragon
6.Luster Dragon
7.Masked Dragon
8.Masked Dragon
9.Magna Drago
10.Magna Drago
11.Magna Drago
12.Blizzard Dragon
13.Blizzard Dragon
14.Hunter Dragon
15.Hunter Dragon
16.Prime Material Dragon
17.Axe of Despair
18.Mage Power
19.Mage Power
20.United We Stand
21.Big Bang Shot
22.Polymerization
23.Polymerization
24.Future Fusion
25.Dragon's Rage
26.Burst Breath
27.Burst Breath
28.Mirror Force
29.Heavy Storm
30.Lightning Vortex
31.Mystical Space Typhoon
32.Swords of Revealing Light
33.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
FGD
FGD
FGD
Magical Android
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Magical Cylinder
Stamping Destruction

 Removed From Play:
 Spoiler
 Luster Dragon
Vanguard of the Dragon

 Face Downs:
 Spoiler
 none

 Stats:  4400 Life Points

 Field:  {table="head]1|2|3|4|5
-|-|REDMD|BD|-
-|-|-|-|-[/table]
REDMD=Red-Eyes Darkness Metal Dragon ATK (2800)
BD=Blizzard Dragon ATK (1800)

[User]
 The man winces. He draws a card.  (1d35)[ 1 ]

He plays a card facedown in defence mode. He ends his turn.

 LP:  4600
 Field:  {table="head"]1|2|3|4|5
-|F|ZM|PotCD|-
-|-|-|-|-[/table]
ZM=ATK (1800)
PotCD= ATK (1900)
F=Facedown

 Hand (1)

 Spoiler
Book of Life

Facedown: Pyramid Turtle

 Graveyard (4)

 Spoiler
 Mezuki
Foolish Burial
Bottomless Trap Hole
Zombie Master
Mirror Force

 Removed From Play (0)

 Spoiler
 Wheeee

 Deck of the Zombie Master

 Spoiler

1-2 Pyramid Turtle
3 Zombie Masters
4 Mezuki
5 Plaguespreader Zombie
6-8 Zombie Worlds
10-11 Red Eyes Zombie Dragon
12-13 Goblin Zombies
Paladin of the Cursed Dragon
14 Gorz the emissary of darkness
15 Il Blud
16-17 Exiled Force
18-19 Krebons
20 Escape from the Dark Dimension
21-22 Book of Life
23 Foolish Burial
24-26 Creature Swap
27-28 Allure of Darkness
29 Solidarity
30 Reinforcement of the Army
 Mirror Force
31 Bottomless Trap Holes
32 Call of the Haunted
33 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 I wonder what I draw... Let's find out!
 (1d33)[ 32 ]
 First off I activate my Swords of Revealing Light spell card! I then summon my Masked Dragon in attack mode! Now, Masked Dragon, ram yourself into his Zombie Master. I pull out my Magna Drago in attack mode! Red-Eyes, attack his Zombie Master and put it down! Now, Blizzard Dragon, activate your ability and keep his Paladin from moving for a bit, would you? I end my turn.

 Spoiler
 Hand:  0
 Spoiler
 none

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Red-Eyes Darkness Metal Dragon
3.Vanguard of the Dragon
4.Vanguard of the Dragon
5.Luster Dragon
6.Luster Dragon
7.Masked Dragon
8.Masked Dragon
9.Magna Drago
10.Magna Drago
11.Blizzard Dragon
12.Blizzard Dragon
13.Hunter Dragon
14.Hunter Dragon
15.Prime Material Dragon
16.Axe of Despair
17.Mage Power
18.Mage Power
19.United We Stand
20.Big Bang Shot
21.Polymerization
22.Polymerization
23.Future Fusion
24.Dragon's Rage
25.Burst Breath
26.Burst Breath
27.Mirror Force
28.Heavy Storm
29.Lightning Vortex
30.Mystical Space Typhoon
31.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
FGD
FGD
FGD
Magical Android
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Magical Cylinder
Stamping Destruction
Masked Dragon

 Removed From Play:
 Spoiler
 Luster Dragon
Vanguard of the Dragon

 Face Downs:
 Spoiler
 none

 Stats:  4000 Life Points

 Field:  {table="head]1|2|3|4|5
-|MgD|REDMD|BD|-
-|-|SORL|-|-[/table]
REDMD=Red-Eyes Darkness Metal Dragon ATK (2800)
BD=Blizzard Dragon ATK (1800)
MgD=Magna Drago ATK (1400)
SORL=Swords of Revealing Light (0)

[User]
 The man draws a card.  (1d33)[ 14 ]  He plays Book of life, removing Masked Dragon from your graveyard to summon a Zombie Master in defense mode. I remove Mezuki from play to summon another Zombie Master in defense mode.

 LP:  3600
 Field:  {table="head"]1|2|3|4|5
-|F|PotCD|ZM|ZM
-|-|-|-|-[/table]
PotCD=ATK (1900)
ZM=Def (0)
ZM=Def (0)

 Hand (1)

 Spoiler
 Gorz the Emissary of Darkness

Facedown: Pyramid Turtle

 Graveyard (4)

 Spoiler

Book of Life
Foolish Burial
Bottomless Trap Hole
Mirror Force

 Removed From Play (1)

 Spoiler
 Mezuki

 Deck of the Zombie Master

 Spoiler

1-2 Pyramid Turtle
3 Zombie Masters
4 Mezuki
5 Plaguespreader Zombie
6-8 Zombie Worlds
10-11 Red Eyes Zombie Dragon
12-13 Goblin Zombies
Paladin of the Cursed Dragon
Gorz the emissary of darkness
14 Il Blud
15-16 Exiled Force
17-18 Krebons
19 Escape from the Dark Dimension
20-21 Book of Life
22 Foolish Burial
23-25 Creature Swap
26-27 Allure of Darkness
28 Solidarity
29 Reinforcement of the Army
 Mirror Force
30 Bottomless Trap Holes
31 Call of the Haunted
32 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 Alright, let's see what luck has brought me this time. I draw!
 (1d31)[ 2 ]
 I synchro summon, using Magna Drago and Blizzard Dragon, my  Brionac, Dragon of the Ice Barrier  in attack mode! I then use it's ability to return your (supposed to be face up) facedown monster to your hand. I then use my Red-Eyes' ability to pull my discarded Red-Eyes Darkness Metal Dragon to my field! Red-Eyes #1, attack his Zombie Master! Red-Eyes #2 attack his Paladin! Brionac, attack his last Zombie Master! I end my turn.

 Spoiler
 Hand:  0
 Spoiler
 none

 Deck:
 Spoiler

1.Red-Eyes Darkness Metal Dragon
2.Vanguard of the Dragon
3.Vanguard of the Dragon
4.Luster Dragon
5.Luster Dragon
6.Masked Dragon
7.Masked Dragon
8.Magna Drago
9.Magna Drago
10.Blizzard Dragon
11.Blizzard Dragon
12.Hunter Dragon
13.Hunter Dragon
14.Prime Material Dragon
15.Axe of Despair
16.Mage Power
17.Mage Power
18.United We Stand
19.Big Bang Shot
20.Polymerization
21.Polymerization
22.Future Fusion
23.Dragon's Rage
24.Burst Breath
25.Burst Breath
26.Mirror Force
27.Heavy Storm
28.Lightning Vortex
29.Mystical Space Typhoon
30.Bottomless Trap Hole

 Extra Deck:
 Spoiler
 Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Red Dragon Archfiend
Ancient Fairy Dragon
Ancient Fairy Dragon
FGD
FGD
FGD
Magical Android
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
Goyo Guardian
Trident Dragion
Trident Dragion

 Graveyard:
 Spoiler
 Magical Cylinder
Stamping Destruction
Magna Drago
Blizzard Dragon

 Removed From Play:
 Spoiler
 Luster Dragon
Vanguard of the Dragon
Masked Dragon

 Face Downs:
 Spoiler
 none

 Stats:  4000 Life Points

 Field:  {table="head]1|2|3|4|5
-|BDotIB|REDMD|REDMD|-
-|-|SORL|-|-[/table]
REDMD=Red-Eyes Darkness Metal Dragon ATK (2800)
BdotIB=Brionac, Dragon of the Ice Barrier ATK (2300)
SORL=Swords of Revealing Light (1)

[User]
 As Red-Eyes attacks Zombie Master, Gorz the Emissary of Darkness is summoned, along with a token in defense mode. He then draws.

 (1d32)[ 13 ]

He plays a facedown monster. He ends his turn.

 LP:  2700
 Field:  {table="head"]1|2|3|4|5
-|F|GtEpD|GT|-
-|-|-|-|-[/table]
GtEoD=DEF 2500
GT=DEF 900
F= DEF ????

 Hand (1)

 Spoiler
 Goblin Zombie

Facedown: Pyramid Turtle

 Graveyard (7)

 Spoiler

Book of Life
Foolish Burial
Bottomless Trap Hole
Mirror Force
Zombie Master
Zombie Master
Paladin of the Cursed Dragon

 Removed From Play (1)

 Spoiler
 Mezuki

 Deck of the Zombie Master

 Spoiler

1-2 Pyramid Turtle
3 Zombie Masters
4 Mezuki
5 Plaguespreader Zombie
6-8 Zombie Worlds
10-11 Red Eyes Zombie Dragon
12-13 Goblin Zombies
Paladin of the Cursed Dragon
Gorz the emissary of darkness
14 Il Blud
15-16 Exiled Force
17-18 Krebons
19 Escape from the Dark Dimension
20-21 Book of Life
22 Foolish Burial
23-25 Creature Swap
26-27 Allure of Darkness
28 Solidarity
29 Reinforcement of the Army
 Mirror Force
30 Bottomless Trap Holes
31 Call of the Haunted
32 Imperial Iron Wall

Extra Deck
2 Revived King Ha Des
2 Doomkaiser Dragon
2 Brionac
2 Goyo Guardian

Stardust Dragon
Dark End Dragon

[User]
 Gorz: When you take   damage from a card   your opponent controls   while you control no cards  , you can Special Summon this card from your hand. Then activate the appropriate effect, based on the type of damage:
● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of battle damage you took.
● Effect Damage: Inflict damage to your opponent equal to the damage you took.

((When I attacked your paladin, the only battle damage, you still had Zombie master on the field. I then destroyed Zombie Master, dealing no battle damage, therefore preventing you from summoning Gorz via his effect.))

[User]
 ((Ah, my mistake. Regardless, I forfeit.

Your deck is surprisingly fast. I could have set up a better combo earlier on, and in retrospect I could have had two Goyo Guardians on the field on turn one, but sadly, what's done is done.))

[User] ((Technically ONE Goyo Guardian since it became limited. And also, your deck is pretty good as well, if I hadn't had drawn that Stamping Destruction, I might have lost.))


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

[User]
 Whispering his outrage:

- Damn it! A man can't try his life as a grave..., I mean, adventurer without messing things up?

Carl will bar the door in front of him and the one at his right (door on J, door on K lines), try to listen to door I before taking any action.

[User] To the north, you hear the sound of four voices speaking an unknown language faintly, and something crackling.

[User]
 - Four huh? It will be tough. Maybe next time.

I mark that door with "Four Voices", bar it with the metal rod in the door J and try to listen to it.

[User]
 (Presuming you're going to listen at all three doors)

Both of the other two doors are entirely silent.

[User] Them I open the center door and barricate the other two.

[User] You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

[User]
 I try to listen to the first door before entering.

 (1d20-1)[ 7 ]

If I don't hear anyting I open the door.

[User]
 You don't hear anything, but upon opening the door...

You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). You have surprise.

[User]
 I draw my bow (move action) and attack.

Rolls:

 Spoiler

Attack: (1d20+2)[ 17 ]  - penalty for encumberance.
Crit: (1d20+2)[ 6 ]
Damage: (1d8)[ 2 ]
Extra Damage:  (2d8)[ 8 ]

Dice roller, don't fail me now!

[User]
 You hit, but don't do enough to down him. He doesn't look terribly happy about this.

Init:  (1d20)[ 17 ]

[User]
 Forgot init. Also, how to make the rolls and descriptions as one thing? Like  Attack  (1d20+1)15?

Init:  (1d20+6)[ 16 ]

[User]
 No idea honestly..Ive always just typed em out.

The orc adjusts to you, and takes a swing.

 (1d20+4)[ 6 ]
 (2d4+4)[ 8 ]

[User]
 5-ft step (probably to the right, going more inside the corritor) and shot again.

Attack: (1d20+2)[ 5 ]
Crit:  (1d20+2)[ 13 ]
Damage:  (1d8)[ 6 ]
Extra damage:  (2d8)[ 14 ]

- I need that chest!

[off]better damage when you miss. tipical[/off]

[User]
 He grins evilly as you miss, adjusts to you, and takes another shot at you.

Falchion:  (1d20+4)[ 16 ]
Dmg:  (2d4+4)[ 10 ]

[User]
 if 16 hit me, i'm dead.

 Edit: Okay, probably I'm at 1hp. Time to struggle a bit. I will five-foot step and use charnel touch to gain 1 hp. Hope he misses the next one.

Nope, still dead.


[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

The blue to the east is water, which is impassible to ground units.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100	(current money in purse)
			Expected Income: 		1	(how much your money is expected to increase next turn)
			Expected Upkeep: 		4	(how much your money is expected to decrease next turn)

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
		Death Rites, The Wheel, Writing

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 3
 Production - 2
 Happiness - 1
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 2[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User] Leader takes Basic logistics and moves north with one of the warriors 3 squares, other warrior moves east 2 squares. Also, my city is going to make a settler. The city will be called Mara.

[User]
 Are you ending your turn after that?  I will assume so since there is nothing else you can do and post the next turn summary shortly.

Note that you can produce more than one settler at a time. 1st one is 5gp, 2nd is 7gp (12 total), 3rd is 8gp (20 total).

Basic Logistics only increases the Move of units  other than  the Leader. The warrior with him is raised to Move: 2. The leader stays at Move: 2. Even if the leader had Move: 3, the Warrior could only move 2 spaces with Move: 2.

The other warrior leaves the leader's stack to travel alone, losing the bonus from Basic Logistics. He can only move 1 square.

Let me know what you want to do in light of this, and I'll process the turn.

[User]
 Originally Posted by Rizban
 Are you ending your turn after that?  I will assume so since there is nothing else you can do and post the next turn summary shortly.

Note that you can produce more than one settler at a time. 1st one is 5gp, 2nd is 7gp (12 total), 3rd is 8gp (20 total).

Basic Logistics only increases the Move of units  other than  the Leader. The warrior with him is raised to Move: 2. The leader stays at Move: 2. Even if the leader had Move: 3, the Warrior could only move 2 spaces with Move: 2.

The other warrior leaves the leader's stack to travel alone, losing the bonus from Basic Logistics. He can only move 1 square.

Let me know what you want to do in light of this, and I'll process the turn.

Oops, my mistake, the leader and warrior go 2 and the single warrior goes 1. And I'm making 3 settlers.

[User] I'm going to assume you mean West for the single warrior, since east takes you into the ocean, and ground units can't walk there.

[User]
 Originally Posted by Rizban
 I'm going to assume you mean West for the single warrior, since east takes you into the ocean, and ground units can't walk there.

yes, its late and i'm tired

[User]
 Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		76	(-20 Train Unit (Settler)) (Incidental expenses not factored into Expected Upkeep appear here on the turn they affect)
			Expected Income: 		3
			Expected Upkeep: 		19

 BONUS TURNS  - 		2

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, The Wheel, Writing

 Cities
 Spoiler

  Mara (Capital) :
 Spoiler

 Population - 4
 Production - 4
 Happiness - 1
 Culture - 2
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of Capital

 1 Leader (Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1, Basic Logistics[br]Upkeep - 20

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 2/2[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 Location - In Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 3 Settler
 Spoiler
Hits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

Quick link to  city and unit actions .

[User]
 Mara Actions

- Order: Research: Map making.

Special Unit Actions

- Name Leader: Councillor Theran

Stack Actions

- Stack 1: Goes North two.
- Stack 2: Goes West one.
- Stack 3: One settler goes North two.
- Stack 4: One settler goes West two.
- Stack 5: One settler goes South-West two.

End of Turn

[User]
 Oops, I forgot to calculate in the 3 settlers... sorry. Still getting used to this.  Fixing last update.

You might want to change your actions.

[User] When will you update this?


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

[User]
 After checking each of the doors for traps, Daibhid bars the north and south doors, takes the torch off the wall, then listens at the east door and, if he hears nothing, opens it.

Search N:  (1d20+2)[ 22 ]
Search E:  (1d20+2)[ 17 ]
Search S:  (1d20+2)[ 8 ]

Listen E:  (1d20+3)[ 5 ]

 Spoiler
 link to Character, for easy access

[User]
 Edit: Also, no traps found.

You hear nothing, so you open the door.

You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

[User]
 Checking for traps as he goes, Daibhid wanders to the first north door and slowly pushes it open, unsheathing his rapier as he goes.

A few search rolls

 Spoiler

 (1d20+4)[ 6 ]
 (1d20+4)[ 13 ]
 (1d20+4)[ 12 ]
 (1d20+4)[ 17 ]
 (1d20+4)[ 22 ]

[User] At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, curled up in a fuzzy ball, and sleeping peacefully.

[User]
 Setting the torch down where he is currently, daibhid sneaks over to the badger, still sweeping the ground for traps and, finding none and the badger not waking up, impales the badger on his rapier.

CDG
 (1d6+2)[ 6 ] x2

if it wakes up, simple attack:
 (1d20+5)[ 19 ]
 (1d6+2)[ 5 ]

[User] It dies in it's sleep, granting you 150 XP.

[User] Daibhid goes back to the first north door and slowly pushes it open.

[User] You peer past the door to a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2) They apparently are unaware of your presence.

[User]
 Daibhid swips the flash pellet out of his pouch and throws it to land at the feet of the kobold at E1.

 (1d20+2)[ 22 ]  vs. DC 10, I think.

 Spoiler
If it hits, kobolds within 5 ft must make DC 15 fort save (may be higher due to Kobold's nightvision) or be blinded for 1 round, dazed for second round.

[User]
 Definitely a hit, so here's the saves, from closest to furthest.

Fort Saves:
 (1d20+2)[ 20 ]
 (1d20+2)[ 21 ]
 (1d20+2)[ 15 ]
 (1d20+2)[ 13 ]

[User]
 First three saved, last one stares into the lights.

Init for the kobolds, same order.
 (1d20+1)[ 21 ]
 (1d20+1)[ 15 ]
 (1d20+1)[ 16 ]
 (1d20+1)[ 20 ] (staring at pretty, pretty lights right now)

[User]
 With a roar, Daibhid charges into the room, swinging his battle-axe at the first kobold in range.

Init:
 (1d20+7)[ 8 ]

 Spoiler

Charge and attack kobold at F1 if first. If not, move and attack closest. You can add the +2 at your discretion
Atk:
 (1d20+5)[ 24 ]
Dmg:
 (1d6+2)[ 5 ]

[User]
 So, definitely no charge. Instead I'll take a step back to funnel them through the door.
Crit Confirm:
 (1d20+5)[ 11 ]

[User]
 Aright, they go before you, so the three closest ones crowd torward you, spears out. The distant one is staring at pretty lights.

Due to the door, only two can attack you, and the one to the left will have trouble hitting you, due to the concealment provided by the wall. So, you get +4 AC vs him.

The first kobold charges at you spear upraised, but your AoO(counted the above roll as that) knocks him dead, so the one behind him takes his place(without charge bonus).

Guy on right:
Atk: (1d20+1)[ 15 ]
Dmg:  (1d6-1)[ 2 ]

Guy on left(+4 Ac against him):
Atk: (1d20+1)[ 5 ]
Dmg:  (1d6-1)[ 3 ]

Your turn.

[User]
 Flicking the blood of the dead kobold off his rapier, Daibhid then extends directly at the heart of the kobold directly in front of him. With a loud cry, he bursts out into a lunge, attempting to pierce the kobold's chest before recovering into his on-guard.

Atk on kobold at H2:  (1d20+5)[ 8 ]
Dmg roll: 1d6+2[/roll]

[User]
 Well, your broken damage roll doesn't matter, because you missed.

Right:  (1d20+1)[ 19 ]  (1d6-1)[ 3 ]
Left:  (1d20+1)[ 8 ]  (1d6-1)[ 4 ]

[User]
 Wincing in pain from the kobold's attack, daibhid decides to be a bit more reserved with his next attack. A simple extension and lean places the strike at the kobold directly in front of him.
 (1d20+5)[ 8 ]
 (1d6+2)[ 4 ]

[User]
 No joy, Im afraid. The kobolds gleefully attack you again.

Left Spear: (1d20+1)[ 5 ]
Dmg:  (1d6-1)[ 1 ]

Right Spear: (1d20+1)[ 18 ]
Dmg:  (1d6-1)[ 4 ]

The back kobold opts to take a shot at you with his sling instead. +4AC for you against this attack, due to you being in melee.

Sling: (1d20+3)[ 15 ]
Dmg:  (1d4-1)[ 3 ]

[User]
 Tired of being jabbed and shot at, Daibhid lashes out with one more big thrust at the kobold in front of him before taking a 5 foot step to the left to get out of the shot of the slinger.

Attack (1d20+5)[ 15 ]
damage (1d6+2)[ 8 ]

[User]
 Plonk.
That's the sound of a kobold falling over, dead (or dying).
Sling: (while it has a clear shot, using delays as necessary):
 (1d20+3)[ 13 ]   (1d3-1)[ 1 ]
Spear: (this guy moves into the other's place)
 (1d20+1)[ 16 ]   (1d6-1)[ 4 ]

[User] Daibhid takes a 5 foot step backwards, then stumbles back down the hallway, trying to draw the kobold into charging him  and having an opportunity to end the fight quickly.

[User] Slight technical note. You get an AoO on the kobold that moved around the corner to spear you, since he can't 5ft adjust diagonally through the doorway. Good tactical move.

[User]
 Wonderful. I was hoping to get the chance to poke him to death.
Also - I am currently disabled (assuming I don't kill him with the first AoO). Do further Attacks of Opportunity knock me down to -1?
Attack of opportunity:
 (1d20+5)[ 11 ]
Damage
 (1d6+2)[ 3 ]

Attack of Opportunity if he comes downt he hall after me
 (1d20+5)[ 24 ]
damage
 (1d6+2)[ 8 ]

[User]
 Well, yes they will.

So, the bad news is that the first AoO doesn't kill him. The good news is that the second one definitely does, and the slinger hiding in the room(the one who was staring at pretty lights), lacking LOS, doesn't know you fell over, so you should be able to take stabilization rolls without fear of CDG.

[User]
 Stabilization rolls 90+ succeeds
-1  (1d100)[ 8 ]
-2 (1d100)[ 74 ]
-3 (1d100)[ 25 ]
-4 (1d100)[ 50 ]
-5 (1d100)[ 91 ]
-6 (1d100)[ 9 ]
-7 (1d100)[ 38 ]
-8 (1d100)[ 69 ]
-9 (1d100)[ 85 ]

So I stabilize at -4 HP, but have no way to heal myself aside from natural healing.

[User] So get back to the stabilization checks!

[User]
 Stable -> consciousness checks (hourly)
Success on 90 or higher means back to 0 HP, conscious

-5 (1d100)[ 67 ]
-6 (1d100)[ 90 ]
-7 (1d100)[ 6 ]
-8 (1d100)[ 55 ]
-9 (1d100)[ 56 ]
-10 (1d100)[ 74 ]
Dead

[User] 2 Hours after slaying the kobold, Daibhid awakens from unconsciousness with -5 hitpoints and takes his time looting the kobold body in the hall, praying for some kind of healing item.

[User]
 Tyndmyr

 Spoiler

Encounter rolls? Can't be too nice to our poor PCs, after all.  😏

[User]
 Gotcha!

DM Info:

 Spoiler

Hour 1:  (1d50)[ 18 ]    Location:  (1d3)[ 1 ]  1-N, 2-E, 3-S
Hour 2:  (1d50)[ 30 ]    Location:  (1d3)[ 2 ]  1-N, 2-E, 3-S

Oooh, fun. A tiny animated object(w wheels) has poked it's head into the kobold room to the north. It and the kobold aren't going at it...yet. If left alone for much longer, though, they will.

In the east hallway, eight rats have arrived. Presumably hoping to pick over a corpse.

Fortunately, the rats can't open the door, and the construct isn't highly aggressive, so neither interferes with his recovery. Lucky.

Loot for entire kobold encounter: 700 SP.

Public Info: While your recovery was uninterrupted, no joy on the healing item. Just silver pieces(there are 700 in total between the four kobolds, assume he has 1/4th of them).

[User]
 Daibhid picks up the spear that the kobold had been fighting with and uses it as a walking stick back to the room he started in. He uses the spear to bar the third and final door, then lays out his bedroll and goes to sleep, planning on resting for several days.

(Gonna rest for 4 days @ 24 hours/ day. Should put me back to 1. Let me know if bad stuff happens. That will run me out of food/water, so I'm gonna have to start making checks an hour after I wake up.)

[User]
 DMs

 Spoiler

Okay, there are no encounters listed for the main room, but I think it's reasonable to still roll 4 encounter rolls for each adjacent room - each encounter will then attempt to break the barred door, attacking on a successful break. They'll try for one round per point of WIS, say (10 if no WIS).
Sound good?
Rolls in that case:
 (8d50)[ 37 ][ 7 ][ 38 ][ 16 ][ 35 ][ 27 ][ 34 ][ 34 ](228)
In case of a 50:
 (1d50)[ 2 ]

[User]
 DM Info:

 Spoiler

Wolf Skeleton -> In hallway
Small Earth Elemental -> In room to the north. It and the construct do away with the kobold, and chill together.
Gnoll in hallway to the south.

These doors are pretty much impossible to break through, being both metal and barred. Nothing on this level has the requisite strength.

You rest happily, but hear the sounds of violence to the north.

Food/water checks should be ok for a bit...I'd have to check, but I believe it takes at least an extra day to make starvation checks.

[User]
 If all else fails, I'll roast the badger. Yum.

Daibhid draws his rapier and pulls the spear to stop barring the door, then listens at it before cracking the door open and peering out.

Listen:  (1d20+3)[ 22 ]
Move silently (door opening):  (1d20+3)[ 4 ]
Spot:  (1d20+3)[ 9 ]

[User] You hear the sounds of two things creaking inside. Your call if you still want to open the door knowing that.

[User]
 In his weakened state, Daibhid decides against an all out assault against two unknown enemies. Instead, he listens at the north and south doors after barring the east again.

Listen N:  (1d20+3)[ 16 ]
Listen s:  (1d20+3)[ 12 ]

[User]
 Oh, you were listening east? Sorry, that was the response for north.

At both east and south, you hear movement that sounds like a single monster. Damn, I can't roll tonight.

[User]
 Only one, wonderful.
Daibhid cracks the east door and peers out, attempting to identify his foe.

(can use old MS and spot, but I'll roll here.)
Spot:  (1d20+3)[ 8 ]
Open door silently:  (1d20+3)[ 7 ]

[User] As you peer out, you see a skeletal wolf 10ft away. It's facing away from you, and hasn't noticed you yet.

[User]
 Whispering a hurried prayer to the gods in thanks that it lacked the ears to hear the sliding door, Daibhid sheathes his rapier, draws his mace, then moves forward and brings it crashing down into the wolf's spine.

Attack:  (1d20+4)[ 7 ]
Damage:  (1d6+2)[ 7 ]

[User]
 Alerted by your mace glancing off it's bones harmlessly, the suddenly angered skeletal wolf whips around and snaps at you.

Bite:  (1d20+2)[ 17 ]
Dmg:  (1d6+1)[ 3 ]

[User]
 Doh, forgot to roll init first. I'll do that now, and of course, if the wolf loses, you get another flatfooted attack before the above wolf attack takes effect.

Wolf Init:  (1d20+7)[ 9 ]

[User]
 Init:  (1d20+7)[ 27 ]

Daibhid lets out a violent roar and swings his mace in another attack.

Attack:  (1d20+4)[ 7 ]
damage (1d6+2)[ 7 ]

[User]
 Damn, all 7's for you eh?

Back to you for another round, then.

[User]
 OOC: ****e, I'm at 0 again.

Praying that this attack will bring down the wolf, Daibhid grasps the mace in both hands and attempts to crush the skull of his opponent before he passes out from his injuries.

 (1d20+4)[ 17 ]
 (1d6+2)[ 6 ]

[User]
 Stabilization rolls 91+ succeeds.
-1: (1d100)[ 88 ]
-2:  (1d100)[ 80 ]
-3:  (1d100)[ 39 ]
-4:  (1d100)[ 43 ]
-6: (1d100)[ 18 ]
-7: (1d100)[ 13 ]
-8:  (1d100)[ 22 ]
-9:  (1d100)[ 35 ]
-10:  (1d100)[ 67 ]

Edit: Daibhid is dead, regardless of whether or not he managed to kill the skeleton. How sad.

[User]
 Well, you did kill the skeletal wolf. Exactly enough hp, too. Damn close.

This does earn you 300xp, so if that's enough to push you over to leveling, the added hp(since level gain is instant) will save you.


[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

The brown to the north is mountains. Moutains cost 2 Move per square, double line of sight when standing on top, and block line of sight. The green to the south is forest, no specific penalties.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100	(current money in purse)
			Expected Income: 		2	(how much your money is expected to increase next turn)
			Expected Upkeep: 		4	(how much your money is expected to decrease next turn)

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Pottery

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 2
 Production - 2
 Happiness - 1
 Culture - 1
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 3/3[br]Move - 3/3[br]Combat - 1[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 2[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
 Spoiler
Hits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 Naming (Everything I give a name to will go here)
Capitol-Donner
Stack 1: Scouting Party 1
-Leader Biel

[User]
 City Actions
If the city doesn't start with a temple or a granary, it begins construction on a granary. If it does contain a granary, they begin research on the Wheel.

 Troop Action
Leader levels up basic attack.
Scouting Party 1 moves S one space then moves SW another space.

 Use bonus turn (bonus turns down to 2)
 City Actions
Construction on granary continues (unless finished, then research on the the wheel begins)

 Troop Action
Scouting Party 1 will receive further instruction
after fog of war is removed.

[User] You can't rename non-unique units. That just makes things too difficult on me. All Warriors are Warriors for everyone. Also, there is already a specific unit called Scout.

[User]
Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		96
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		2

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Pottery

 Cities
 Spoiler

  Donner (Capital) :
 Spoiler

 Population - 3
 Production - 3
 Happiness - 1
 Culture - 2
 Corruption/Waste - 0

 Order - Build (Granary): 2/7 Production (2 Turns)
 Garrison - empty

 Stacks
 Spoiler

 Scouting Party 1
Location - Southwest of Capital

 1 Beil (Leader, Level 1)
 Spoiler
Hits - 3/3
Move - 3/3
Combat - 1
Defense - 2
Specials - Leadership 1, Basic Attack
Upkeep - 20

 2 Warrior
 Spoiler
Hits - 1/1
Move - 2/2
Combat - 1
Defense - 1
Upkeep - 1

Quick link to  city and unit actions .

[User]
 Troops
Scouting Party 1 goes SW 1 then S 1

City
Continues construction on granary.

[User] I'm not as enthuiastic about this game as I thought I would be. To reduce the workload on you, I'll drop out of this game.


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

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

DM notes:
 Spoiler
 Sheet.

[User]
 Morekal begins to get a feel for his surroundings a bit.    Search  - (1d20+3)[ 15 ]

If he finds nothing of interest, he'll go grab the torch off the wall.  Assuming nothing happens after grabbing the torch (probably not a safe assumption) he'll open the door and have a look.

[User]
 Opening the door reveals to halls, one going south and one east.

East: It goes beyond the light of the torch (if you have other vision modes note them). 10ft into the hall there is a split north and south. Another 20ft there is a door on the northern side.

South: It goes for 30ft. 20ft into the hall there is a split east. After another 10ft it ends with a T intersection going east and west.

[User] No other vision modes.  Morekal moves 20 ft. south and looks down the hallway to the east.

[User] The hall goes east for 10ft before turning north. You see a door right after the turn, on the eastern side.

[User] Morekal advances 10ft to the south, checking in both directions.  Assuming nothing attacks him, he will head west at the T there.  Also, I suppose I should mention that he is holding his greatsword.

[User]
 The hall goes east 40ft before turning north. 35ft into the hall there is a door on the northern side.

To the west it goes for 10ft before turning south. It goes 10ft south before turning east. It goes east beyond your vision.

[User] Morekal heads south, examining the hallway to the east.

[User] Like I said, it goes east beyond your vision.

[User] Morekal will advance as far as he can currently see and the take another look around.  How far is my vision distance currently?

[User]
 As you only have the torch, you see up to 40ft ahead.

35ft into the hallway you feel the floor failing below you. Roll reflex.

[User]
 Reflex  - (1d20+1)[ 8 ]

Assuming I survive this, I'll enter Hunter's Sense stance to give me the Scent ability.  Meant to say that before, but since I didn't, it will happen now.

[User] You fall into a pit 20ft deep.  (2d6)[ 8 ]

[User] I sheathe my sword and get out my rope and grappling hook.  I toss the hook up with a total of +2 to my Use Rope against the DC12.  I then auto-succeed on the DC -5 Climb check (5 for rope with wall, -10 for chimney) and spend 3 move actions climbing out.  Once at the top, I put the rope and hook back in my pack, redraw my sword, and continue east.

[User] The DC of use rope is 10+2 for every 10ft you need to throw the grappling hook. You need to hit DC14.

[User] Ok, well the SRD says that the Use Rope check is made secretly so I don't know if it will hold.  I was just quoting that to help speed things up.  So did I get the rope to stick?

[User]
 And if you fail by 5 or more and it sticks, there is 50% chance that it won't matter if you failed or not. Anyway, you can make the roll yourself instead of me rolling secretly. But you pass and out of the pit.

You reach a door. (it is 30ft beyond the pit) You still can't see the end of the hall.

[User] Is the door to the north or south?  I'll enter either way, but it matters for the map I'm making. 😉

[User]
 It is to the north. You can also request a map when you feel confused.

Opening the door reveals the following

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll]1d20 [/roll]

[User] (1d20)[ 20 ]  reroll that one..

[User]
 What's a Ripper?

  Initiative  - (1d20)[ 16 ]

[User]
 A greatsword in spear form. It rushes towards you!

 (1d20+5)[ 18 ]
 (2d6+6)[ 12 ]

[User]
 That puts me at -6, but Rageclaws are cool. 😁

I take a 5ft step to B-5 (assuming that he stopped at B-4 to attack with reach), swift action activate Law Devotion for +3 to attack, and then use Sapphire Nightmare Blade to attack the orc.    Concentration  - (1d20+9)[ 26 ]   If that beats his AC, he's flat-footed and I deal an extra d6 damage.  If not, this attack is at -2.

  Attack  - (1d20+7)[ 11 ]
  Damage  - (2d6+4)[ 13 ]  and  (1d6)[ 1 ]  if Conc. above succeeded.

[User]
 You manage to surprise him but the attack glances off his armor.

"Steely Strike!" he shouts

 (1d20+9)[ 16 ]
 (2d6+6)[ 14 ]

[User] Sigh, note to self: Buff before opening doors.  So now that I'm dead, do I go back in the queue for a room or can I start again or what?

[User] Depends on you. You can make a new character and wait, or restart with same character from the beginning of this dungeon.

[User]
 I'll go ahead and restart.  I just had some rolls not go my way and made some bad decisions.  So, can I just say that I've done everything I did up to the point where I would've fallen in the pit trap?  If so, I'll Jump over the square that has the pit trap and then continue on past the door with the Orc in it.

  Jump  - (1d20+5)[ 22 ]

[User] I guess.. 30ft beyond the door the floor fails below you again. Reflex.

[User]
 Reflex  - (1d20+1)[ 8 ]

If I fall in and survive the fall, the routine will be the same as last time for getting out.  Use Rope at +2, auto-succeed on the Climb checks to get out.

Son of a... the exact same Reflex save roll as last time...

[User]
 (2d6)[ 7 ]  falling damage.

15ft beyond the pit you see the hall turning north. 25ft beyond that point, the floor fails below you again. Another reflex.

[User]
 I've learned from the last time.  After climbing out of that last pit, Morekal manifests Vigor on himself for 5 THP.

  Reflex  - (1d20+1)[ 16 ]   What sucks is that I can add my Int to reflex saves, but only to a max of my Warblade level.

Also, I'm retarded.  I completely forgot that I have a Psicrystal which could be walking out in front of me...  If that reflex isn't good enough, same routine again to climb out, activate the Piscrystal's self-propulsion, re-manifest Vigor, and have the Psicrystal walk one square in front of me.  Also, I'm still in the Hunter's Sense stance, granting me Scent.

[User]
 You reach the turn. The hall continues 20ft north before turning west. I can't see how the Psicrystal could trigger a pit trap..

If you turn west:

 Spoiler

The hall continues west for 30ft before turning south.
If you continue south:

 Spoiler
The hall goes south 10ft before turning west. 5ft into the hall the floor fails below you again. Reflex. DC15. If fail:  (2d6)[ 6 ]  damage.
If you continue west:

 Spoiler
It continues west for 30ft and turns north. Then north 10ft turning west. Then continues 5ft before ending with a wall.

[User]
 Originally Posted by SRD
 Self-Propulsion (Su)

As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet.

It's a creature walking in front of me.  Admittedly I don't know much about pit traps, and if diminutive creatures can't set them off, then so be it.

I continue following the hallway, although I'm a bit confused about where things are at the moment.  I have that super long hallway with 2 traps and a door in it, then I turned north and went 25 before that latest pit trap.  Is it 20ft past that where the next turn starts?

  Reflex  - (1d20+1)[ 11 ]   If I fall and take any damage, I'll re-manifest vigor after climbing out.  Once at the dead end, I'll   Search  - (1d20+3)[ 4 ]  for secret doors.

[User]
 Yeah, that's not going to cut it. 🫤

Ok, so I return to the door that led to the orc of death last time, jumping over the pit traps that I know about.  I manifest Force Screen, activate Law Devotion for the +3 to AC putting my AC at 21, then throw open the door.

  Initiative  - (1d20)[ 10 ]

[User]
 Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative: (1d20)[ 13 ]

[User] It's your turn, Orc of Death beat my initiative again...

[User]
 "Dragon Bones charge!" 😁
 (1d20+7)[ 26 ]
 (2d6+6)[ 18 ]

[User]
 I think I will shout out what actions they take more often..

Confirm crit:
 (1d20+7)[ 23 ]
 (2d6+6)[ 13 ]

Thats quite impressive, don't you think?

[User] ... Impressive isn't the word that comes to mind.  So, any way that I can start over again and just NEVER ENTER THAT FREAKING ROOM? 😡

[User] Uhm.. Yeah..

[User] You know, I'm thinking this isn't for me.  I built a character for combat, not traps.  There have been way more traps than combats, and the combat is apparently unbeatable.  I could build a character for disarming traps, but that's not fun to me.  Thanks for your time.

[User] I assure you that the combats are beatable, just that you had less luck then others so far.. And the traps at floor 1 don't require much dedication (or can be ignored with enough HP and infinite healing)


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

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

DM notes:
 Spoiler
 Sheet.


[User] as the title says


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

 XP Award:  300 XP
 GP Award:  300 GP

 AlterForm - The Sandman
 bayar - Yoko
 All Combatants, please roll initiative.

[User]
 [roll0]

No purchases yet.

[User]
 Because my last post chewed it up...

  Sandman Init  - (1d20+7)[ 9 ]

[EDIT]: 🫤

[User]
 HighRef PsiDog

Match Call:

 Sandman wins by attendance!


[User]
 Arena Tournament, Round 51:  Kik-Ka-Rik  vs  Yo Sun
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Exit - Kik-Ka-Rik
 Bakkan - Yo Sun
 All Gladiators, please declare final purchases (if any) and roll initiative.

[User]
 No purchases

Initiative:  (1d20+4)[ 19 ]

[User]
 HighRef PsiDog

Match Call:

 Kik-Ka-Rik wins by attendance!


[User]
 Arena Tournament, Round 51:  Greg  vs  Savannah
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

bayar - Greg
 Savannah - SoD
 All Gladiators, please declare final purchases (if any) and roll initiative.

[User]
 HighRef PsiDog

Match Call:

 Double Disqualification: No Winners


[User]
 Darkworld Reborn!
Chapter One:  Under the Cover of Night

 Alas for the bright cup!
Alas for the mailed warrior!
Alas for the splendour of the prince!
How that time has passed away,
dark under the cover of night,
as if it had never been!
--The Wanderer

Your approach to stone was slow-going.  The snow was knee-deep in places, and the drifts were waist-deep or higher.  Snow shoes were essential to keep moving, and even so, wading through the drifts was exhausting work.  The dense forests of fir and pine swayed in the stiff wind.  The nights were pierced by wolf cries.

On the final night before your arrival, you found it prudent to camp in a dense grove of trees just West of Stone.  Traveling by night was dangerous in the foothills of God's Teeth.  As the sun set, you heard what could only have been a large caravan being attacked by wolves.  You could make out what seemed like hundreds of wolf howls as well as human voices, shouting and screaming.

If you investigated, you found what was left of the caravan, about a mile from Stone, torn into pieces.  Human remains littered the ground.  There were no survivors.  Even the horses had been mostly devoured, hooves and heads strewn on the bloody snow.  There was evidence that a powerful mage had engaged in the battle.  Burnt wolf carcasses and three partially burned trees ringed what could only be described as a large crater which had penetrated both the snow and the ground below.  The rocks at its center were still warm when you arrived.  There was no evidence of where the combatants, either wolf or human, might have gone.

You returned to your camp, sobered and on guard, deciding to head on to Stone rather than risk a night in the wilderness.  Even traveling at night, you judged, would be safer than waiting for that huge pack to descend in the darkness.

You approach the town from the South-West.  When you are within three hundred yards, you are hailed by the watch.  A bold, deep voice orders you to approach slowly, with your hands at your sides--a common practice among towns of this size--and you do so.

Approaching the wall, you see now why it has its name.  The massive, thick walls of Stone appear to have been hewn out of the living rock of a granite hill.  A small portal, large enough for a single horse and rider, opens before you.  A cadre of soldiers bearing strong, ashen spears question you.  Your names, your purpose, your next destination, your home land, and your path toward the city are written down on parchment.  They seem quite interested in your description of the lost caravan.  It's too late to find proper lodgings, but the guard is willing to let you sleep in the stablehands' rooms.  You're not sure where the stablehands sleep, but you're probably too tired to argue.

[User] Zed yawns but politely refuses the guard's offer.    Its quite alright.  I can manage.  However, if you could point me in the direction of the spring, I would appreciate it.

[User]
 Maria

As she pulls her pack and hoists the saddlebags off her horse Maria rather curtly but politely addresses the guards,  "Thank you can you tell me where the Stablehands rooms are? Its been a long and hard road, I need to wash before I sleep. " Still dealing with her horse she turns her head to call to Zed,  "Can you wait, I'll come with once I've stabled Myrddin. "

[User] Leto gives the guard the required information but little else. He waits silently during the exchange, then follows the others.  "Normally I would rather find somewhere to sleep at this hour, but I'm rather interested in this spring... We can worry about that problem later I suppose."

[User]
 The night sergeant narrows his eyes.  Both hands clutch his spear. "An interest in the spring have ya?  We'll see 'bout that, we will.  The Lord mayor'd need ta know 'bout ya."

The other seven guards take a battle stance.

[User] Heh, so we're all looking for the spring then?    Zed answers Maria's comment.  When the guards take their stances, Zed seems unphased.    Oh?  This spring must be something for you lot to be so defensive about it.  ...  Well I supposed I could wait till tomorrow to speak with your mayor about it.

[User]
 Spoiler
 Make sure to roll checks in your message in order to do whatever it is you're trying to do.  It'll speed things up.  I'm assuming Zed's trying some diplomacy?

[User]
 Maria

As the guards lower their weapons Maria stiffens, her hands stay very still, though one hovers close to the handle of her sword.  "Gentlemen, I of course wish to hold by your law and respect the gracious Lord Mayor, who has employed men generous enough to help us find a place to sleep tonight."  She speaks slowly and clearly, a soft and persuasive voice,  "However, neither me nor my companions want to present ourselves travel worn and tired. If we cannot do so first thing tomorrow morning then could we at least wash and put away our baggage first?"

[User] Leto falls into a relaxed stance, with his weight perfectly balanced. He makes sure to keep his hands visable at all times and away from weapons, but he is ready to move in an instant. Leto knows this is the time to let his more glib companions handle things and hopefully this doesn't come to violence.

[User]
 The guards seem to relax a little when their sergeant straightens his knees and lets one hand fall to his side.

 If you're lucky, you'll see the Lord Mayor tomorrow.  For now, I'd advise you to take the the quarters we offered.  I guess you don't realize...we lock things down pretty tight at night.

[User]
 Maria

Maria nods and slowly lowers her hands,  Of course, I understand a very wise safety measure. In that case, may we stable our horses, get ourselves out of your way and go and rest."  Maria continues to try and sound as dull and reasonable as possible.

[User] Understandable...Well then, if you would be so kind as to show us to these quarters you spoke of.


[User]
 You've stepped into a large underground room, its size you guess at only from the echo of the foot steps of yourself and your compatriots who entered through the same small building above ground after exiting from similar black vans to the one the initiative representative who called you asked you to enter.

 A small light dangling from the roof flickers meekly into life and its light doesn't even reach the floor. A face is starkly illuminates a bald, brown eyed middle aged face. The man's expression is kindly but serious, with something in his eyes that seems out of place, like the eyes are too old for the face.

 If he cannot see you in the darkness he hides it well and speaks with the politeness of a by gone time  "You most likely do not know who I am but what you do know is why you're here. You have all be selected to join this team, to serve this country and to protect what Steve Rogers stood for.

 You're wondering now how I think I can get away with speaking Captain America's name with Norman Osborn holding the keys to the kingdom. It's simple... Osborn didn't choose you... Tony Stark didn't choose you...

Captain America chose you.

 I made a promise to Steve, probably the last anyone ever did, that I would keep the Initiative honest... at all costs, he couldn't stop it anymore so he asked me to try and make the best of it. I failed. I missed the Skrulls and this whole world nearly paid the price.

 Osborn knows I run this team but my position is protected by the president's order; I fought in world war 2, our new president knows what that means. He lets me keep my job because he can't trust Osborn one hundred percent, he doesn't have the luxury. He knows you're here, he signs  your checks and he's my boss in name only but YOU work for me and I do what I do for this country and nothing else.

 My name is Mark Todd."

 As he finishes his entire form bursts into flames leaving only a red suit with detailing, cross bones on it's chest and a skeleton where a man once was.

 He, or even it, illuminated the room, not truly though because it was not only a room but an entire complex stretching out underneath the platform on which you stand.

 Alien technology bristled with even more alien sounds beside the rumbling of the most advanced machines ever created by humanity, all traced by the seemingly meaningless symbols of the most powerful of magicks.

 After a moment the entire complex bloomed with it's own lights pulsing and beaming except for a large ovular purple and grey device above the door you had entered through which you figure must have been what had been concealing the noise of the complex.

 The flaming skeleton before you stretches out it's arms to the sides and says   "I am the Blazing SKull and this is  H.O.M.E. ."

[User]
 A large powerfully built black man, wearing a grey flannel shirt, a worn brown stenson, blue denim jeans with a brown leather belt with a large brass buckle and a pair of old brown boots. He takes a hand rolled cigarette out of his shirt pocket, lights with with a stick match.
  He tilts his hat back and takes a big drag and lets out with sigh.  "Cap? That's alot to live up to. Hell I joined the rangers 'cause of him"  he says in his deep voiced western accent.

[User]
 An unusually serene looking middle-aged man in a lab coat and slacks takes purview of the machinery lining the complex.

 "Oh yes,"  he turns back,  "this if far more interesting than Paris in the summer."

The man is of a slight build and thin face. He slouches forward and is noticeably short of six feet.

[User] A man of Asiatic heritage, with dark blask hair slouches. He dresses n a leather jacket, a black tee-shirt, and jeans. After the Mark Todd's dramatic speech, he stretches his arms out.  Feels just like home. Nothing says "Welcome back" Like whirring machines covered in arcane runes.

[User]
 If the rest of you are going to stay so tight lipped I suppose I'll continue. After the civil war I saw that the super human community was weakened, unable to unite as often or as well as it once did. End of the world scenarios while still as common were not able to be coped with or detected as well or as soon.

 So I founded  W.E.A.P.O.N.  right under  S.H.I.E.L.D. 's and more recently  H.A.M.M.E.R. 's noses. It stands for World Ending Apocalypses prevention Operations Network.

 How many weapons, super beings, alien armadas etc are fought by the super human community every week do you think. Not many, but how many overall do you think are never seen again.

 What WE are here to do is to catch the ones that slip through the cracks. We stop the end of the world before it's the end of the world. Our job is to stop the apocalypse, again and again and again...

 Your team defends Boston publicly, but secretly you're going to stop global threats, not just those here.

 You'll never get thanked and Osborn will never know so don't expect a bigger paycheck.

But the real reason you're here RIGHT now... is because well... we need your help to stop the end of the world...

So YOU in, or out?

[User]
 The tweedy man snaps back into motion, he looks around at his oddly attired companions.

 "Yes, about that. As much as I enjoy the world and all its amenities, and yes saving it sounds like stimulating exercising, I'd like to know who I'm running around with,"  he opines.

 "Or is that where the red tape begins?"

[User]
 A man in what appears to be a brown jumpsuit wearing a kangaroo head mask over his head clears his throat. The sober expression on his eyes seen through the eyeholes combined with the long black cloak, the black scarf wrapped around his mouth, and the flopping ears make him look quite ridiculous.

 "I'm just a, uh,  cop with some fancy legs and a funny suit, but if you really think I'm qualified for saving the world on a regular basis, I suppose I'm in."

The the kangaroo man turns as the man in the lab coat asks about his companions.

 " Detective Sam McSorely, Boston PD. I, uh, suppose I you might know me as Phantom Kangaroo in costume.

The kangaroo coughs.

 "My, uh, son came up with the name... and the, uh, costume."

[User]
 Speaking to Mark Todd  ''Sir, you can me in. Ain't got anything better do anyhow"

Talking to the rest of the group,  "Hell, I ain't never been one that lets formality get in the way. Name's Charlie."  he reaches his hand out.  "I'm from out in Wyoming, north of Cheyenne. Got a nice spead out there."

[User]
 The little girl sitting side-saddle on the giant, black dog watches all the excitment with a sarcastic gleam in her eye, her various bits of jewery twinkling in the flickering light.

Lightly sliding off the dog, she smooths the creases her white, frilled dress, the little silver Scorpion earing flashing brightly as she tilts her head down.

 "I can only assume you know why I am here, so saying anything of the matter would be less than apropriate to such an auspicious occasion."

The voice that comes from the little eight year old girl is disturbingly deep and oddly sensuous, containing an added element that makes the skin of your back crawl in unpleasant ways.

 "My name, as far as any of you would know it, is Athanasia."

Athanasia looks up at the flaming skeleton, qurking her small mouth at him and tilting her head upward, showing off the black metal chocker surounding her slender neck, the tiny bat amulet stark against her pale white skin.

[User]
 The man jerks his hand cautiously into Charlie's grip.

 "And I'm Dr. Irwin,"  he announces himself.

The doctor's shake feels more fluid that his movements, even if it's a weak hold.

 "Not in the medical sense if you plan to bang yourself out of shape. I'm a physics professor, really."

[User]
 ((OOC: Please don't be dead. Please don't be dead. Please don't be dead.))

 "Well, Mr. Todd... Flaming Skull... sir... do we have any orders or should is this meeting over?"