[User]
 The Kingdom of Amhalus is a prosperous, diverse nation, with as many mercenaries as farmers. To the east lies the Kingdom of Riglanor, and to the west lies the Toth Empire. While Riglanor has developed as a peaceful, benevolent nation, the Toth Empire was created based on ideals of cruelty and domination. Amhalus lies in a comfortable middle stance between the two conflicting philosophies.

To the north lie the frozen mountains of Darkor, and to the south the ocean seperates the mainland from the distant nation of Lusmond. The small town of Dimendo on the south coast of Amhalus occasionly receives shipments from the capital, and is a common stop of traders from Lusmond.

Pery Reen Penel, the lithe tan-skinned halfling, and her companion Jorg, a large, brutish human, entered the city. They had been travelling across the countryside, earning money via Pery's comedic routines.

A guard lazily strolling about, presumably on patrol, gave the duo a nod as he saw them walking towards the center of town.

"Know where one could perform for a bit of coin?" Pery asked, a broad smile across her face. Jorg eyed the guard cautionsly.

"Well, our annual festival celebrating the glorious Pelor will be starting in a few days. I'm sure we could find a place for a performer or two." The guard leaned against a wall as he talked, setting his shield down and taking off his helmet.

"Great! Also, where could I go to find something to eat, and a place to rest?"

"Well, the best inn around here would have to be the Dancing Owlbear, just over that-..." the guard was interrupted as the building he was pointing at suddenly exploded. Frantically he gathered his equipment and started running towards the fire.

"It looks like the festival will have to be put on hold, old friend." said Pery as she started running towards the tavern. Jorg remained silent as he followed. Out of the corner of her eye, far in the distance, something caught Pery's eye. It appeared to be a group of...<Demons!> she thought, rushing to the scene of the explosion.

Once they reached the tavern, they saw that the fire was for the most part contained to the upper floors, though due to the help of a nearby wizard, the immediate threat was already neutralized. Looking around for an onlooker who wasn't paying too much attention to their purse, Pery noticed what was presumably the tavern owner talking with another man. The two appeared to be having an argument of some kind.

<The demons must be related to this. Perhaps that guy might need somebody to 'take care' of them.>

"Good afternoon!" said Pery as she walked up to the two men, a broad smile across her face. "Do demons frequent your tavern often?" The two men looked a little surprised, and then the tavern owner motioned the other man away and directed his attention to the halfing addressing him. The other man left with an angry look on his face.

"Not until today, no..." said the tavern owner, eyeing the sword pery was carrying. "You any good with your little weapon there?"

"For the right price, I am."

"I see." The tavern owner thought to himself for a moment before continuing. "Yes, a demon was the cause of this. It all started when I noticed a poor boy begging outside of my fine establishment. He was in fairly bad shape. So of course, out of the kindness of my heart, I decided to bring him in, give him a bed to rest in, and a good hearty meal. I try to do my part for the community, you see. Unfortunately, this was not a boy, but a demon! Yes! I came up to check on him, but I must have interrupted some kind of infernal ritual he was performing. Next thing I know he's setting the roof on fire and summoning more demons before running away."

"...that's quite a story." observed Pery.

"That demon is a menace. There is no telling what devious plans he has for this town. So I tell you what...I'll pay you each two hundred gold pieces to slay the infernal beast. And I'll give you free room and board here at my inn for a week. What do you say?"

Pery thought for a moment before agreeing wholeheartedly.

"We'll do it. But how do we find the demon now?"

"I have just the thing. Tyrk! Tyrk, get over here!" From a dark corner of the tavern, a small kobold ran up. He was wearing leather armor and had a shortbow on his back.

"This is Tyrk. I took him in when he was trying to stir up trouble here...saved him from a life in jail I did. Now he works for me. And he's the best tracker I've ever seen. Tyrk! Take them to the demon that caused all of this mess."

"Yes master" said the small kobold as he ran out of the tavern. Pery and Jorg turned to follow him when the tavern owner called out to them.

"And tell me, what should I call you two by?"

"My name is Pery Reen Penel, and he's Jorg."

"And I'm Olric. Good luck. You'll have the best room in the house if you can bring me back the head of that demon!"

*****

Hours later, Tyrk was still leading them through the forest.

"I say little kobold is lost" said Jorg, stumbling through the bushes and tress.

"No, Tyrk not lost. Tyrk know these lands good. Better than anyones here."

"And how is that?" asked Pery.

"Long ago kobolds live here. But then humans come. And then goblins. And then...worse things. Now Tyrk is-" the kobold suddenly stopped and cocked his head to the side, listening intently to...something. Then without warning he started running. Pery and Jorg followed behind as best as they could, but they quickly lost sight of him. Then suddenly they found themselves in an open clearing, with ruins in the center and...a man in heavy armor and a morningstar facing opposite them.

"Quickly Jorg, get down before he sees you!" whispered Pery as she deftly lept behind a bush. Jorg also dived behind a bush, but landed on a stick. The resulting snap immediately snatched the attention of the man, who started walking towards the source of the sound, weapon at the ready.

Pery and Jorg remained silent, watching to see if the man would see them, when an infernal creature swooped (seemingly out of nowhere) down towards the man. The two began fighting.

"Come on Jorg, let's lend him a hand." The man was deflecting the beast's claws, when suddenly Pery and Jorg lept out from the bushes, charging the creature. The beast, realizing that it was outnumbered, began to turn away, when an arrow impaled it in the chest. Stunned, the beast was unable to dodge Pery's sword as she swung it across its chest.

The man took advantage of the creature's confusion and landed a mighty blow with his morningstar, before Jorg finally cleaved the beast in two with his mighty greatsword. The creature immediately burst into flame upon death, its ashes carried away by the wind. Out of the woods the kobold Tyrk scurried up to the group.

"I must give you thanks," began the man, "I thought that fiend might get the be-"

"Not so fast," said Pery, leveling her blade on the man. "Keep your sword ready Jorg!"

"I assure you madam, I mean you no harm. My name is Lem Artoro, a humble cleric of Pelor." Looking at the man, Pery noticed that his armor and shield did indeed bear the symbols of Pelor. But she wasn't convinced yet.

"The demon appeared as a boy before, why not a man? Don't put your sword down Jorg." Jorg nodded, watching the man carefully.

"I am certainly no demon," Lem said with a laugh. "Here, Tyrk can confirm my identity. Can't you Tyrk?" The kobold was avoiding eye contact with the man, and upon being addressed cringed. Pery walked over to the kobold.

"Is it true Tyrk? Is this man to be trusted? The kobold hesitated a moment.

"Tell them the truth Tyrk." said Lem.

"Quiet, you" commanded Jorg, raising his sword slightly.

"You can tell me Tyrk." said Pery. The kobold looked uncertain, and then finally replied.

"Yes, he's good people." Pery looked over again at the man, who had a humble smile on his face. Then it struck her. He was the man who was arguing with Olric at the tavern. But what was he doing here?


[User] mistake, apologies.


[User]
 It is a chilly autumn day in the town of owl's Perch. Ice sickles melt lazily in the noon day sun as birds sing their final songs before heading to warmer lands.  Dozens of tents are scattered about the town square filled with sarcastic nobles and sniveling bureaucrats cursing the mayor of this one horse town for tricking them to visit.

 Jin

You wake to find yourself in the manor of Halden ir'Wynarn. An ancient villa along the Wynarn River. The scars of the last war are readily viable. It is obvious that this once decadent residence was refurbished by a more militarily inclined owner. Ancient windows have been bricked off or reduced to arrow slits and low walls widened to allow for patrols of guards. A small wooden barracks has been recently erected to house the twelve Aundarian soldiers garrisoned at Owl's Perch.
You have spent the last few nights listening to your host tell tales of his glorious fights against Eldeen separatists as he kept insisting you refill your glass with rare spirits from his personal stores.
While a guest, Haldren was a very enthusiastic host and prevented you from leaving his estate by always seeming to run into you as you were on your way out and starting another long story about the last war. Last night Haldren mentioned that he had some business in Fairhaven he had to attend to in person and make use of his manor in any way you deem fit." The Butler (Troy) is very efficient and has petty cash in case you run into any trouble." he said as he refilled your drink the night before.
As you roll out of bed you notice a slip of parchment on your bedside table. "My apologies for our late introductions I am Constable Darr and I have a proposition for you. Please meet me in the BlackRock Inn and I'll buy you a drink while we discuss business."

 Keil

After a brief rest in Owl's Perch's Black Rock Inn you find your self fully recuperated from your last adventure. You have a simple room with a straw bed with rugged but warm linnins and a chest or drawers marred with the names of others who have spent their nights here. A metal bucket sits in the center of the room under a drippy portion of the ceiling.
It is unusually busy downstairs in the bar. The prices have all gone up ten times what they were last night and it seems everyone here is wearing cloaks and suits that cost more than what you make in a year. Larrs the half-orc bartender who is much friendlier than he appears and whom shared his plans of his glorious retirement last night, is literally running from table to table and person to person filling their orders. Sweat is pouring down his face but he is wearing a big tusky grin as he works.
Dar the constable and another half-orc waves at you to join him and take a seat in one of three only empty seats in the bar.

Gopher

After hearing a roomer about a secret Academy of magic on the border of the Eldeen Reaches you booked passage on a house Orien Caravan. After seeing all of the noblemen and other distinguished individuals attached to the caravan you figure you are on the right track. After a few weeks of travel you find you self at the town of Owl's Perch. The throng of people file into the BlackRock Inn and it seems a good place to begin your search for new magics.
As you enter it seems like all of the seats have been taken except for three over in the corner.

[User]
 Keil yawns and rises from bed quickly dresses and settles down to meditate (taking 20 on becoming psionicly focused). He walks down into the bar, and looks around, taking in all the people there. He quickly spots Dar's hand and takes a seat next to him, laying his pack on the floor next to him and propping his staff to his side, where he keeps a hand on it. " How's your business going? " he asks.
 (1d20)[ 18 ]  -in case a spot check is needed to catch something in the bar.

[User] I now deem this game officialy stillborn- it survived not it's startup procedure.


[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||S|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet.

[User] I'll move to and open the door.

[User]
 Opening the door reveals an unlit hallway running to the south and east. To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

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

Note that all distances are relative to your current position.

[User] I head to that door I can see. If I detect a trap (ie dwarfs stonecunning thing) then stop.

[User]
 Spoiler
 (1d20+7)[ 19 ]   Whitetext.

You walk east toward the door. As you pass the split to the north and south, you see that it continues to the north for twenty feet before turning east, or to the south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east face of the hall.

Ten feet beyond the split, the floor falls out beneath your feet. Reflex save.

[User]
 Well then
 (1d20+5)[ 17 ]

[User] You pass. Which side of the pit do you want to end up on?

[User] far side preferably, in the direction i was heading.

[User] In that case, I assume you continue on to the door. You reach it without further issue.

[User]
 Search the door twice for traps.
 (1d20+7)[ 13 ]
 (1d20+7)[ 13 ]
And open if no traps/don't detect any.

[User] *Twidles thumbs*

[User]
 Sorry, been a little busy.

No traps on the door that you can detect.

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

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

There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side. He stops his chanting as soon as he sees you, readying his spear to attack.

Initiative:  (1d20+2)[ 8 ]

[User] init then  (1d20+3)[ 20 ]

[User]
 I mind thrust him spending an extra power point.
 (2d10)[ 17 ]
DC will save 15

[User] Unless I'm missing something incredibly obvious, you don't have a means of bypassing the 1PP/Manifester Level cap on manifesting powers. If you do, point it out.

[User]
 Oh right forgot about that, ill reroll then.
 (1d10)[ 4 ]
DC will 14

[User]
 Will:  (1d20)[ 19 ]

Doing anything with your move action, or is your turn done?

[User] Turn done.

[User]
 He charges to B-5 and stabs at you.

 (1d20+7)[ 24 ]  for  (2d6+6)[ 15 ]  damage.

[User] Ouch, that kills me. Large spear I take it?

[User] A ripper, actually. Planar handbook.

[User] Crafty an't ye? Well I guess I'll do up a ToB guy here soon.


[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||W|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet.

[User] As per the results of our discussion regarding Rope Trick, I'm withdrawing this character, as it's not viable in this scenario. Feel free to reach for the lever that releases Rocks That Fall (tm).

[User]
 *pull*

*clank, clank, clank, thunk, thunk, WHUMP*

Adios!


[User] So. Any preference on map/buff rounds?

[User] I don't care about the map...and how about all days + one buff round?

[User]
 Just one, eh? I'd prefer 2, if that's alright with you. Makes no difference to me whether we'll use all-day buffs or not. (Unfortunately, most infusions have 1 minute casting time and duration of 10 min/level. But I digress.)

Let's use the columns, or columns improved, shall we?

[User]
 Sure, 2+All Day works for me.  So do columns or extended columns.

 Buffs:
 Spoiler
 All Day:
Activate Bead of Karma
Ankh of Ascension sacrifice GMW
Cast GMW on gauntlets
Ankh of Ascension sacrifice GMW
Cast GMW on armor spikes
Ankh of Ascension sacrifice GMW
Cast GMW on shield spikes
Ankh of Ascension sacrifice Magic Vestment
Cast Magic Vestment on armor
Ankh of Ascension sacrifice Magic Vestment
Cast Magic Vestment on shields
Cast Superior Resistance
Activate Blindly Scroll of Greater Mighty Wallop
 Round 1:
Activate Second Bead of Karma
 Round 2:
Cast Ethereal Jaunt
Move down 70ft

Initiative  (1d20+7)[ 19 ]

[User]
 Map:
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Buffs:

 Spoiler
Round 1: Activate scroll of Golem Immunity (stone golem) on self.
Round 2: Activate Cube of Force, on setting 5 (keeps out all things).

He is wielding a wand of True strike and a wand of Launch item. He has a wand of Enervation and the cube of Force stored in his gloves.

Description:

 Spoiler

You see what is apparently a warforged, although strangely enough, instead of metal, wood and other materials, this one is made of some sort of craggy stone. It is wearing a long leather coat and a fedora hat. Two belts criss-cross his chest, with various flasks and wands hanging ready. An open scroll case hangs by his side. He is standing on a carpet, floating at about 10 ft high.

A translucent cloud surrounds him. And there's six of him.

If you have some method of seeing invisibility or True seeing, you see also:

 Spoiler
Some kind of transparent cube surrounds him, that is invisible to the naked eye but that your ability to see invisible makes visible as a sort of shimmering.

If you have True Seeing, and True seeing only:

 Spoiler
You discern the correct warforged among the images.

Initiative:
 (1d20+3)[ 23 ]

Location, open after deciding your own starting location:

 Spoiler
F12. If you have LoS, open description.

[User]
 Current Location (don't look at this):
 Spoiler
D2, 70ft down

[User]
 Do we have LoS? I believe I won initiative, barring some shenanananigans.

EDIT: I gotta get some sleep. Take your time, I'll be back in about 9 hours.

[User]
 You don't have LoS.

By the way, I'm curious.  What tier is your character?

[User]
 Actions:

 Spoiler
Standard action to activate the wand of True strike.

Tier 2, maybe 3, probably. End of turn.

[User]
 Actions:
 Spoiler
Activate Blindly my Scroll of Owl's Insight.
Move down 40 more feet.
15 rounds remaining of Ethereal Jaunt.

My character is probably Tier 1.5

[User] My character has not moved. LoS?

[User] Nope, sorry.

[User]
 Actions:

 Spoiler
Move action to draw item, standard to activate Dust of Dispersion.

End of turn. He has not moved. I've added a few things to the description, though.

[User]
 Actions:
 Spoiler
Sacrifice Conviction with Ankh of Ascension.
Cast Conviction.
14 rounds remaining with Ethereal Jaunt.

No change in LoS.

[User]
 Actions:

 Spoiler
Move action to draw a wand of mirror image, standard to use it as maximized with the artificer class feature, burning 4 charges. Free action to drop it.

No LoS change on my part. Buffing is fun, eh? Going to make another change in the description.

[User]
 Actions:
 Spoiler
Burn Shield of Faith through Ankh of Ascension.
Cast Shield of Faith.
13 rounds remaining in Ethereal Jaunt.

No LoS change.

[User]
 Actions:

 Spoiler
Double-move to F8.

New location:

 Spoiler
F8.

I... don't think that will cause a change in LoS, so open only after deciding your actions, please.

[User]
 Actions:
 Spoiler
Activate Blindly my Scroll of Barkskin.
12 rounds remaining of Ethereal Jaunt.

No LoS change.

[User]
 Actions:

 Spoiler
Double move to F4.

This may change LoS. BXT-113 moves to F4. Do we have LoS?

[User]
 No we do not.

Actions:
 Spoiler
Cast Shield of Warding.
11 rounds left of Ethereal Jaunt.

No LoS change.

[User] BXT-113 moves to F2. Change in LoS?

[User]
 Nope.

Is that end turn?

[User]
 Actions:

 Spoiler
Move action to draw a scroll of MDJ.

Now it is. How long are you planning on waiting?

[User]
 I've got a lot of buff spells. 🙂  Plus, I like to wait for my opponent's buffs to run down 😉

Actions:
 Spoiler
Cast Righteous Might.
10 rounds left of Ethereal Jaunt.

End turn, no LoS change.

[User]
 How many rounds do you need? (It's just a bit annoying, this ping-pong of useless messages, especially considering our low frequency of posting...)

EDIT: Anyway, it's half-past midnight here. Again. I'm off to sleeeeeeeep.

[User]
 10 more, to be specific.

Do you just want to post your actions for that amount of time?  I'll post my actions, and then we can get on with the fight.

Good night.

[User] Sure, that would work for me. I'll get to work on my list, you do yours.

[User]
 Lots of Actions:

 Spoiler
Round 1: Shield of Warding
Round 2: Cast Righteous Might
Round 3: Activate Blindly my scroll of Haste
Round 4: Cast Death by Thorns, Holding the touch charge, taking  (1d3)[ 2 ]  Wisdom damage
Round 5: Cast Lesser Restoration on myself, healing  (1d3)[ 2 ]  Wisdom damage
Round 6: If that wasn't enough, cast lesser restoration again, for  (1d3)[ 1 ]  more wisdom healed.  Otherwise, skip turn.
Round 7: Cast Spell Flower
Round 8: Move up 70ft, cast Harm, holding the touch charge.
Round 9: Cast Extended Holy Star
Round 10: Move up 30ft, ready an action to 5ft step up and touch him as the ethereal jaunt dies.  Activate Sacred Flames. Snap Fingers.

So, by my estimation, that makes it your turn, but we don't have LoS, assuming you haven't moved.

Location:
 Spoiler
D2, 5ft down

[User]
 Actions:

 Spoiler
Round 1: Zip.
Round 2: Zip.
Round 3: Zip.
Round 4: Zip.
Round 5: Zip.
Round 6: Zip.
Round 7: Zip.
Round 8: Zip.
Round 9: Zip.
Round 10: Renew Mirror images.
Round 11: Ready an action to MDJ anyone who breaks the force walls.

All buffs are still in place, although Cube of Force has spent 6 charges now. (Leaving 30, with the second minute ongoing.)

Location has not changed. I included my turn in the actions, so it's your turn.

[User]
 Well, right before my turn begins, my readied action goes off: I 5ft step up through the ground as my ethereal jaunt ends and reach at you from D2.

Touch attack  (1d20+29)[ 40 ]

Description: You see a 10ft tall woman with mahogany-colored skin and jet black hair.  She wears spiked armor and has a shield orbiting around her, while her hands are covered by two clear gauntlets, one glowing red and the other green.  A glowing mote of light floats over her shoulder.

My actual turn will happen after I learn the result of the touch attack.

[User]
 You fail to exit the ground at D2 - an invisible wall stops you.

I'm guessing this will change your actions.

[User]
 In that case, I am shunted through the floor and through the wall for  (2d6)[ 8 ]  damage, assuming your wall is 5ft or less thick.

My touch attack then goes off as normal.

[User]
 Originally Posted by Olo Demonsbane
 In that case, I am shunted through the floor and through the wall for [roll0] damage, assuming your wall is 5ft or less thick.

My touch attack then goes off as normal.

I'm not sure if you can do that.

Reason (Observers only):

 Spoiler
It's a wall of force.

[User]
 Outsiders view:

Based on reading of the effects:  The invisible wall has explicit text stating: "keeps out all things".  Ethereal jaunt's shunting text is not explicit enough to override this.

[User]
 Anyone bar Olo:

 Spoiler
Surely a Force Effect would be impossible to get through, ethereal or not. Shunted diagonally up?

[User]
 @anyone bar olo:
 Spoiler
Things get through force effects.  An escape artist check can do it.  The explicit text is what really does it here, IMO.

[User]
 Should he really hit the wall and take damage?

Anyone but Olo:

 Spoiler
When Olo is in D2 and Adumbration in F2 and the walls of force are 10 feet on a side, I think that means that the corners of the wall are at the centerpoints of squares E1, E3, G3, and G1. (The squares are 5 feet as normal, right?) This would mean that Olo rises to the surface, taking no damage, but not succeeding with the touch attack with the force wall going through the middle of E2 and all.

Even if the cube can be turned 45 degrees from the orientation of the battle grid, according to my calculations it still wouldn't reach to D2.

[User]
 Anyone but Olo:

 Spoiler
Huh, I think you may be right.  I thought it extended 10 feet  from  the cube, but now that I'm reading the description, I'm pretty sure it was wrong.

[User]
 Originally Posted by PhoenixRivers
 Outsiders view:

Based on reading of the effects:  The invisible wall has explicit text stating: "keeps out all things".  Ethereal jaunt's shunting text is not explicit enough to override this.

I agree with this.

Everyone bar Olo:

 Spoiler
It is indeed a 10-foot cube, composed of 8 5-foot cubes.

[User] I feel so loved...

[User]
 My two cents:

Everyone bar Olo:
 Spoiler
Force effects extend into the Ethereal, that's why Magic Missiles have so much fun against targets there. If he is using Ethereal Jaunt, he would actually *SEE* the wall in the ethereal, and it would be a physical wall to him on that plane. He wouldn't be able to move *into* the square, therefore the 'shunting' rules do not apply.

Citing from SRD in the Ethereal Jaunt page:
 Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

And citing relevant text from Wall of Force:
 It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings).


[User]
 You see a rather weird looking, yet very evil, man walk in with a red-striped suit and Bowler Hat on. He pulls out a pitch-black dueldisk and puts his deck in.

 So, this is my first victim to be offered up to the beasts? Excellent! Let's draw and be on our way to your destruction!

[User]
 Initiative: [roll1d20[/roll]
Draw:  (5d40)[ 21 ][ 9 ][ 8 ][ 10 ][ 6 ](54)
Re-Rolls:  (3d40)[ 35 ][ 26 ][ 4 ](65)

[User]
 (I am NOT rerolling that hand. so I'll just re-roll initiative)
 (1d20)[ 19 ]

[User]
 A scurvy sea dog walks into the arena. He's got a peg leg, an eye patch, a hook for a hand and a barnacle-covered old dueldisk.  Arf Arf, BARK,  barks the sea dog. You understand it to mean "Thar Be Dragons".

Initiative:  (1d20)[ 2 ]
Initial Draw:  (5d40)[ 14 ][ 23 ][ 24 ][ 39 ][ 24 ](124)
Rerolls:  (3d40)[ 4 ][ 29 ][ 21 ](54)

[User]
 SO! It seems I go first! I DRAW!
 (1d35)[ 12 ]
 I set two face-downs, one a monster and the other a spell/trap card. I end my turn.  Your move .

 Spoiler
 Hand:  4
 Spoiler
 Raviel, Lord of Phantasms
Phantom Skyblaster
Phantom Skyblaster
Goblin King

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Uria, Lord of Searing Flames
3.Hamon, Lord of Striking Thunder
4.Hamon, Lord of Striking Thunder
5.Raviel, Lord of Phantasms
6.Spirit Reaper
7.Giant Germ
8.Giant Germ
9.Giant Germ
10.Dark Resonator
11.Dark Resonator
12.Goblin King
13.Goblin King
14.Wall of Revealing Light
15.Light of Intervention
16.Metal Reflect Slime
17.Metal Reflect Slime
18.DNA Surgery
19.DNA Surgery
20.DNA Surgery
21.Fairy Box
22.Fairy Box
23.Messenger of Peace
24.Level Limit Area - B
25.Burden of the Mighty
26.Burden of the Mighty
27.The Dark Door
28.The Dark Door
29.Dangerous Machine Type – 6
30.Mirror Force
31.Heavy Storm
32.Lightning Vortex
33.Mystical Space Typhoon
34.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Gravity Bind

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|--|-
-|-|F|-|-[/table]
F=Facedown

[User]
 Arf Arf Arf. Arf BARK!

Draw:  (1d40)[ 14 ]
Rerolls:  (3d40)[ 36 ][ 27 ][ 38 ](101)
 Bark bark, summon Luster Dragon in attack mode, bark bark. End turn, bark.

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | -- | LD | -- | --
-- | -- | -- | -- | -- [/table]
LD = Luster Dragon  1900 /1600

Lifepoints: 8000

Hand: 5

 Spoiler
Kaibaman
Ancient Rules
Red Eyes Wyvern
Heavy Storm
Polymerization

Facedowns: 0

 Spoiler
Stuff

Graveyard: 0

 Spoiler
Stuff

Out of Play: 0

 Spoiler
None

Deck: 34

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
19. Future Fusion
20. Future Fusion
21. Future Fusion
22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
25. Red-Eyes Wyvern
26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
33. Koa’ki Meiru Drago
34. Luster Dragon
35. Luster Dragon
 36. Luster Dragon
37. Red-Eyes Black Dragon
38. Red-Eyes Black Dragon
 39. Heavy Storm
40. Giant Trunade

[User]
 Bad move. I draw!
 (1d34)[ 24 ]
 Haven't you heard of a feign before? I summon  Phantom Skyblaster , which allows me to summon two Skyblaster Tokens in attack mode! I then sacrifice all three to special summon my  Raviel, LORD OF PHANTASMS ! Attack his Luster Dragon now! I end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Phantom Skyblaster
Goblin King
Level Limit Area - B

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Uria, Lord of Searing Flames
3.Hamon, Lord of Striking Thunder
4.Hamon, Lord of Striking Thunder
5.Raviel, Lord of Phantasms
6.Spirit Reaper
7.Giant Germ
8.Giant Germ
9.Giant Germ
10.Dark Resonator
11.Dark Resonator
12.Goblin King
13.Goblin King
14.Wall of Revealing Light
15.Light of Intervention
16.Metal Reflect Slime
17.Metal Reflect Slime
18.DNA Surgery
19.DNA Surgery
20.DNA Surgery
21.Fairy Box
22.Fairy Box
23.Messenger of Peace
24.Burden of the Mighty
25.Burden of the Mighty
26.The Dark Door
27.The Dark Door
28.Dangerous Machine Type – 6
29.Mirror Force
30.Heavy Storm
31.Lightning Vortex
32.Mystical Space Typhoon
33.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Gravity Bind

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|RLoP|-
-|-|F|-|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms ATK (4000)

[User]
 Arf Arf Arf. Arf BARK!

Draw:  (1d40)[ 33 ]
Rerolls:  (3d40)[ 4 ][ 22 ][ 3 ](29)
 Arf Arf set monster. end turn. Arf.

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

Lifepoints: 5900

Hand: 5

 Spoiler

Kaibaman
Ancient Rules
Red Eyes Wyvern
Heavy Storm
Polymerization

Facedowns: 1

 Spoiler
Koa'Ki Meiru Drago

Graveyard: 0

 Spoiler
Stuff

Out of Play: 0

 Spoiler
None

Deck: 34

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
19. Future Fusion
20. Future Fusion
21. Future Fusion
22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
25. Red-Eyes Wyvern
26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
33. Koa’ki Meiru Drago
34. Luster Dragon
35. Luster Dragon
 36. Luster Dragon
37. Red-Eyes Black Dragon
38. Red-Eyes Black Dragon
 39. Heavy Storm
40. Giant Trunade

[User] ((I am getting TERRIBLE draws... or rather, draws in a terrible order. I doubt I'll last more than a round or two more...))

[User]
 Well then, face-down or no, I shall still commence with my turn! I DRAW!
(at least you OWNED doliest in your other duel)

 (1d33)[ 4 ]
 I summon another Phantom Skyblaster, which allows me to summon two more of my tokens! I then destroy your monster with my Raviel! Skyblaster and the tokens then attack you directly for 2100 damage! I end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Goblin King
Level Limit Area - B
Hamon, Lord of Striking Thunder

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Uria, Lord of Searing Flames
3.Hamon, Lord of Striking Thunder
4.Raviel, Lord of Phantasms
5.Spirit Reaper
6.Giant Germ
7.Giant Germ
8.Giant Germ
9.Dark Resonator
10.Dark Resonator
11.Goblin King
12.Goblin King
13.Wall of Revealing Light
14.Light of Intervention
15.Metal Reflect Slime
16.Metal Reflect Slime
17.DNA Surgery
18.DNA Surgery
19.DNA Surgery
20.Fairy Box
21.Fairy Box
22.Messenger of Peace
23.Burden of the Mighty
24.Burden of the Mighty
25.The Dark Door
26.The Dark Door
27.Dangerous Machine Type – 6
28.Mirror Force
29.Heavy Storm
30.Lightning Vortex
31.Mystical Space Typhoon
32.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Gravity Bind

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
ST|PSB|F|RLoP|ST
-|-|F|-|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms ATK (4000)
PST=Phantom Skyblaster ATK (1100)
ST=Skyblaster Token ATK (500)

[User]
 Grrrrrrr...

Draw:  (1d40)[ 29 ]
Rerolls:  (3d40)[ 24 ][ 7 ][ 34 ](65)
 Arf, Arf, summon Blizzard Dragon in attack mode, arf. Use its effect. Freeze Raviel. End Turn.

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | -- | BD | -- | --
-- | -- | -- | -- | -- [/table]
BD = Blizzard Dragon  1800 /1000

Lifepoints: 3800

Hand: 5

 Spoiler

Kaibaman
Ancient Rules
Red Eyes Wyvern
Heavy Storm
Polymerization

Facedowns: 0

 Spoiler
None

Graveyard: 2

 Spoiler
Luster Dragon
Koa'Ki Meiru Drago

Out of Play: 0

 Spoiler
None

Deck: 34

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
19. Future Fusion
20. Future Fusion
21. Future Fusion
22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
25. Red-Eyes Wyvern
26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
33. Koa’ki Meiru Drago
34. Luster Dragon
35. Luster Dragon
 36. Luster Dragon
37. Red-Eyes Black Dragon
38. Red-Eyes Black Dragon
 39. Heavy Storm
40. Giant Trunade

[User]
 Good thing he's not my ONLY agent of utter annihilation! I draw! And on my standby phase, you lose 900 life points from my Phantom Skyblaster since I have him and two tokens out!
 (1d32)[ 25 ]
 I activate the spell card The Dark Door, allowing us each only one attack per Battle Phase! I then switch my Skyblaster and the tokens to defense and end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Goblin King
Hamon, Lord of Striking Thunder
Level Limit Area - B

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Uria, Lord of Searing Flames
3.Hamon, Lord of Striking Thunder
4.Raviel, Lord of Phantasms
5.Spirit Reaper
6.Giant Germ
7.Giant Germ
8.Giant Germ
9.Dark Resonator
10.Dark Resonator
11.Goblin King
12.Goblin King
13.Wall of Revealing Light
14.Light of Intervention
15.Metal Reflect Slime
16.Metal Reflect Slime
17.DNA Surgery
18.DNA Surgery
19.DNA Surgery
20.Fairy Box
21.Fairy Box
22.Messenger of Peace
23.Burden of the Mighty
24.Burden of the Mighty
25.The Dark Door
26.Dangerous Machine Type – 6
27.Mirror Force
28.Heavy Storm
29.Lightning Vortex
30.Mystical Space Typhoon
31.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Gravity Bind

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
ST|PSB|F|RLoP|ST
-|TDD|F|-|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms ATK (4000)
PST=Phantom Skyblaster DEF (800)
ST=Skyblaster Token DEF (500)

[User]
 Grrrrrrr...

Draw:  (1d40)[ 39 ]
Rerolls:  (3d40)[ 25 ][ 11 ][ 6 ](42)
 Set Monster. Freeze Raviel. End turn.

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | -- | BD | FD | --
-- | -- | -- | -- | -- [/table]
BD = Blizzard Dragon  1800 /1000
FD = Facedown

Lifepoints: 3800

Hand: 5

 Spoiler

Kaibaman
Ancient Rules
Red Eyes Wyvern
Heavy Storm
Polymerization

Facedowns: 1

 Spoiler
Red-Eyes Wyvern

Graveyard: 2

 Spoiler
Luster Dragon
Koa'Ki Meiru Drago

Out of Play: 0

 Spoiler
None

Deck: 32?

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
19. Future Fusion
20. Future Fusion
21. Future Fusion
22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
 25. Red-Eyes Wyvern
26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
 29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
33. Koa’ki Meiru Drago
34. Luster Dragon
35. Luster Dragon
 36. Luster Dragon
37. Red-Eyes Black Dragon
38. Red-Eyes Black Dragon
 39. Heavy Storm
40. Giant Trunade

[User]
 Let's see how this works. I draw! I activate my Skyblaster's ability, making you lose 900 more life points, making you stick to 2000 measly points!
 (1d31)[ 25 ]
 YES! I activate a second Dark Door and switch my Skyblaster to attack mode! Attack his Blizzard Dragon and commit suicide so your dark masters have a sacrifice! Next I activate my  Level Limit Area - B  spell card, making all Level 4 or higher monsters switch to defense position, meaning Blizzard and Raviel are now on the defense. I then tribute my Dark Doors and my Limit Area to summon my  Hamon, Lord of Striking Thunder!  I end my turn.

 Spoiler
 Hand:  1
 Spoiler
 Goblin King

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Uria, Lord of Searing Flames
3.Hamon, Lord of Striking Thunder
4.Raviel, Lord of Phantasms
5.Spirit Reaper
6.Giant Germ
7.Giant Germ
8.Giant Germ
9.Dark Resonator
10.Dark Resonator
11.Goblin King
12.Goblin King
13.Wall of Revealing Light
14.Light of Intervention
15.Metal Reflect Slime
16.Metal Reflect Slime
17.DNA Surgery
18.DNA Surgery
19.DNA Surgery
20.Fairy Box
21.Fairy Box
22.Messenger of Peace
23.Burden of the Mighty
24.Burden of the Mighty
25.Dangerous Machine Type – 6
26.Mirror Force
27.Heavy Storm
28.Lightning Vortex
29.Mystical Space Typhoon
30.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster
Phantom Skyblaster
The Dark Door
The Dark Door
Level Limit Area - B

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Gravity Bind

 Stats:  7300 Life Points
 Field:  {table="head]1|2|3|4|5
ST|HLoST|F|RLoP|ST
-|-|F|-|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms DEF (4000)
HLoST=Hamon, Lord of Striking Thunder ATK (4000)
ST=Skyblaster Token DEF (500)

[User]
 Grrrrrrr... BARK BARK, BARK.

Draw:  (1d40)[ 33 ]
Rerolls:  (3d40)[ 19 ][ 40 ][ 27 ](86)

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | FD | BD | FD | --
-- | -- | FF | -- | -- [/table]
BD = Blizzard Dragon 1800/ 1000
FF = Future Fusion (2 Standby Phases Until Summon)
FD = Facedown

 Activate "Heavy Storm." Activate "Future Fusion". Fusion monster: Five-Headed Dragon. Cards sent to graveyard: Red Eyes Wyvern, Red Eyes Black Dragon, Red Eyes Black Dragon, Luster Dragon, Luster Dragon. Set Monster. Freeze Hamon. End turn.

Lifepoints: 2000

Hand: 3

 Spoiler

Kaibaman
Ancient Rules
Polymerization

Facedowns: 2

 Spoiler
Red-Eyes Wyvern x2

Graveyard: 8

 Spoiler
Luster Dragon x3
Koa'Ki Meiru Drago
Red Eyes Wyvern
Red Eyes Black Dragon x2
Heavy Storm

Out of Play: 0

 Spoiler
None

Deck: 25

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
 19. Future Fusion
20. Future Fusion
21. Future Fusion
22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
 25. Red-Eyes Wyvern
 26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
 29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
 33. Koa’ki Meiru Drago
 34. Luster Dragon
 35. Luster Dragon
 36. Luster Dragon
 37. Red-Eyes Black Dragon
 38. Red-Eyes Black Dragon
 39. Heavy Storm
40. Giant Trunade

[User]
 Urgh... I draw!
 (1d30)[ 17 ]
 I set a card face-down and switch Raviel to attack mode as well as one of my tokens. Raviel, destroy his pesky Blizzard Dragon now! I end my turn. When your turn begins, I activate my DNA Surgery, making all our monsters Fiends!

 Spoiler
 Hand:  1
 Spoiler
 Goblin King

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Uria, Lord of Searing Flames
3.Hamon, Lord of Striking Thunder
4.Raviel, Lord of Phantasms
5.Spirit Reaper
6.Giant Germ
7.Giant Germ
8.Giant Germ
9.Dark Resonator
10.Dark Resonator
11.Goblin King
12.Goblin King
13.Wall of Revealing Light
14.Light of Intervention
15.Metal Reflect Slime
16.Metal Reflect Slime
17.DNA Surgery
18.DNA Surgery
19.Fairy Box
20.Fairy Box
21.Messenger of Peace
22.Burden of the Mighty
23.Burden of the Mighty
24.Dangerous Machine Type – 6
25.Mirror Force
26.Heavy Storm
27.Lightning Vortex
28.Mystical Space Typhoon
29.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster
Phantom Skyblaster
The Dark Door
The Dark Door
Level Limit Area - B
Gravity Bind

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon

 Stats:  7300 Life Points
 Field:  {table="head]1|2|3|4|5
ST|HLoST|F|RLoP|ST
-|-|DS|-|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms ATK (4000)
HLoST=Hamon, Lord of Striking Thunder ATK (4000)
ST=Skyblaster Token DEF (500)/ATK (500)
DS=DNA Surgery (Fiend)

[User]
 Arf, arf BARK

Draw:  (1d40)[ 33 ]
Rerolls:  (4d40)[ 29 ][ 40 ][ 22 ][ 4 ](95)
 Set Card. End Turn.

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | FD | -- | FD | --
-- | -- | FF | -- | -- [/table]
FF = Future Fusion (1 Standby Phase Until Summon)
FD = Facedown

Lifepoints: 2000

Hand: 3

 Spoiler

Kaibaman
Ancient Rules
Giant Trunade

Facedowns: 3

 Spoiler
Spots 2 & 4: Red-Eyes Wyvern x2
Spot 2: Polymerization

Graveyard: 8

 Spoiler
Luster Dragon x3
Koa'Ki Meiru Drago
Red Eyes Wyvern
Red Eyes Black Dragon x2
Heavy Storm
Blizzard Dragon

Out of Play: 0

 Spoiler
None

Deck: 24

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
 19. Future Fusion
20. Future Fusion
21. Future Fusion
22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
 25. Red-Eyes Wyvern
 26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
 29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
 33. Koa’ki Meiru Drago
 34. Luster Dragon
 35. Luster Dragon
 36. Luster Dragon
 37. Red-Eyes Black Dragon
 38. Red-Eyes Black Dragon
 39. Heavy Storm
 40. Giant Trunade

[User]
 Time to set my plan in motion. DRAW!
 (1d29)[ 1 ]
 I switch all but Hamon into defense mode! HAMON, STRIKE DOWN HIS FACE-DOWN IN COLUMN 2!!! I end my turn there.

 Spoiler
 Hand:  2
 Spoiler
 Goblin King
Uria, Lord of Searing Flames

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Hamon, Lord of Striking Thunder
3.Raviel, Lord of Phantasms
4.Spirit Reaper
5.Giant Germ
6.Giant Germ
7.Giant Germ
8.Dark Resonator
9.Dark Resonator
10.Goblin King
11.Goblin King
12.Wall of Revealing Light
13.Light of Intervention
14.Metal Reflect Slime
15.Metal Reflect Slime
16.DNA Surgery
17.DNA Surgery
18.Fairy Box
19.Fairy Box
20.Messenger of Peace
21.Burden of the Mighty
22.Burden of the Mighty
23.Dangerous Machine Type – 6
24.Mirror Force
25.Heavy Storm
26.Lightning Vortex
27.Mystical Space Typhoon
28.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster
Phantom Skyblaster
The Dark Door
The Dark Door
Level Limit Area - B
Gravity Bind

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon

 Stats:  7300 Life Points
 Field:  {table="head]1|2|3|4|5
ST|HLoST|F|RLoP|ST
-|-|DS|-|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms DEF (4000)
HLoST=Hamon, Lord of Striking Thunder ATK (4000)
ST=Skyblaster Token DEF (500)
DS=DNA Surgery (Fiend)

EDIT: Whoops, forgot to put that you lose 1000 life points when I destroy your monster.

[User]
 Facedown is... Red-Eyes Wyvern! Special summon another Red-Eyes Wyvern, in defense mode.
 Muahahahahahaha! Beware. I live.  A mjestic five-headed dragon appears on the field, and the great beast faces the sea dog's opponent.  Thar Be... Dragons...  comes a whine from behind the dragon. The dog scampers off, despite its peg leg and hooked front paw.  I'll take thing from here, mortal.

Draw:  (1d40)[ 25 ]
Rerolls:  (4d40)[ 22 ][ 20 ][ 18 ][ 18 ](78)
 I shall destroy your foolish Hamon! Pentachromatic breath!  Fire, lightning, ice, poison and pure darkness flood out of the mouths of the dragons, consuming Hamon utterly and destroying him.  That causes 1000 damage. I then set a card and end my turn.

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | RE | FH | FD | --
-- | FD | FF | FD | -- [/table]
FH = Five-Headed Dragon,  5000 /5000
RE = Red-Eyes Wyvern, 1800/ 1600
FF = Future Fusion (Linked to F-H Dragon)
FD = Facedown

Lifepoints: 1000

Hand: 3

 Spoiler

Kaibaman
Ancient Rules
Giant Trunade

Facedowns: 3

 Spoiler
Spots 2 & 4: Red-Eyes Wyvern x2
Spot 2 & 4: Polymerization x2

Graveyard: 8

 Spoiler
Luster Dragon x3
Koa'Ki Meiru Drago
Red Eyes Wyvern x2
Red Eyes Black Dragon
Heavy Storm
Blizzard Dragon

Out of Play: 0

 Spoiler
None

Deck: 23

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
 19. Future Fusion
20. Future Fusion
21. Future Fusion
 22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
 25. Red-Eyes Wyvern
 26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
 29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
 33. Koa’ki Meiru Drago
 34. Luster Dragon
 35. Luster Dragon
 36. Luster Dragon
 37. Red-Eyes Black Dragon
 38. Red-Eyes Black Dragon
 39. Heavy Storm
 40. Giant Trunade

[User]
 As anticipated. No pain, no gain. Am I not correct? DRAW!
(sorry if posting seems slower, I got back into my old hobby of drawing)

 (1d28)[ 12 ]
 I set a card and end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Goblin King
Uria, Lord of Searing Flames

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Hamon, Lord of Striking Thunder
3.Raviel, Lord of Phantasms
4.Spirit Reaper
5.Giant Germ
6.Giant Germ
7.Giant Germ
8.Dark Resonator
9.Dark Resonator
10.Goblin King
11.Goblin King
12.Light of Intervention
13.Metal Reflect Slime
14.Metal Reflect Slime
15.DNA Surgery
16.DNA Surgery
17.Fairy Box
18.Fairy Box
19.Messenger of Peace
20.Burden of the Mighty
21.Burden of the Mighty
22.Dangerous Machine Type – 6
23.Mirror Force
24.Heavy Storm
25.Lightning Vortex
26.Mystical Space Typhoon
27.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster
Phantom Skyblaster
The Dark Door
The Dark Door
Level Limit Area - B
Gravity Bind
Hamon, Lord of Striking Thunder

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Wall of Revealing Light

 Stats:  6300 Life Points
 Field:  {table="head]1|2|3|4|5
ST|-|F|RLoP|ST
-|-|DS|F|-[/table]
F=Facedown
RLoP=Raviel, Lord of Phantasms DEF (4000)
ST=Skyblaster Token DEF (500)
DS=DNA Surgery (Fiend)

[User]
 "Sacred beasts"? Their power PALES in comparison to mine! Prepare yourself for the end, mortal.

Draw:  (1d40)[ 30 ]
Rerolls:  (4d40)[ 6 ][ 25 ][ 22 ][ 34 ](87)
 And now a second sacred beast shall fall! I set one monster, and then attack Raviel! Pentachromatic breath! Luckily for you, you take no damage as a result.

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 -- | RE | FH | FD | FD
-- | FD | FF | FD | -- [/table]
FH = Five-Headed Dragon,  5000 /5000
RE = Red-Eyes Wyvern, 1800/ 1600
FF = Future Fusion (Linked to F-H Dragon)
FD = Facedown

Lifepoints: 1000

Hand: 3

 Spoiler

Kaibaman
Ancient Rules
Giant Trunade

Facedowns: 3

 Spoiler
Spot 4: Red-Eyes Wyvern
Spot 5: Decoy Dragon
Spot 2 & 4: Polymerization x2

Graveyard: 8

 Spoiler
Luster Dragon x3
Koa'Ki Meiru Drago
Red Eyes Wyvern
Red Eyes Black Dragon x2
Heavy Storm
Blizzard Dragon

Out of Play: 0

 Spoiler
None

Deck: 23

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
 19. Future Fusion
20. Future Fusion
21. Future Fusion
 22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
 25. Red-Eyes Wyvern
 26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
 29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
 33. Koa’ki Meiru Drago
 34. Luster Dragon
 35. Luster Dragon
 36. Luster Dragon
 37. Red-Eyes Black Dragon
 38. Red-Eyes Black Dragon
 39. Heavy Storm
 40. Giant Trunade

[User]
 All according to the plan... although having my beasts destroyed is sorta suckish... DRAW!
 (1d27)[ 9 ]
 Although drawing DECENT CARDS might be nice... I end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Goblin King
Uria, Lord of Searing Flames
Dark Resonator

 Deck:
 Spoiler

1.Uria, Lord of Searing Flames
2.Hamon, Lord of Striking Thunder
3.Raviel, Lord of Phantasms
4.Spirit Reaper
5.Giant Germ
6.Giant Germ
7.Giant Germ
8.Dark Resonator
9.Goblin King
10.Goblin King
11.Light of Intervention
12.Metal Reflect Slime
13.Metal Reflect Slime
14.DNA Surgery
15.DNA Surgery
16.Fairy Box
17.Fairy Box
18.Messenger of Peace
19.Burden of the Mighty
20.Burden of the Mighty
21.Dangerous Machine Type – 6
22.Mirror Force
23.Heavy Storm
24.Lightning Vortex
25.Mystical Space Typhoon
26.Magic Cylinder

 Extra Deck:
 Spoiler
 Armityle the Chaos Phantom
Armityle the Chaos Phantom

 Graveyard:
 Spoiler
 Phantom Skyblaster
Phantom Skyblaster
The Dark Door
The Dark Door
Level Limit Area - B
Gravity Bind
Hamon, Lord of Striking Thunder
Raviel, Lord of Phantasms

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Marshmallon
Wall of Revealing Light

 Stats:  6300 Life Points
 Field:  {table="head]1|2|3|4|5
ST|-|F|-|ST
-|-|DS|F|-[/table]
F=Facedown
ST=Skyblaster Token DEF (500)
DS=DNA Surgery (Fiend)

[User]
 Ah, but you see there are some things you cannot count upon...

Draw:  (1d40)[ 14 ]
Rerolls:  (4d40)[ 35 ][ 29 ][ 16 ][ 10 ](90)
 My dragon children are ready! I activate Monster Reincarnation, discarding my worth Kaibaman to summon Red-Eyes Black Dragon from my graveyard! I then flip summon yet another Red-Eyes Wyvern! I make four attacks. My Red-Eyes Wyverns children will destroy your worthless tokens, my dragon child your facedown, and then I shall attack you directly! Know true pain, mortal, and despair! Pentachromatic Breath!  ((Unless you do something, which I do not doubt, 5k damage))

Field: None
{table="head"]1 | 2 | 3 | 4 | 5
 RB | RE | FH | RE | FD
-- | FD | FF | FD | -- [/table]
FH = Five-Headed Dragon,  5000 /5000
RB = Red-Eyes Black Dragon,  2400 /2100
RE = Red-Eyes Wyvern,  1800 /1600
FF = Future Fusion (Linked to F-H Dragon)
FD = Facedown

Lifepoints: 1000

Hand: 2

 Spoiler

Ancient Rules
Giant Trunade

Facedowns: 3

 Spoiler
Spot 5: Decoy Dragon
Spot 2 & 4: Polymerization x2

Graveyard: 9

 Spoiler
Luster Dragon x3
Koa'Ki Meiru Drago
Kaibaman
Red Eyes Black Dragon
Heavy Storm
Blizzard Dragon
Monster Reincarnation

Out of Play: 1

 Spoiler
Red-Eyes Wyvern

Deck: 23

 Spoiler
01. Blue-Eyes White Dragon
02. Blue-Eyes White Dragon
03. Blue-Eyes White Dragon
 04. Kaibaman
05. Kaibaman
06. Kaibaman
07. Mystic Tomato
08. Mystic Tomato
09. Mystic Tomato
10. Lord of D.
11. Lord of D.
12. Lord of D.
13. Ancient Rules
 14. Ancient Rules
15. Ancient Rules
 16. Monster Reincarnation
17. Monster Reincarnation
18. Monster Reincarnation
 19. Future Fusion
20. Future Fusion
21. Future Fusion
 22. Polymerization
 23. Polymerization
 24. Red-Eyes Wyvern
 25. Red-Eyes Wyvern
 26. Red-Eyes Wyvern
27. Blizzard Dragon
28. Blizzard Dragon
 29. Blizzard Dragon
30. Decoy Dragon
31. Decoy Dragon
32. Koa’ki Meiru Drago
 33. Koa’ki Meiru Drago
 34. Luster Dragon
 35. Luster Dragon
 36. Luster Dragon
 37. Red-Eyes Black Dragon
 38. Red-Eyes Black Dragon
 39. Heavy Storm
 40. Giant Trunade

[User]
 ((even though reincarnation brings red-eyes to your hand...))

 Yup. My facedown is MARSHMALLON! YOU LOSE 1000 OF YOUR LIFE POINTS, WHICH IS ALL YOU HAVE LEFT! I win!

He walks up to the dragon, opens up a book, holds it out to the dragon, and absorbs its soul into the pages.

 Good duel, too bad I was one step ahead.

[User]
 Originally Posted by Sir Bedevere
 ((even though reincarnation brings red-eyes to your hand...))

 Yup. My facedown is MARSHMALLON! YOU LOSE 1000 OF YOUR LIFE POINTS, WHICH IS ALL YOU HAVE LEFT! I win!

He walks up to the dragon, opens up a book, holds it out to the dragon, and absorbs its soul into the pages.

 Good duel, too bad I was one step ahead.

((WHOA! I TOTALLY Misread that card! I was wondering why no one ever uses it... Good Game! It came a lot closer than I thought it would.))

[User] (I know, and you know what else I know? I don't have synchros yet I have tuners ... must add some! Also, quick question from one random deck-maker to another: does Dark World sound good?)

[User]
 Originally Posted by Sir Bedevere
 (I know, and you know what else I know? I don't have synchros yet I have tuners ... must add some! Also, quick question from one random deck-maker to another: does Dark World sound good?)

It sounds tricky to pull off. I guess with enough cards that discard your own cards, it will be a very viable swarming deck, but your Blackwing Deck is probably better at that, and less risky/tricky.


[User]
 Day 4
 You wake in the cave up to find the storm gone, but the clouds still very present, the result is a grayish sight overhead. Inside the cave a torch is lighting the way in almost invitingly. The torch lights the way for you and you see the hall narrowing to 5ft while it continues as far as you can see, with eventually a door on the left side. The cave seems to have been made either in a hurry or naturally, as both the floor and the walls are very uneven.

 Spoiler
The torch lights 40ft into the dungeon, it narrows from 10ft to 5ft after 10ft, it then continues another 30ft in a straight line, all 5ft wide. Your darkvision reveals the door and the path continuing after the door. walls have Climb DC15 and you need to succeed on a DC10 balance check to run or charge.

Note: you can try and make a map yourself, or hope Valve finds some kind of map in the dungeon, but I will only give you maps of rooms (Edit: and not very good ones at that), not the winding and twisting paths between them.

 RP guide:
 Actions go in italics.
 "Speech is in color."
  Thought is a lighter color
Pick your colors and start play. 😉

[User]
 Valve enters warily, walking along. He keeps an eye out for traps or any things in the night who go 'bump', but otherwise walks through briskly.

 Spoiler
Spot: (1d20+3)[ 22 ]


[User]
 Announce what level of buffing you'd like.

I'd like long term (all day) buffs, at a minimum.  If you want beyond that, I can accommodate.

[User] Go ahead with all-day, Jane has no buffing except reading scripture.

[User]
 Map:

Buffs:
 Spoiler

All Day:

Extended Energy Immunity (Fire)
Extended Energy Immunity (Acid)
Superior Resistance
Favor of the Martyr (DMM Persist)
Bite of the Werebear (DMM Persist)
Divine Power (DMM Persist)
Extended Overland Flight
Wind Walk

Initiative:  (1d20-3)[ 8 ]

Starting in red square.

[User]
 That map is getting quite popular.

Initiative:  (1d20+4)[ 23 ]

B10 will do for me.

[User]
 You're up.  :)

Z10 here.

[User]
 Jane walks idly over to I2, poring over a How-To book, when suddenly she notices a potential threat.

To you, Jane looks like a relatively unarmored aasimar, save for a shadowy shawl and various trinkets (presumably magical). What does she see in exchange?

 "Is it that time again?" , she asks, tendrils of shadow forming at her feet, as she prepares for combat.

 Spoiler
Swift Action - Child of Shadow stance, readied action to Inertia Surge if approached within 10 feet of herself.

[User]
 The form, a human, translucent and misty, notes the figure approaching.

" Blast!  The last one took more time. "

He streaks up in wide circles gaining altitude to 200 feet (ending back in Z10, Altitude +200)  Total distance traveled: 600.  He then winks out, and appears, very, very high up. (Dimension door 920 feet up).

End turn.  Location: Z10.  Altitude 1,120 feet.

EDIT:  What just happened:  Wind Walk is active on me.  While in it, I can choose to have a flight speed of 600, with poor maneuverability.  Hence, the wide circling movement and only a couple hundred feet of elevation for all the Flight.

[User]
 Jane watches her opponent shoot upwards, suddenly disappearing out of her sight range.

 "Well, this can't be good."  Deciding that she'd much rather prefer a visible opponent, but knowing that ain't happening any time soon, she moves to  Q3 , shadows flaring up around her.

 Spoiler
20% concealment due to stance

Edit: Seeing as you're obviously out of my spot check range, am I now unaware? o.O

[User]
 Now that I have a bit of altitude...

Assume movement 10 (Perfect).
Cast a spell:  True Seeing.

EDIT:  Done.

EDIT2:  I have no concealment, so there is no spot check needed, technically.

[User]
 Well, seeing as Jane can't see nuffink, she's going to wait a good minute in case her potential assailant has left the premise, and walk away at the end of said minute. Unless something else happens in the mean time of course. Let that be your cue to do whatever the hell you want for ten rounds.

Edit: How I misspell my own character name is beyond me. d and n are half a keyboard away...

[User]
 Round 1: Blindsight
Round 2: Death Ward, drop 520 feet (use high speed travel)
Round 3: Sheltered Vitality
Round 4: Invisibility Purge, drop a bag and sword
Round 5: Lower 600 feet (ground level), Dismiss Wind walk, Cast Trollshape (Extended).

At this point, I'm back in the general vicinity, so help yourself to an action.

[User]
 Edit: Wow, totally misread that. Hey, you're back on land.

 "Welcome back. I thought you had left without even a hello. Come closer and maybe we'll have a chat, though I doubt you'll understand just what I say."

Move to O9, shadows flare up once again.

 Spoiler
Stance Concealment, readied action to Extended Inertia surge when approached within 30 feet. Attempt to, anyway.

[User]
 No, I was 1120 up.  I dropped 520, and then 600, that's ground level.

The form of the human shifted into that of a grotesque troll.

It picks the bag and the sword up off the ground.

You're up.

[User] What square are you in again? Your starting area?

[User] I now occupy my entire starting area.  Y10-Z11.

[User]
 In that case, Jane steps up to S9 and holds out a hand, a tendril of shadow lancing out at your throat!

Shadow Garrote: Ranged Touch Attack  (1d20+13)[ 26 ]
Potential Damage:  (5d6)[ 22 ]
Fort Save  13  if it connects.

The same shadowy concealment kicks up again.

[User] It connects.  Is the fort save based on hitting?  Or on dealing damage?

[User]
 Shadow Garrote.  Ah.  Hitting.

Fort:  (1d20+21)[ 27 ]

The effect hits the troll, dead-on...  As it fades, there's not a scratch on him.

[User] The fort save just makes you either flat-footed or not flat-footed next round. Thazzit.

[User] Well, my fort result was 27.  Am I flatfooted until the start of my next turn?

[User] Of course not, you passed silly.

[User]
 In that case...

The troll dismisses your assault with a grunt, as it pulls a necklace out of its bag, and puts it on.

Your turn.

[User]
 Jane is very confused as to how that didn't work, as well as why her opponent has decided to put on jewelry in the middle of a showdown. This can't be good. She hops to S11, and waits for movement, shadowy concealment flaring up again.  "Not much of a talker, are you."

 Spoiler
Readied action to Extended Inertia Surge should he attempt to cross the water.

Edit: Any particularly noticeable equipment you got on?

[User]
 The troll looks up, and responds, in perfect draconic, " I love when food talks. "

It glides along the ground, feet barely brushing, legs not moving, to Q9-R10, slinging the haversack over its shoulder.

Go ahead.

EDIT:  Gear visible:
The haversack on his shoulder.
A necklace, worn.
A large Adamantine Greatsword.  As in, an adamantine greatsword designed for a large character.

Other than that?  Nothing.

Not even clothes.

[User]
 As you cross the water, my readied action triggers.

 "Ta e gar'asu!"

Truespeak to affect you: (1d20+36)[ 37 ]
DC is 15 + (2xHD) + 5.

[User] Way to suck, me. I assume you're moving a way that doesn't provoke?

[User]
 15+(2x13)+5 = DC 46.  That's a fail.

And no, I am making absolutely no moves to shield myself in any way.  If you want an AoO, take an AoO.

[User]
 Cool. AoO, then.

Improved Disarm check, for amusement's sake:  (1d20+13)[ 17 ]

[User] Opposed Attack Roll: [roll]1d20+35[roll] (+4 for being large, +4 for 2 handed weapon, +13 BAB, +14 Str, +1 Enhancement, -1 Size penalty)

[User]
 Broken Roll:  (1d20+35)[ 53 ]

Incidentally, what weapon did you try to disarm me with?

[User]
 Don't bother fixing that, we can tell how that turns out. 😦

Jane scans her enemy, delivering a single punch. Behind her exhalation you might notice faint whispering.

Emerald Razor: Melee Touch Attack  (1d20+13)[ 30 ]
Damage:  (1d10+2)[ 3 ]

If it hits, make a caster level check, because I'm attempting to dispel the highest-levelled effect targeting you.
Truespeak to oppose caster level check: (1d20+36)[ 50 ]

Regardless of success, Tumble  (1d20+19)[ 37 ]  to V7.

Edit: "My fist" for your question, I get concealment again.

[User]
 You've got that.  There goes my Superior Resistance.

And he doesn't like dispel one bit.

Move to V7, altitude +10.  Attack downward.  Power attack for 5.

Attack:  (1d20+23)[ 43 ]  ***Critical Threat***
If Hit:  (2d8+32)[ 37 ]
If Threat:  (1d20+23)[ 36 ]
If Crit:  (2d8+32)[ 45 ]

True Seeing should bypass any concealment you're generating.

[User]
 Damn, didn't get your trollform thingymabopper. And ow. That really, really hurts.

Assuming you're done, Tumble  (1d20+19)[ 38 ]  to X13, readied action.

 Spoiler
Coming within 20 feet, Jane will try that Extended Inertia Surge again.

HP: 13/95

Done. And yeah, True Seeing probably sees through a supernatural concealment effect granted by Shadow Hand Stance.

[User]
 If not, Blindsight would.  And Superior Resistance is a 6th level spell.

Trollform is 4th.

I'm Moving to V12-X13 (Altitude +10), and doing the same attack, no power attack, though.

Attack:  (1d20+28)[ 47 ]   *** Critical Threat ***
If Hit:  (2d8+22)[ 31 ]
If Threat:  (1d20+28)[ 31 ]
If Crit:  (2d8+22)[ 26 ]

[User]
 Readied action triggers.

Truespeak vs. DC 46:  (1d20+36)[ 50 ]
If it works, you're held immobile by force-tendrils 20 feet away from me for two rounds. You may take actions normally, but you cannot move from where you currently reside. Unless you have Freedom of Movement, of course, in which you can read the following:

 Spoiler
Immediate action, attempting to ask the universe to deflect that attack please. DC is your attack roll.

 (1d20+36)[ 48 ]

[User]
 Stopped in mid move.  Very well, I reach into the sack and draw out a ring.

Your turn.

[User]
 Originally Posted by Talic
 Stopped in mid move.  Very well, I reach into the sack and draw out a ring.

Your turn.

That bag of magical goodies is really starting to be a pain in the butt.

Move to O18, pull out a Wand. That's it.

[User]
 There's only one more trick in the bag.  ;)

Put on the ring.  Readied action:
 Spoiler
Move if my opponent attempts any action other than moving.

[User]
 Move to H20, UMD my wand of True Strike. +19 modifier says I autosucceed.

I am currently getting my sheet revised by Oskar, who has noticed my mistakes in Lesser Aasimar bonuses. That affects my elemental resistances, which haven't been used yet, as well as my Wisdom, which only affects my will save. I also apparently butchered the hell out of my will save, which I'm not entirely sure how I managed.

[User]
 Readied action triggers.  Move (thanks to the Ring of Freedom of Movement) to M15-O16.  The action that triggered was activating the wand.

Continue your turn. (finish activating wand, announce any other actions)

[User] The wand and the movement is all, thank you. Saving my immediate for sure death.

[User]
 Charge Action.

Attack:  (1d20+29)[ 35 ]
If Hit:  (2d8+22)[ 27 ]
If threat:  (1d20+29)[ 31 ]
If Crit:  (2d8+22)[ 31 ]

[User]
 Using the deflecting ability I didn't have to use before..

Truespeak:  (1d20+36)[ 52 ]  vs Attack Roll result.

I assume you're still out of reach? Also, your square occupancy?

[User] I17-J18, Altitude +5.  Currently 10 feet away from you.

[User]
 This should be amusing then.

Swift Action, Word of Movement Perfected.  (1d20+36)[ 45 ]  vs DC 25 to activate.

That being done, I now Tumble  (1d20+19)[ 34 ]   up  the tree whose square you share (I17, is it?), land on a branch and balance  (1d20+17)[ 30 ] , and attempt to Disarm you, seeing as I'm dead regardless of what I do.

Disarm Check:  (1d20+33)[ 42 ]

[User]
 You do have the Improved Disarm feat, correct?

Opposed Check:   (1d20+35)[ 50 ]

[User] Yes, and barring a miracle, good game, I lose.

[User]
 " You want me to drop it?  FINE! "

Drop the sword.
Full Attack:

Claw:  (1d20+28)[ 42 ]
If Hit:   (2d6+14)[ 22 ]
If Threat:   (1d20+28)[ 44 ]
If Crit:  (2d6+14)[ 17 ]

Claw:  (1d20+28)[ 34 ]
If Hit:   (2d6+14)[ 21 ]
If Threat:   (1d20+28)[ 45 ]
If Crit:  (2d6+14)[ 23 ]

Bite:  (1d20+26)[ 33 ]
If Hit:   (1d8+7)[ 13 ]
If Threat:   (1d20+26)[ 33 ]
If Crit:  (2d6+14)[ 26 ]

If 2 Claws hit, Rend:  (2d6+21)[ 30 ]  damage

[User] Jane Doe has become the next Jane Doe on a laundry list of deaths, congrats.

[User]
 There are a few Truespeak things that are rather interesting there.

For instance, combining an Emerald Razor with a dispel?  Howzzat?

It seems that could go really well in a build designed for really high damage output.

[User] Word of the Fist Unraveling. If I can get a melee strike to connect, I can swift action truespeak to dispel your highest level buff. Seeing as I don't use Stunning Fist for anything other than truespeech, I find it to be a pretty nice synergy. It was either take the swordsage level you suggested, or get truespeaked SR versus targeted spells. Crazy kung fu seemed better.

[User]
 It is!  Gives you a bit of funky offense.

Question:  Do you have a way to take advantage of immobile foes?

1) At range (for melee beatsticks)
2) Up close (for casters)

[User]
 Unfortunately, no. This character is quite limited in battle options as-is. The fact that my single utterance only lasts 2 rounds (assuming I succeed in a 50% success rate) means that I really don't have much opportunity to take advantage of immobility. Usually, my tactic would be to get as much distance as possible, but that doesn't do me too much good when I currently only have close-range battle options.

Would you like me to PM the sheet to you to see?

[User] Sure.  I won't be able to critique it until I get back to my books in the morning, but I'll be more than happy to see if I can offer any little tweaks here and there, mayhaps find an effective long range option, to enable you to take advantage of the immobility.


[User]
 This would be the fight between me and Sharnian. I'm entering a Miss Jane Doe, Sharnian his person. Exhibition, let the best person not horribly perish, etc. etc.

Suggesting All-Day + 1 Round buff, you're free to choose whatever map you'd like.

[User]
 I'm cool with either Forest/water, or columns

Buffs:

 Spoiler
 All Day : 2 Potions of Greater Magic Weapon +4 and Potion of Greater Magic Vestment +4

Round 1 : See Invisibility potion
Enter Stance: Stance of Clarity - Jane Doe

[User] This would be the third Forest/Water map I've been in thus far then. =P

[User]
 Round 1: Use Magic Device
 (1d20+16)[ 31 ]

 Spoiler
All Day- Reading scripture, bonus to movement speed.
If UMD works, moonblade is active. Swift Action Child of Shadow Stance

Mind posting the map for me?

[User]
 Here you go
You choose starting location first

Initiative:  (1d20+7)[ 15 ]

Starting Appearance and vision modes?

[User]
 Init:  (1d20+5)[ 16 ]

I'll grab B10. My vision modes are typical for that of my race, which is, incidentally, halfling. Other than the typical set of magical items, you see one hand holding a glowing blade of energy. If it wasn't DnD, you might swear it to be a lightsaber. =P

[User]
 Then I'll gt Y10

You see a average looking human wearing a breastplate and wielding too scimitars. Otherwise nothing spectacular.

I've got See Invisibility and Normal vision

[User]
 Technically, I don't. Line of Sight and all. =P

Me first. Move to I2, done.

While you see Jane move, shadows erupt from her feet, granting her Concealment.

[User]
 Uh... You manifest Xray vision during buff rounds for purposes of seeing me, yeah! that's it..

 Spoiler
Activate Winged Boots as free action and Switch stance to Blood In the Water as swift

Fly to Q10

I end my turn.

[User]
 Jane moves to  M5 , shadows erupting from her footsteps (concealment). A single shadow tendril lashes towards your throat, to choke you!

Ranged Touch Attack:  (1d20+15)[ 20 ]
Confirmation in case of Threat: (1d20+15)[ 20 ]
Damage:  (5d6)[ 23 ]
If hit,  DC 12 Fort Save  or be flat-footed until the start of your next turn.

[User]
 It hits

Fort Save:  (1d20+12)[ 27 ]

[User] You're fine, though you still take the damage. Your move.

[User]
 Burn 1 charge from Belt of Battle

Move to M10

Initiating
 Spoiler
 Pouncing Charging

Hadrius charges at Jane ending up at M6
You get AoO

 Full Attack
 Attack1   (1d20+21)[ 41 ] 15-20 threats, and I get another attack
 Damage1   (1d6+9)[ 15 ]
 Threat   (1d20+21)[ 33 ]
 Critical Hit Damage   (1d6+9)[ 14 ]
 Concealment   (1d100)[ 26 ]  1-20 Misses

  Attack2   (1d20+16)[ 36 ] 15-20 threats, and I get another attack
 Damage2   (1d6+9)[ 10 ]
 Threat   (1d20+16)[ 21 ]
 Critical Hit Damage   (1d6+9)[ 12 ]
 Concealment   (1d100)[ 20 ]  1-20 misses

Offhand
  Attack3   (1d20+21)[ 37 ] 15-20 threats, and I get another attack
 Damage3   (1d6+9)[ 11 ]
 Threat   (1d20+21)[ 30 ]
 Critical Hit Damage   (1d6+9)[ 12 ]
 Concealment  1-20 Misses

[User]
 Lightning Mace

Forgot Offhand concealment  (1d100)[ 13 ]  1-20 misses

 Attack1   (1d20+21)[ 37 ] 15-20 threats, and I get another attack
 Damage1   (1d6+9)[ 10 ]
 Threat   (1d20+21)[ 37 ]
 Critical Hit Damage   (1d6+9)[ 14 ]
 Concealment   (1d100)[ 99 ]  1-20 Misses

  Attack3   (1d20+21)[ 28 ] 15-20 threats, and I get another attack
 Damage3   (1d6+9)[ 13 ]
 Threat   (1d20+21)[ 38 ]
 Critical Hit Damage   (1d6+9)[ 12 ]
 Concealment   (1d100)[ 5 ]  1-20 Misses

[User]
 Another Lightning Mace
 Attack1   (1d20+21)[ 40 ] 15-20 threats, and I get another attack
 Damage1   (1d6+9)[ 11 ]
 Threat   (1d20+21)[ 27 ]
 Critical Hit Damage   (1d6+9)[ 10 ]
 Concealment   (1d100)[ 85 ]  1-20 Misses

Just in case
 Attack1   (1d20+21)[ 32 ] 15-20 threats, and I get another attack
 Damage1   (1d6+9)[ 11 ]
 Threat   (1d20+21)[ 24 ]
 Critical Hit Damage   (1d6+9)[ 15 ]
 Concealment   (1d100)[ 60 ]  1-20 Misses

  Attack1   (1d20+21)[ 41 ] 15-20 threats, and I get another attack
 Damage1   (1d6+9)[ 12 ]
 Threat   (1d20+21)[ 25 ]
 Critical Hit Damage   (1d6+9)[ 13 ]
 Concealment   (1d100)[ 37 ]  1-20 Misses

Finally done

 Spoiler
Blood in the Water +2

[User]
 Quite a few misses, eh.

Jane swings her moonblade at the momentarily attackable enemy!

AoO, Melee Touch Attack:  (1d20+13)[ 18 ]
In case of Threat:  (1d20+13)[ 28 ]
Damage:  (1d8+3)[ 7 ]
If hit: Your next turn, to cast spells/spell like abilities, make a Concentration check = 10+Damage+Spell Level or fizzle.

I've got AC 28, for your information. Additionally, you take 1d4 force damage any time you successfully hit me with a non-reach weapon.

 (1d4)[ 3 ]
 (1d4)[ 1 ]

[User]
 Oh wow, four* hits.

 (1d4)[ 1 ]

 Spoiler
 75 damage, 20/95 hp , I suck at counting. >>

[User] Actually I think 4 hit, but only 2 crit

[User]
 (1d4)[ 3 ]  Yay Clipping damage. >>

Jane decides to get one focused punch in!

Emerald Razor maneuver
Melee Touch Attack:  (1d20+14)[ 19 ]
Threat?: (1d20+13)[ 32 ]
Damage:  (1d8+2)[ 6 ]  +  (1d4)[ 3 ]
Hit Effect: Greater Dispel Magic - Targeted (CL15), Word of the Fist Unraveling, in that order.

Accelerated Tumble  (1d20+22)[ 24 ]  to X8, concealment granted.

[User] ..Does it hit? If so, Imma need a list of all things potentially affected by a greater dispel, with DCs. =P

[User]
 It hits

See Invisibility DC14

but I don't know what Word of Unraveling Fist does

All adjacent squares to me is counted as difficult terrain if that affects tumble

[User]
 Only marginally. I stop at X7 instead of X8 then. You also get an AoO against me, because I failed the tumble. >>

Only one buff? Geez. It's not even an all-day either. =/

It's autodispelled then by Greater Dispel  (1d20+15)[ 17 ] , which means I don't actually have to use my unraveling ability, which, incidentally, lets me use Truespeak to strip the highest-level buff affecting you.

[User] I have some items if the targeted effect affects magic items

[User]
 AoO
 Attack1   (1d20+23)[ 38 ] 15-20 threats, and I get another attack
 Damage1   (1d6+11)[ 17 ]
 Threat   (1d20+23)[ 38 ]
 Critical Hit Damage   (1d6+11)[ 14 ]
 Concealment   (1d100)[ 67 ]  1-20 Misses

 Just in case of Lightning mace
 Attack1   (1d20+23)[ 27 ] 15-20 threats, and I get another attack
 Damage1   (1d6+11)[ 16 ]
 Threat   (1d20+23)[ 42 ]
 Critical Hit Damage   (1d6+11)[ 13 ]
 Concealment   (1d100)[ 5 ]  1-20 Misses

 Spoiler
Blood in the Water +3

[User]
 Targeted Dispel

One object,  creature,  or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against  each ongoing spell currently in effect  on the object or  creature . The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

Relevant parts bolded?

 Spoiler
HP 3/85

[User]
 Ok then,

+1 Aptitude Scimitar(Main) DC 17
+1 Aptitude Scimitar(Off) DC 17
Greater Magic Weapon on Main DC27
Greater Magic Weapon on Off DC27
+1 Moderate Fortification Mithral Breastplate DC27
Magic Vestment on Breastplate DC27
Belt of Battle DC20
Gauntlets of Ogre Power DC17
Winged Boots DC16
Cloak of Resistance+5 DC26

[User] Urgh, I really don't know what spell effects really get affected by Greater Dispel. Almost never use it, going to need someone to step by and verify.

[User] Tyckspoon says no

[User]
 Fair enough. Your move.

In hindsight, I should really start using Stunning Fist. o.O

[User]
 Fly to W6
Activate Dancing Mongoose
Intiate Bonecrusher
EDIT: MISS
  Attack   (1d20+24)[ 33 ]  15-20 threats
 Damage   (1d6+12)[ 18 ]
 Attack   (1d20+24)[ 27 ]
 Damage   (1d6+12)[ 15 ]
 Concealment   (1d100)[ 2 ]  1-20 misses
If hits, Bonecrusher  (4d6)[ 15 ]
Fort Save DC18 or I get +10 on confirming criticals

Main
 Attack1   (1d20+24)[ 33 ]  15-20 threats
 Damage1   (1d6+12)[ 15 ]
 Threat1   (1d20+24)[ 29 ]  add 10 if you fail save
 Damage1   (1d6+12)[ 17 ]
 Concealment   (1d100)[ 57 ]  1-20 misses
Off
 Attack2   (1d20+24)[ 44 ]  15-20 threats
 Damage2   (1d6+9)[ 10 ]
 Threat2   (1d20+24)[ 33 ]  add 10 if you fail save
 Damage2   (1d6+9)[ 15 ]
 Concealment   (1d100)[ 45 ]  1-20 misses

Just in case Lightning mace
  Attack   (1d20+24)[ 33 ]  15-20 threats
 Damage   (1d6+12)[ 15 ]
 Threat   (1d20+24)[ 44 ]  add 10 if you fail save
 Damage   (1d6+12)[ 14 ]
 Concealment   (1d100)[ 44 ]  1-20 misses
  Attack1   (1d20+24)[ 39 ]  15-20 threats
 Damage1   (1d6+12)[ 13 ]
 Threat1   (1d20+24)[ 44 ]  add 10 if you fail save
 Damage1   (1d6+12)[ 16 ]
 Concealment   (1d100)[ 8 ]  1-20 misses
 Attack1   (1d20+24)[ 35 ]  15-20 threats
 Damage1   (1d6+9)[ 14 ]
 Threat1   (1d20+24)[ 43 ]  add 10 if you fail save
 Damage1   (1d6+9)[ 13 ]
 Concealment   (1d100)[ 22 ]  1-20 misses

Your move

 Spoiler
Blood in the Water +4

[User] Three attacks got through, I can't stop all three, I is dead.

[User] Good game, that concealment was amazing

[User] I just got lucky with concealment. Incidentally, I was better off with how Jane was before I tried fixing her; I had improved disarm, and got rid of it for Improved Grapple. Oh well, thus is life. =P


[User]
 Long ago Zryvitch was a powerfull wizard who served directly the king of a rich city. However Zryvitch growed power hungry, and on a dreaded night he took the reins of power with an army of monsters he had been rising in secret.

           He turned the city in his base of operations, enslaving the population to to do his biding,  breeding more abominations and terrorrizing the region.

           Eventually, a group of adventurers managed to slip pass his defenses and guards and slay Zryvitch in combat.

           Or so it seemed. In truth, they had slain nothing but a clone of Zryvitch, who secretly escaped from the city with most of his treasure and his strongest servants, leting the adventurers spread the word that Zryvitch the dark wizard was no more.

           One hundred and one years later, however, Zryvitch apeared again. This time in the form of ghosts who started apearing in towns warning their people to submit to Zryvitch or be erased from existence. The people laughed, thinking it was just some minor magic user trying to get some gold coins.

           Untill the Black Colossus apeared. A massive dark engine of destruction in human shape, powered by terrible forbiden arts, taller than anything else ever built by mortals, reaching the clouds themselves. Body of stone, skin of adamantine, fists the size of castles. It crushed one defiant village per day as a sign of his power, always leting some survivors escape to tell what hapened. Soon the shape of the Black Colossus apearing on the horizon become a omen of terror. Many fled. Some submited. Fewer tried to stand and fight, but as the Black Colossus aproached them and revealed it's true might, even the bravest souls colapsed and begged for mercy.

         All but you. You alone had the courage to face this new menace that threatens to turn the continent into Zryvitch's empire of terror. You were grouped togheter by Magnay the ancient sage, who told you of the secret entrance on the colossus left foot. Of how the Colossus was actually hollow and filled with passages and Zryvitch's servants. Of how the only way to stop it was to slay the dark wizard himself, now turned into a lich.

         One week later, you finally managed to get near enough of the Black Colossus to enter the secret door. Cuting your way trough the lich's minions while avoiding being crushed by the massive construct you're finally in position to stop Zryvitch one and for all.

And so your adventure begins.

          Once inside, the door behind you quickly closed, and you find yourselves in a dark room. Before you manage to do something, the room is sudenly lighted by several blue floating fires high in the ceiling, wich iluminate five incredibly detailed statues of demons on the division in some kind of dance. There's a large wooden door on the other side, flanked by two massive deformed undeads. Ten feest talls, they wear tick plates of metal, their eye sockets are empty and their massive arms  reach the ground, ending in powerfull claws. In the lateral walls, some kind of abominations  aparently composed of several roting creatures stitched togheter begin to move, flailing a combination of claws, hands and teeths. Then, from the floor, a burst of flame appears, and a giant skull arises, floating some centimeters above the ground and covered in blue fire. It opens it's huge jaw and speacks in a powerfull voice:

 Intruders! Slay them for the master!

 Spoiler

You start on the light blue zone. The light gray zones are statues wich provide cover but count as dificult terrain.

[User]
 The giant skull floats forward and positions itself in the middle of the statues. It's eyes then start glowing and focus on Goldclaw. The paladin feels a chill go up his spine as a could aura seems to surround him. Then the skull releases two rays of frost from it's empty sockets towards him!

Goldclaw manages to block the first with his shield, but the second one hits him right on the chest. The holy warrior feels a deep painfull cold and then sees that from the point of impact blue crystals start to grow over his body, slowly freezing him.

Situation:

 Spoiler

Damage:

 Spoiler
Goldclaw takes 31 cold damage and has ongoing 5 cold damage.

Mahahn's turn

[User]
 Mahahn Tilirre   is no stranger to the walking dead.

  "Zombies. Wonderfol. A week in the Land of the Living, and what do I have? Skinwalkers," , he quietly gripes,  "a brain golem, and now a gallery of zed quilting exhibits and the second-largest demilich I have ever seen. What has happened to all the  faeries?  I have come all this way, gods only know what I have gone through (and thanks for the memory-eater sphinx, gods, that was a really nice touch,  really  nice), and now more undead? I could have stayed on the Mirrorsea."

As the muttering grey man moves forward, flitting from shadow to shadow, spectral barbed wire bursts from the rock floor to entangle the massive skull and iron-plated dead.

 Spoiler
 Move  to K-11; if I have cover,   Stealth  - (1d20+21)[ 24 ] .
 Standard:  Blood Pulse centered on E-13.   Vs. Will, Megademilich  - (1d20+18)[ 36 ] ;   Vs. Will, the abomination I dub Lefty  - (1d20+20)[ 36 ] ;   Vs. Will, the abomination I dub Mister Right  - (1d20+20)[ 24 ] .

Anyone who is hit takes  (2d6+8)[ 19 ]  damage, and an additional 1d6 for each square they move (or are moved) before the end of my next turn.

[User]
 "What lies is true and real, these aberrations, a onslaught to come, come endless leaves of blades. Which is where i make my mark."

Umathi comes with a mighty charge, jumping high above in leap attack two longswords combing it like scissors.

 Spoiler

Move to J14
Minor: Mark Skull guy as quarry
Stranded: Claws of the Griffon on demilich attack [roll]d20+19[/roll] and [roll]d20+19[/roll]
Damage: For the first attack [roll]4d8+4[/roll]and the second attack [roll]3d8+4[/roll]

[User]
 Mahahn moves so quickly that  his barbed wire catches all the targets offguard, enveloping them in dark spiked tendrils that restrict their movements.

Then Umathi advances and delivers two powerfull blows in the giant skull, cracking the tick bone, but the giant skull just cackles maniacally!

Lyriko's turn

 Talkkno :it seems like all your character powers disapeared from your sheet. Please put them again.

[User] Am I hidden? Who from?

[User] (You've sucessfully hiden from everybody but the giant skull, the right plated undead, and the abomination at E20)

[User]
 Lyriko laughs madly and leaps forward at the giant skull, unsheathing his blades in one smooth movement.  "Time to meet the best, dead ones!"

His gleaming blade lashed a silver trail in the air as he ripped it across the skull, but it was only an effective cover for his next move - skewering the skull on his black blade and twisting it free, sending fragments of bone skittering across the stone floor.

 Spoiler
EDIT: Minor Action to announce the Skull as my quarry. Did 11 extra damage.

Lyriko moves to J12 and unloads an encounter power on it - Claws of the Griffon.
 (d20+16)[ 30 ]  and   (2d8+16)[ 21 ]  damage.  12 damage
 (d20+16)[ 35 ]   and  (d8+16)[ 17 ]  damage.  CRITICAL!!! 16 damage + 10 ongoing!

Total: 28 damage and 10 ongoing.

[User]
 The other blade dancer closes in with the giant skull and scores another devastating attack, sending more bone shards flying in the air, but the monster still doesn't seem really by the blows!

 (Both attacks hit again, you lucky guys.  Goldclaw's turn )

[User]
 Goldclaw , Champion of JUSTICE!
  HP  65/101,  Surges  12, Value 27
 AC  32,  Fort  25,  Ref  25,  Will  23

The massive armored being marches towards the skull that attacked him. His sword begins swirling with a holy light as the Paladin recites a short incantation. As he stands in front of the floating foe, his whispered prayer becomes an exclamation, the deadly light flowing from his sword and encircling the undead monstrosity as he drives his sword towards it.
 ...Let those who worship Evil's might
Beware my power, Bahamut's LIGHT!

 Spoiler
 Move Action:  Move to J-13
 Free Action:  Activate the Sunblade's At-Will power.
 Minor Action:  Use  Divine Challenge  on the skull.
 Standard Action:  Use  Certain Justice  on the skull.  (1d20+21)[ 34 ]  vs. AC,  (1d10+2)[ 10 ]  damage, and target is weakened and dazed so long as the  Divine Challenge  holds, and Goldclaw has 34 AC against the skull's attacks until the end of his next turn.
 Save vs. Ongoing damage:   (1d20)[ 14 ]

[User]
 The giant plated undeas, wich untill now had stood mostly motionless, see Goldclaw envelop the flaming skull in holy purifying light, and then they finally seem to wake up as their master's flames wither down and die, suffocated by the holy powers.

 HELP ME YOU BRAINLESS IDIOTS! -screams the giant skull, starting to feel overwhelemed by the party.

Their expressionless faces transform into masks of terror, and they advance forward at impressive speed while moaning loose words, green orbs now glowing on their empty eye sockets.

 Must...
Protect...
Master...
Release...
Him...
From...
Hated...
Light...
Bring...
Back...
To darkness...
And cold...

Mahahn's tendrils cut down the necrotic flesh as they advance, but even then they don't slow down.

But the giant undeads are cubersome, and one of them misteps and falls down loudly on the floor. It imediatily gets up, but it has no time to do anything else.

The other plated monster, on the other hand, delivers a powerfull blow on the giant skull itself, releasing a green flash from his massive fists as it drives it's own ally on the ground. Goldclaw senses his incantation being shatered by the living dead's power. The giant skull's blue flames grow once again as it floats once again up in the air, and it laughs once again, this time at the paladin.

 You're not the only one with allies, mortal...Now the real battle starts

The two plated undeads then position themselves defensively at the giant skull's flanks, their massive arms stretching over you, ready to strike anyone else who aproaches.

 Situation

 Spoiler

What hapened:

 Spoiler
The plated undeads attacked the giant skull. The first  fumbled, the second scored a crit, and thus marked the giant skull, superseding Goldclaw's mark. There's nothing in the rules that stops people from marking allies, and well, if the paladin's challenge stayed there it would pretty much shut down the monster. Look on the bright side: you avoided the plated undead's attack for now.

Ehrika's turn

 NOTE:The plated undeads(brown circles) have reach 2 for delivering oportunity attacks.

[User]
 Sihfa  , Shadar-kai Warlock, Evermeet Warlock
 Init  +7  HP  99/99  Bloodied  49  Healing Surge  24 (0 used /11)
 AC  23  Fort  22  Reflex  23  Will  23  Speed  6

Sihfa bounds forward and hides from the minions behind a pillar. She utters something dark, then draws a runic shape in the air, which takes form and hurls toward the Giant Skull.

 Spoiler

Move: To L15 (gaining Concealment from Shadow Walk)
Minor: Curse the Giant Skull and the other one that's closest (Twofold Curse)
Standard: Sign of ill omen on Giant Skull
  attack  - (1d20+13)[ 22 ]  vs will
  damage  - (2d6+7)[ 11 ]  +  curse  - (2d6)[ 11 ]  and the GS must roll twice for his next attack, taking a -4 penalty to the rolls, and use the lower of them.

[User]
 Sihfa's rune simply shatters in dust when it aproaches the skull. The monster's strenght of will is too strong!

The abominations finally breack out of their slumber, and advance slowly. Only three of them actually manage to attack some members of the party, Ehrika and Shifa. The gladiator easily stops the blows, but the warlock gets cut by a rotten claw.

The living dead reveal to have an unberable smell when too close, making it harder for the party to focus.

Taking advantage of the confusion, the Giant skull skillfully slips away from the party members hacking at it and positions itself behind it's minions, releasing a new ray of cold, this time against Umathi. It strucks the elf's arm, freezing his flesh and again the ice starts to spread trough the victim's body.

But then, instead of releasing a new ray of frost, the giant skull releases a black beam against Mahahn. The rogue feels sudenly filled with dreaded fear against his foes  and jumps out of his hideout, running to the walls, in a vain atempt to escape. The fear then passes and Mahahn regains his senses, but a small shaking remains in his arms, making it harder to hold the blade.

Damage:

 Spoiler

Shifa took 7 damage.
Umathi took 26 cold damage and has 10 ongoing cold damage(save ends).
Mahahn is no longer hidden and has a -2 penalty to attack rolls(save ends).

Anyone adjacent an abomination(pink ball) takes a -2 penalty to attack rolls.

 Spoiler

Mahahn's turn


[User]
 It's a bright, clear morning in the wilds between Glanfeur and Thaurissan and a cold breeze whistles through the pine needles and across your face. Above the sky is azure blue, but dark clouds hang ominously around the horizon, weaving around each other in great concentric circles. The grass is wet, and the air is heavy with the promise of rain.

You stand on a broad and well-worn cobblestone road. Tufts of dark grass sprout from the gaps in the stone, and slick mud gathers at the roadside. Beyond, the path continues into the silvery pine trees of Templeton Woods: a place commonly visited by the peat-gatherers and coal-burners of Harbrig's Point. A dull grey fog slices through the forest in the distance, obscuring your view. Tendrils of mist, idly twisting from bark to bark, encroach upon your position. Where the sunlight cuts them you can see the glinting of hundreds of suspended water motes, each floating trapped within the confines of the mist. Apart from the chattering of birdsong you can see no evidence of another creature.

A decaying wooden post points further into the trees, 'HARBRIG'S POINT' marked on it with roughly cut and inked letters in Common. Beside, a crude engraving of a crow flies above the number 3. Three miles to go until you reach your destination.

[User]
 Eldrend complated for a moment on the landscape, pure and unfettered, as it should be. Opening his eyes, he shook his head, knowing the grave task ahead noticing several other people also were heading with him towards Harbrig's Point.

"Strangers, Harbrig's Point lies a dangrous impasse, what purpose do you all have there?" He asked with curiosity.

[User]
 Kron

Kron takes a moment to look over the elf questioning him.  His employers seem pretty assuring that there's something dark in that place.  Something that could use a swift smack about the head.  However, Kron isn't about to tell some wimpy little elf that.

Sliding his visor up to reveal his eyes, he simply says,  "You know, I can ask the same thing of ya."

[User] "My name Eldrend Lerende, cleric of Pelor. I head there to banish the darkness that stalks the place." He repilded with wary eyes.

[User]
 Aust
 "It's not darkness, preacher, only fog. Perhaps some raiders hired a wizard,"  said an unkempt, haggard-looking half-elf, approaching the weathered sign,  "or it may be something unexpected. Aust Galanodel."  He nods to the cleric and the warrior.  "I take it you two were also hired to investigate."

[User] "Hired? I merely do what principles must be upheld, for the prism of sun beckons to all."

[User]
 Horder

The warforged strides along the side of the road, in the mud. On his back, a metal spider wraps it's legs around him. Unlike any other warforged, his plates are brown, almost like rust, but a closer inspection reveals he his made of wood. His eyes glow green and you might almost think he was smiling at each step in the mud.

 Spoiler
Boy, I still have a lot to write for my character background 😛

[User]
 Kron

"Principles are good.  What's better is when yer paid for them.  Even better'n that is when you're paid for doing good works and there's a good fight ta be had!."

A small inkling of a smile can be seen from behind the helm of Kron before the visor slides down, leaving only his beard sticking out of his armor.

"Name's Kron if ya want to speak ta me."

Noticing the newcomer, he shrugs over to Horder before gruffly adding,  "And what's yer story?"

[User]
 Aust
 "I'd rather not be beckoned by anything, if it's all the same to you,"  says Aust to Lerende,  "But I have been on good terms with some sun-priests in the past."

Upon seeing the approaching form of the warforged, Aust remarks to no one in particular,  "What is that thing doing here? Where is its owner?"

[User]
 Horder
 "It is good, isn't it?"  He stamps his foot into the mud.  "Being able to move around, come and go as we please."  He breathes in the air.  "Mmm, smells like rain."

 Spoiler
Long story (understatement) short, Horder is a mix of personalities, the tree he is carved from the dominant, the original warforged mind is recessive, and his power stone holds the essence of the bear that killed him.

[User]
 Aust

Aust walks suspiciously over to the warforged. He asks, "Were you sent here? Who is your master?"

[User]
 Horder
 "Master? I have no master. I am here stretching my legs and getting the knots out of my back."  He stretches his arms out wide.  "Why? Who is your master?"

[User]
 Aust
 "I don't have a master,"  says Aust, slightly aware of the irony in this statement,  "I am alive."

[User] "Lets not trouble ourselves with such philosophical quandaries, I assume that we are all here to clear the miasma?"

[User]
 Horder

Horder stops and scratches the back of his head.  "Hmm, what do you mean 'alive?'"

[User]
 Aust

To the construct, Aust says  "Never mind. I'm not here to argue the meaning of life with a magical construct."
 "We're here to investigate,"  affirms Aust,  "so let's go. As for the warforged, I guess we could bring it along. May be its owner lives in Harbrig's Point, I've seen one or two around."

[User]
 Horder

The warforged frowns at the continuing implication that he 'belonged' to someone.  "After centuries I have finally earned my freedom. My flesh was torn and butchered and given new life. I refuse to go back to standing still for an eternity. Not that I would expect a weed such as yourself to understand, you take your freedom for granted."

[User]
 Kron

Shrugging, Kron motions to the half-elf.   "He's got it right. We got a job to do."   Moving along the road for a few feet, he turns back and loudly exclaims at those still standing there talking.

"Of course ya can stand there yabberin' all day.  'Course something's going ta jump you if only ta shut ya up!"

[User]
 As you all proceed towards Harbrig's Point the fog seems to grow thicker and heavier, billowing up through the pine treetops like a vast and insubstantial tower. The smell of damp woodland pervades the air.

For half an hour or more the only sounds you hear are the mixed twittering of birdsong and the clatter of your own footsteps. Gradually, the quiet gurgling of some nearby stream becomes noticeable amidst the relative silence. It comes from the right of the stone road, and increases in volume and vigour as your proceed. Eventually the other noises fade into the backdrop before the gushing flow of nearby water.

 Elrende

 Spoiler
Your senses are keener than those of your travelling compansions, and you pick out a rhythmic thumping noise below the sound of the stream, like a repetitive, muffled impact.

[User] "Comardes, there is something under the stream....sounds that reverabate too dissmlair to mere water's flow."

[User]
 Aust
 "Then why are we standing around? Either we fight or keep walking."  Aust reaches to his side, keeping a tight grip on his arcane rod.

[User]
 Kron

Taking out his axe, Kron exclaims after Aust has finished,  "Aye 'en let's hope we found somethin' that'll charge us."

[User]
 Horder
 "Hrum, I feel like getting my roots wet."

[User] "Be my guest." He gestured toward the river.