[User]
 You're smack dab in the middle of an impossibly large field of grass.  There's a bright sun overhead, a cloudless blue sky, and an irate bald guy with feathers looking like you just kicked his kitty.

 Spoiler
Same deal.  200 ft distance between you, roll for initiative.

[User]
 Thanks!

Initiative: (1d20+6)[ 16 ]

[User]
 And the Solar goes first again.  Maybe you guys should consider getting Improved Initiative... 😛

---

Leaping into the air with a downward surge of its wings, the immense angel with the shaven pate flies closer and invokes a spell.

 Spoiler
It is now 50 ft away, 50 ft in the air.

I will assume you cannot identify spells.

[User]
 Calling out in the language of the solar, Einuil cries out: "Your fight is not with me, creature of Good, for I am a man of charity and justice!"

Einuil leaps away from the earth, his wings carrying him swiftly to the magical creature.  With one, forceful blow, he attempts to end the fight before it even begins, channeling all the force of his will behind his fist.

Actions

 Spoiler
Move: to Solar
Standard: Quivering Palm.   (1d20+34)[ 46 ]
Fortitude Save DC 30.

If the solar fails its save, Einuil will attempt diplomacy so he doesn't have to kill it with a free action.

[User] Oh, and Eberra will cast Magic Circle against Kyber, which grants me some protections.

[User]
 I'll roll that here, just to be fair.

 Spoiler
  Fort  - (1d20+18)[ 35 ]

[User]
 Spoiler
Oh, a 17.  Lucky  devil  solar.

[User]
 Taking the blow to its chest without flinching, the angel draws back its rather massive sword and lets loose a barrage of attacks that seem impossibly swift and powerful.

 Spoiler
All of these count as magic, good, and epic for overcoming DR.

  First Attack  - (1d20+38)[ 41 ]
  First Damage  - (3d8+21)[ 42 ]
  Confirm  - (1d20+38)[ 56 ]
  First Attack  - (1d20+38)[ 45 ]
  First Damage  - (3d8+21)[ 37 ]
  Confirm  - (1d20+38)[ 56 ]
  First Attack  - (1d20+33)[ 37 ]
  First Damage  - (3d8+21)[ 41 ]
  Confirm  - (1d20+33)[ 45 ]
  First Attack  - (1d20+28)[ 37 ]
  First Damage  - (3d8+21)[ 34 ]
  Confirm  - (1d20+28)[ 46 ]
  First Attack  - (1d20+23)[ 35 ]
  First Damage  - (3d8+21)[ 37 ]
  Confirm  - (1d20+23)[ 33 ]

In case you're wondering, it gets an extra attack because it used Miracle to cast Righteous Wrath of the Faithful on itself last round.  We get to use Spell Compendium, the monsters get to use Spell Compendium.😉

[Edit: Wow, terrible rolls for the Solar.]

[User]
 Einuil manages to dodge most of the strikes, but one of them manages to catch him across the shoulder, wounding him.

37 damage from second attack, overcomes DR.  HP: 176/213

Einuil responds with a dizzying blur of strikes, lashing out with elbows, knees, hands, and feet, all the while calling out, "I. Do. Not. Wish. To. Hurt. You!:

 Spoiler

Haste-ing.  All of these will be stunning fists until he fails a save.  Fortitude Save DC 30.  " A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC."

All the following are non-lethal damage.

Atk 1:  (1d20+35)[ 39 ]
Dmg 1:  (4d8+10)[ 30 ]

Atk 2:  (1d20+35)[ 45 ]
Dmg 2: (4d8+10)[ 25 ]

Atk 3:  (1d20+35)[ 40 ]
Dmg 3:  (4d8+10)[ 28 ]

Atk 4:  (1d20+35)[ 43 ]
Dmg 4:  (4d8+10)[ 22 ]

Atk 5:  (1d20+30)[ 43 ]
Dmg 5:  (4d8+10)[ 21 ]

Atk 6:  (1d20+25)[ 42 ]
Dmg 6:  (4d8+10)[ 27 ]

Atk 7:  (1d20+20)[ 28 ]
Dmg 7:  (4d8+10)[ 20 ]

Meanwhile, a whistling sound comes from Eberra.

 Spoiler
Cure Moderate Wounds: (2d8+3)[ 12 ] HP=188

[User] Oh!  Almost forgot:  All of his strikes are WOUNDING for 1 constitution damage.

[User]
 Stunning Fist is once per round, dude.  It's on page 101 of the PHB: "...and no more than once per round."

  Fort  - (1d20+18)[ 36 ]

[User]
 Spoiler
Ah, good call.  Wasn't paying attention.

So, first strike was stunning fist, which failed, but all strikes that hit still deal normal damage and wounding damage, including the failed stunning fist.

[User]
 Your strikes, while strong and true, for the most part glance off the Solar's body.  It does flinch every time you hit it, but seemingly not from the force of the blows.

With an angry frown, the massive angel lifts one hand and calls out to the heavens.  In an instant it disappears from sight, and you can no feel the heat of its presence or hear the flap of its wings.

 Spoiler
Do you have True Seeing?

[User]
 Spoiler
Yes, Eberra casts it at will, so it's always on.

[User]
 Originally Posted by mhvaughan
 Yes, Eberra casts it at will, so it's always on.

Oh.  Wow, Djinn let you have permanent True Seeing?  That's ****ed up. 🤨

Anyway, I guess nothing changes for you.  The Solar is just hovering right there.

~Gabriel

[User]
 Spoiler
Is it my turn now?

Can you tell me if I'm actually doing any damage or constitution damage to this thing?

[User]
 Spoiler

 Originally Posted by Vox Clamantis
 Oh.  Wow, Djinn let you have permanent True Seeing?  That's ****ed up

Not if the enemies don't bother to conceal themselves.  Most of the stuff you guys will be fighting is going to be a little to confident in it's ability to...oh...destroy the known universe to bother hiding. 😁

Trust me...I know what I'm doing. 😁

[User]
 Originally Posted by mhvaughan
 Is it my turn now?

Can you tell me if I'm actually doing any damage or constitution damage to this thing?

Yes, it's your turn.  And no, you wouldn't know anything beyond what you can glean from my descriptions.  Don't metagame.

~Gabriel

[User]
 Spoiler
Wasn't trying to.

Einuil continues to plead with the Solar.  "What fight do you have with me?  It would seem to me that we are working for the same goals!"

Einuil strikes out again, just as before, attempting to deal only non-lethal damage to the solar in the hopes that it will get the message and be friends.  Perhaps they can go slay a lich together afterwards.

 Spoiler

Still haste-ing.

You know the drill: Fortitude Save DC 30.  " A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC."

All the following are non-lethal damage.  All strikes impart 1 constitution damage.

Atk 1:  (1d20+35)[ 53 ]
Dmg 1:  (4d8+10)[ 31 ]

Atk 2:  (1d20+35)[ 36 ]
Dmg 2:  (4d8+10)[ 23 ]

Atk 3:  (1d20+35)[ 38 ]
Dmg 3:  (4d8+10)[ 36 ]

Atk 4:  (1d20+35)[ 53 ]
Dmg 4:  (4d8+10)[ 29 ]

Atk 5:  (1d20+30)[ 43 ]
Dmg 5:  (4d8+10)[ 31 ]

Atk 6:  (1d20+25)[ 26 ]
Dmg 6:  (4d8+10)[ 31 ]

Atk 7:  (1d20+20)[ 36 ]
Dmg 7:  (4d8+10)[ 30 ]

HP: 188
Haste 2/20

[User]
 Takingupspacetakingupspace

  Fort  - (1d20+18)[ 22 ]

[Edit: And the Solar is Stunned for one round]

[User] Wheeeee!!  I'll go ahead and post another round's actions.

[User]
 Spoiler
Does a stunned flying creature fall?  If so, Einuil will follow it to the ground.

Einuil, giving full force to his voice, shouts at the creature.  "Surely you will yield now!  Just say the words, give me your yield, and we shall end this!"

 Spoiler

Yeah, it's probably cheesy, but I want to beat this thing, and I'm not going to try any trickery that might cost Einuil the win.  If the Solar would just speak back to my monk, he might change his course of actions...

Still haste-ing.

You know the drill: Fortitude Save DC 30. " A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC."

All the following are non-lethal damage. All strikes impart 1 constitution damage.

Atk 1:  (1d20+35)[ 37 ]
Dmg 1:  (4d8+10)[ 38 ]

Atk 2:  (1d20+35)[ 52 ]
Dmg 2:  (4d8+10)[ 21 ]

Atk 3:  (1d20+35)[ 36 ]
Dmg 3:  (4d8+10)[ 22 ]

Atk 4:  (1d20+35)[ 55 ]
Dmg 4:  (4d8+10)[ 26 ]

Atk 5:  (1d20+30)[ 47 ]
Dmg 5:  (4d8+10)[ 28 ]

Atk 6:  (1d20+25)[ 31 ]
Dmg 6:  (4d8+10)[ 30 ]

Atk 7:  (1d20+20)[ 26 ]
Dmg 7:  (4d8+10)[ 21 ]

HP: 188
Haste 3/20

[User]
 We can assume that, regardless of what you actually decide to do, the Solar will be unconscious by the end of your next turn.  All of the damage you've dealt (except the Con damage) has been nonlethal (the Solar only takes lethal damage from evil weapons and spells), so the angel will be back on his feet in less than a minute...but I'll assume you can keep pounding the crap out of it ad infinitum once it's unconscious.

Calling this a victory for the mad monk.

At...four rounds.  Well done.

~Gabriel

P.S. Without True Seeing, you'd have been dead in round three. 😛

[User]
 Yep.  I fully appreciate that.  That's why I was so intent on getting it for Eberra.

One can only assume that's not the way things will actually work in Djinn's game.

I really can't believe it was so easy.  I expected to be doing a lot more tumbling, engaging the Solar in conversation, instead of just "flurry till he's down".

Thanks for the game, Vox.

Oh, and if I didn't have true seeing, I would have gone ethereal, just for the fun of it!


[User]
 Grass field.  Wrathful Angel.  Beautiful sunlight.  Your worst nightmare!

 Spoiler
Roll initiative.

[User]
 Hope for a good roll...

  init  - (1d20+8)[ 10 ](18)

[User]
 Solar Initiative:

 (1d20+9)[ 11 ]

Edit: You're up.

[User]
 Ashtoreth's eyes glow a fierce silver then she points a finger at her enemy and a black beam strikes out;
 Begone abomination! Servant of false gods!

 Spoiler

Assay Resistance, Empowered Destruction DC 28.
  SRcheck  - (1d20+29)[ 15 ](44)
  damage  - (15d6)[ 4 ][ 4 ][ 2 ][ 6 ][ 5 ][ 1 ][ 5 ][ 2 ][ 2 ][ 4 ][ 4 ][ 3 ][ 1 ][ 3 ][ 2 ](48)

[User]
 And the Solar says...

  Fort  - (1d20+18)[ 29 ]

[User] Uh, it's your turn.

[User]
 The Solar dodges the black beam as it leaps into the air.  After drawing too close for comfort, the angelic being mumbles a single word under its breath.

For whatever reason you hear that word as clearly as if it had been shouted into your ear, and you go deaf and blind.

 Spoiler
Holy Word.  The angel is about 35 ft away, flying at 20' height.

I don't believe you're immune to either of those conditions, but correct me if I'm mistaken.

  To overcome SR  - (1d20+20)[ 30 ]

[User]
 Forgot to roll for duration:

  Deaf for  - (1d4)[ 2 ]
  Blind for  - (2d4)[ 4 ]

[User] (Doesn't having 21 HD mean I'm immune to the Word?)

[User]
 Originally Posted by Belial_the_Leveler
 (Doesn't having 21 HD mean I'm immune to the Word?)

Oh, you're absolutely right.  I forgot that you didn't take any LA.

Nevermind, your turn.

[User]
 Ashtoreth frowns for a moment then smiles at the Solar. Then she sends another black beam at it, a different type of necromancy from her repertoire.

 If I can't destroy you at once, I can drain your soul, herald of divine wickedness.

 Spoiler

Maximised, Empowered Enervation.
  touch  - (1d20+19)[ 12 ](31)
  neglevels  - (1d2+5)[ 2 ](7)
  SRcheck  - (1d20+29)[ 12 ](41)

[User]
 The angelic being shrugs off the attack, seemingly unfazed.  He returns with a spell of his own, a wave of positive energy that surges through you.

 Spoiler
I'm sure you expected a...Mass Heal. 😛

Will save DC 28

200 if you fail (on a 1, I would imagine), 100 if you succeed.

[User]
 (may I ask how? Enervation has no save and I don't remember it casting Death Ward or anything)

  will  - (1d20+43)[ 1 ](44)

[User] Well, that sucks. But if the Solar didn't ignore the Enervation, it might have lost the spell.

[User]
 Originally Posted by Belial_the_Leveler
 Well, that sucks. But if the Solar didn't ignore the Enervation, it might have lost the spell.

It didn't ignore it.  It lost many spells, in fact, and all of the other effects.  But Enervation isn't the sort of spell that's going to make the most powerful angels curl up and cry, so he shrugged and kept fighting.

As I said to someone else: you only know what is perceptible to your character's senses.

~Gabriel

[User]
 (but if it lost the 7 highest spell slots, how is it casting mass  harm  heal? And his caster level should have been 13, not 20. As a character, Ashtoreth doesn't know that. But as a player, I find it odd.

BTW, if a single-target spell fails, the caster knows why it failed.)

[User]
 Originally Posted by Belial_the_Leveler
 (but if it lost the 7 highest spell slots, how is it casting mass  harm  heal? And his caster level should have been 13, not 20. As a character, Ashtoreth doesn't know that. But as a player, I find it odd.

BTW, if a single-target spell fails, the caster knows why it failed.)

Spell-like ability.  Wish.  Not lost to Enervation.  Thrilling, isn't it?  As DM, I ruled that since the Solar's spell-like abilities are fundamentally religious, its Wish can reproduce divine spells.  Wish is such an open-ended spell that it's not even a stretch.

However I did forget that Mass Heal was 9th level, and thus beyond Wish's ability to reproduce.  Thus, we'll say it was a Mass Cure Critical Wounds, damage being now  (4d8+13)[ 22 ]  and we're done.

~Gabriel

P.S. And I already said it didn't fail.  Miss that, or something?

[User]
 Ashtoreth scowls at the Solar then tries another avenue of attack; she employs a spell of Banishment, actually altering reality to make it more powerful.

 I said begone! So go!

 Spoiler

Miracle, replicating Banishment. I do have banishment as a normal spell but using this for the higher DC. Will save DC 30.
  SRcheck  - (1d20+29)[ 4 ](33)

PS; didn't miss it. Just mentioning that not only senses come into the information game.

[User]
 Will Save:  (1d20+13)[ 21 ]

Yay, it's over.


[User]
 You step through the adamantine portal, to find yourself on a pillar of stone, standing in a lake of magma, which seems to extend infinitely.
On a similar pillar in the distance, your opponent awaits you: a pit fiend, the fiendish general of this part of Baator.

 Spoiler

The Pillar is fifteen feet across, made from solid stone.
The lake of magma is fifty feet below you. From the heat, everyone takes 1d6 fire damage per turn, which increases to 2d6 if within 20 feet of the surface. (Yes, that's different from the standard rules, but those are stupid.)
The pit fiend starts on an identical pillar, 100 feet away.
There are more such pillars, arranged in rows and collums, each 30 feet from the next.
The fight takes place in Baator, therefore the following changes take place (As per Planescape AD&D, I love those books):
-Summoned creatures are not under the control of the summoner
-Healing magic requires a caster level check against DC25 to function. Not a problem for a full caster, but items might fail, while all negative energy spells are cast at +1 caster level.
-This is the Layer of Phlegetos, therefore all fire spells are maximized and all cold spells deal minimal damage.
-You are treated as being on a different plane, while the devil is on his home plane.

[User]
 Taken unawares by the sudden change of scenery, the man in black armor reaches for his waist, where a long dagger hangs alongside his hip.  Once it is in hand, the short blade lengthens and grows to massive size, until it could be a weapon for a man much larger than he.

 Spoiler
  Initiative  - (1d20+5)[ 16 ]

The text was unclear...cornugon AND pit fiend?

[User]
 Spoiler

I wanted to send a summoned cornugon along, but edited it out. Is it still mentioned somewhere?

Anyway, Initiative.
 (1d20+12)[ 19 ]

[User]
 The pit fiend growls at Ariston wordlessly, then, unfolding it's wings, takes off with powerful flaps. Once there, it casts a spell on itself, a haze of dark energy swirling around it.

 Spoiler

The fiend moves 20 feet up and 40 feet backwards, then uses Unholy Aura

[User]
 Spoiler
I don't know if the pit fiend would know it, but Ariston isn't Good.  Unholy Aura will have no effect on him whatsoever.

Gritting his teeth in frustration at the fiend's cowardice, Ariston leaps off his pillar, caught after only a moment's drop by black feathery wings that spring from the shoulders of his armor.  Flapping powerfully, they bring him closer to the winged demon.

 Spoiler
Double move, bringing me to within 20' of the fiend.

[User]
 Spoiler

First, will save DC 27 against Fear Aura, please.

Also:
" First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. U nlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures . "

He doesn't know your alignment, but it helps anyway.

Also, what caster level are your wings? 😏

[User]
 Diamond Defense, Save vs Fear:  (1d20+36)[ 55 ]

No idea, but the pit fiend wouldn't know either.

[User]
 With a hissing laugh and a few flaps of his wings, the Pit Fiend moves further away, then, with only minimal concentration, launches a sphere of white-hot fire at Ariston, which explodes in mid-air.
 "You are more brave than you look mortal. But your magic wings will not help you here.
Pointing his claw at the Warblade, he dispels the wings.

 Spoiler

Glad to have that out of the way. Probably should have taken it for my character, but then I didn't have any skill ranks left anyway.

Ok, next on:
The fiend moves another 40 feet back and 20 feet up.

Quickened Fireball, reflex save DC 21, 60/30 fire damage.

Also, Greater Dispel Magic on your wings:
Caster level check:
 (1d20+18)[ 33 ]

Oh, and since I don't see any fire protection on you:
Fire damage from the hot air for the first and second rounds.
 (2d6)[ 7 ]

[User]
 Spoiler

Wings are supressed for
 (1d4)[ 1 ]  rounds. (1 round)

Yep. Moving 120feet places you over the lava. And since your wings fail, you will fall 150 feet during your turn, unless you can do something. Ouch.

Edit again: you may grab the ledge, actually. Climb check.

[User]
 Ariston lands lightly on the ground, looking up at the devil in disgust.  The spell he brushes off as though it hadn't touched him.

 Get down her and fight me, fiend!  What would the Tanar'ri think to see you running from a mortal?  They'd LAUGH, devil!

 Spoiler
Reflex:  (1d20+21)[ 31 ]  against the Fireball.  Taking a swift action to renew all of my maneuvers (in other words, Diamond Defense).

Have a ridiculous Jump check, so the fall shouldn't be an issue.

[User]
 Spoiler

I'm sorry, I miscalculated distance: you are in a square just before the ledge. Therefore, it's a climb check to catch yourself.

[User]
 My Climb modifier is +36, and it doesn't fail on a 1. 😉  But I'll roll if it makes you happy...

  Climb Check  - (1d20+36)[ 46 ]

[User]
 Screw all these spoilers.
You barely made it, actually: the DC is 45. According to the climb rules, its' Wall (natural rock, DC 25)+20.

But okay, continuing as planned.

Anything else in your turn?

[User]
 Wow, that's ridiculous.  An epic character can barely catch ahold of a wall after falling 20 feet?  Jackie Chan must have something like 50 HD... 😛

No, just the recovery.

[User]
 "This is why the Tanar'ri haven't won yet and smashed your puny little world, human! Tactics. Tactics, and enough restraint not to be tauned by mortals."

Hmm. Another question: I just saw that you didn't take any damage from the fireballs. Might I ask where you got evasion or resistance from? I don't see it in your equipment list.

[User]
 God, what is it with you people? 😛  Of course I took damage.  But 30 damage on a character with 341 HP is  nothing , so he shrugged it off in-character.

I assume we're using abstraction of HP, so that every point of damage isn't a literal wound.

Also, Pit Fiends are the baddest of the bad.  Why is this one running away?  I get that you're meta-gaming, but come on...

[User]
 Sure. But with that wording, it pays of to make sure.

Well, then...

Concentrating, the fiend draws a pentagram into the air with one claw, which bursts into flame, calling a fiery sphere into existence at each point of the star.

Casting Meteor Swarm and Quickened Fireball.

Meteor Swarm requires four touch attacks, each for 2d6 bludgeoning damage:

 Spoiler

Ball 1:
 (1d20+25)[ 29 ]
 (2d6)[ 8 ]

Ball 2
 (1d20+25)[ 28 ]
 (2d6)[ 5 ]

Ball 3
 (1d20+25)[ 32 ]
 (2d6)[ 9 ]

Ball 4
 (1d20+25)[ 43 ]
 (2d6)[ 11 ]

If they hit, they also deal a full 36 fire damage each. If they miss, you still have to make a reflex roll (DCs 27) , taking half hte fire damage on a miss and full fire damage on a hit.
The fire ball is DC 21 again, either 60 or 30 damage.

[User]
 And they all hit, unless you react somehow with a counter or something?

You would, in that case, take 13 bludgeoning damage (DR included) and 144 fire damage, plus either 30 or 60 from the fireball.

And okay, the flying away is a little unfair. But it's out of really useful spells anyway... it will come into melee soon.
Let's say it got a prophecy that a powerful hero is coming to slay it and is therefore a little more careful.

[User] (*Psst, I'm not really here, but why are they all maximized?*)

[User]
 See first post: Phlegetos, with planar traits as per 2nd ed planescape. Therefore, all fire spells are maximized.
I said I would make this harder, since the PIt fiend only uses one source book and has no spells, as opposed to the Solar.

[User] You didn't roll vs my SR of 31.  For any of that... 😉

[User]
 You should have said so, I didn't see it anywhere on the sheet 😉
Okay, then:

Meteor Swarm:
 (1d20+18)[ 28 ]

Fire ball:
 (1d20+18)[ 21 ]

Lucky Berk.

[User]
 This time, Ariston passes through the raging flames as though they weren't there.  No so much as a hair on his head gets singed.

 Well, devil?  Would you like to try that again, or have you finally found it in your craven heart to fight me?

 Spoiler
Flying up (wings working now) to within 20 ft of the pit fiend.  Holding an action to use Diamond Nightmare Blade if he comes within reach.

Please don't metagame the held action. 😛

[User]
 ((Sure won't. I had a battle plan pretty much written down beforehand, and I'm sticking to it unless something very unexpected happens.))

The Pit fiend only smiles and, without coming closer, concentrats on another spell. Suddenly, the pit fiend seems to split in two as a second pit fiend steps out of the first one. However, the concentrating Ariston realizes that the right one of them is an illusion as the two split up and move to surround him in a pincer movement.

((Also, you made your will safe against Persistent image. Roll for the attack))

[User]
 Ariston brings his weapon down, eyes never leaving the Pit Fiend's vulnerable shoulder.

 Spoiler
Diamond Nightmare Blade

 (1d20+37)[ 43 ] , taking 5 off for Power Attack
If it hits,  (3d6+49)[ 58 ] x4 damage.  The weapon bypasses damage resistance as magical, epic, slashing, and good.  If it threatens a critical against an evil creature (pit fiend, for example), it automatically confirms.

Crap roll. 😛

[User] Can't find the rules for epic damage reduction... anyway, the weapon doesn't count as silver, right? In that case, the devil has a few hit points left, after you dealt 217 damage.

[User]
 Spoiler
Since it's my turn, I'll be fancy and finish him off with a 9th level maneuver. 😉

Holding his sword up in a mock salute, the man in black armor flashes into motion so blindingly fast that only the slightest glimmer of red light off his blade betrays his presence.

 Spoiler
Perfect Spellstrike, sacrificing 70 HP to end this with style

  Attack  - (1d20+37)[ 54 ]
  Damage  - (3d6+49)[ 59 ]
  Attack  - (1d20+37)[ 47 ]
  Damage  - (3d6+49)[ 55 ]
  Attack  - (1d20+37)[ 39 ]
  Damage  - (3d6+49)[ 63 ]
  Attack  - (1d20+37)[ 54 ]
  Damage  - (3d6+49)[ 56 ]
  Attack  - (1d20+37)[ 47 ]
  Damage  - (3d6+49)[ 59 ]

And since the last attack hit, these all bypass ALL damage resistance and confirm any critical threat from 17-20.

[User]
 Right. He only had like 8 HP left anyway, I'm not even going to add up damage there.

Theoretically, he could regenerate, but let's forget that, it only makes this take forever, you win.

I'll run another challenge tomorrow, I've got enough for tonight.

[User]
 Originally Posted by Eldan
 Right. He only had like 8 HP left anyway, I'm not even going to add up damage there.

Theoretically, he could regenerate, but let's forget that, it only makes this take forever, you win.

I'll run another challenge tomorrow, I've got enough for tonight.

Not to split hairs, but the pit fiend is actually dead.  Completely dead.  After that first hit (the Diamond Nightmare Blade), Ariston's sword acquired the Silver quality for the next ten rounds.  So that second bout of attacks actually killed it outright. 🙂

~Gabriel

[User] Right then. Shame on me for not checking what your weapon actually does, I guess. 🙂

[User]
 Originally Posted by Eldan
 Right then. Shame on me for not checking what your weapon actually does, I guess. 🙂

I am inordinately proud of that sword.  "Edged Victory" indeed!

~Gabriel 😁


[User]
 Grass plains as far as the eye can see.  The horizon of your sight is broken only by a bald guy with a bad attitude.  Oh, and he's 9' tall.  And he has wings.

 Spoiler
Initiative!

[User]
 "HA! I'm 73 and mortal and even I've got hair. Suck it feathers"

Initiative: (1d20+5)[ 14 ]  -  After You
So you don't think I'm cheating I'm Bound to:
1. Dantalion
2. Halphax
3. Orthos
4. Amun-her Khepeshef
5. Tkhaluuljin
These would be my standard Vestiges in-game, unless I needed a specific ability from one of the others.

[User] Solar Initiative:  (1d20+9)[ 27 ]

[User]
 The winged figure rises into the air and swoops close by.  You clearly hear its voice as it chants an incantation, and a bolt of lightning crackles from its fingertips.

 Spoiler
Chain Lightning (I don't care whether you know, and people complain about the fog of war for some reason...)

 (20d6)[ 72 ]  damage

DC 23 Reflex for half

[User]
 (I have Spell Resistance 40 because of the Epic Spell Mantle thingy. Caster Level Check please.)
(In case it doesn't matter Reflex:  (1d20+12)[ 26 ] )

[User]
 I sincerely doubt Djinn will let you keep that.  "By the way, no spells work on me, ever!" 😛

Anyway, we'll assume it doesn't pass the SR.  Your move.

~Gabriel

[User]
 (Probably not, I picked it before I knew about the type of game it would be. I just wanted an epic item. Well we'll say the spell made it turn to ash and was replaced by a giant pile of gold coins.)

"Oi, I liked that thing you miserable chrome-dome."

 Stretching his fingers apart he raises his hands to his face, palms inwards . He then called out words unintelligible to even the Solar, and a wave of dismal energy sweeps over the its senses, pummeling them.

 Spoiler
Using Mind Blast. Will DC 33 or stunned for 12 rounds.
If it doesn't work then I'll use my move action to activate Awe of Dantalion, meaning he can't take any action against me for 1 round and must make a Fort DC34 or be blinded for  (1d4)[ 4 ]  rounds.

[User]
 Well, you're evil.  That gives the Solar a +4 to his saves.

  Will vs Mind Blast  - (1d20+24)[ 42 ]
  Fort vs Blinding  - (1d20+22)[ 42 ]

And we'll see how it goes.

[User]
 The Solar gives no sign that your attack had any effect, except that he flutters off a bit and casts a spell.

 Spoiler
Not telling you what it was. 😛

[User] Awe of Dantalion has no save. Just the Blinding. He's stuck this round.

[User]
 Taking an unusual flight pattern Krall flies past the Solar attacking it with his Halberd as he keeps going.

 Spoiler
Flyby Attack:  (1d20+25)[ 38 ]
Damage:  (1d10+8)[ 18 ]  (and no it doesn't overcome DR, stupid non-Epic Weapon)

Aura of Madness means Will DC33 or he's confused for 4 rounds.

[User]
 He didn't take an action against you.  He did take an action on his own behalf.

~Gabriel

[User] Well in that case ignore me and proceed with the massacre 😛

[User]
 Save vs Confusion:   Will  - (1d20+28)[ 44 ]

 Spoiler
Additional +4 bonus is from the spell he cast on himself, if you must know.

[User]
 Lifting his hands, the Angel petitions the heavens for your immediate destruction.

The heavens take this under advisement.

 Spoiler
Destruction.

Fort DC 24 or Die

 (10d6)[ 30 ]  damage even if you pass it.

[User]
 (Fort:  (1d20+25)[ 44 ] )

"Ow. Why are you attacking me? Is it all the decades of killing? Is that it? Because that was totally justified."

 Spoiler
Since the Solar's already healed that last attack, doing it again is pointless. I guess I'll try Whirlwind Breath, 60ft Cone.
Damage (DC33 Reflex for half: [roll]21d6[/roll]
Also Fort DC33 or knocked Prone and blown [roll]1d4[/roll]*10ft away from me.

[User]
 Let's see how the Solar stands up to it...

Reflex:  (1d20+26)[ 27 ]
Fort:  (1d20+26)[ 27 ]

BEHOLD!  THE SNAKE EYES!

[User]
 (GRRR No editing rolls into posts.)

 Spoiler
Damage:  (21d6)[ 71 ]
Distance:  (1d4)[ 3 ] *10ft

 Edit:  😦 I don't think I've ever seen that before.

[User]
 The angel takes the hit and tumbles back through the air 30 ft, catching itself on its wings and straightening itself out.

Immediately it calls out a word of terrible power, calling for your sight to fail.

 Spoiler
Power Word, Blind

If you currently have less than 200 HP, you are Blind for... (1d4+1)[ 2 ]  rounds.

[User]
 (Since I only have 200HP at full, yeah Blind. Thank Orcus for Blindsight. I hate Solars.)

 Spoiler
I have nothing now, nothing for another 2 rounds when I can try Mind Blast again. I guess I'll give Overwhelming Thoughts a go.
Will DC34 to prevent me reading your thoughts, followed by a second Will DC34 to prevent being Dazed for  (1d4)[ 1 ]  rounds.

[User]
 First Will Save  (1d20+28)[ 34 ]
Second if necessary  (1d20+28)[ 41 ]

[User]
 The Solar draws closer, you can hear by its wingbeats.  Suddenly a raging inferno engulfs you...

 Spoiler
Yeah, it's a Fire Storm.

 (20d6)[ 70 ] , Reflex DC 25 for half

[User] (Reflex:  (1d20+12)[ 20 ] ) - OW!

[User] Your move.  I keep forgetting to tell people that.  My bad.

[User]
 (Alright I've used every offensive action except one soooo)

 Spoiler
Full Round Action to summon a Sphere of Annihilation.
No control check yet because I've used my actions up.

[User]
 Seeing the Sphere, the angel blanches.  Unbeknownst to you (you're blind), the ruthless avenger points its finger at you and speaks a single word.

You are stunned for  (1d4)[ 1 ]  rounds.

What happens when you lose control of a Sphere?

[User]
 Nothing happens it just floats there for the next 20 rounds waiting for me to utilise it.

Stunned this round. Enjoy.

Also I'll need to know the distance between me and you, for the sphere movement and all.

[User]
 Spoiler
So, you drop everything held (weapon and shield), take a -2 to AC and lose your Dex bonus to AC.  That puts your AC at 36 unless I'm much mistaken.

Staying as far away from you as possible, the Angel retreats to the maximum range of its next spell...

 Spoiler
Which is a Polar Ray, cast via Wish from a distance of 75 ft.

 (20d6)[ 71 ]  cold damage

[User] Er, ranged touch attack:  (1d20+31)[ 36 ]

[User]
 Since it's a Touch+Flatfooted-2 it most definitely hits. FYI my shield floats though, so no droppage.

First a question for you as DM: Since I'm immune to my own Sphere's effects, and it is corporeal, does it count as an object?

[User]
 Originally Posted by Kobold-Bard
 Since it's a Touch+Flatfooted-2 it most definitely hits. FYI my shield floats though, so no droppage.

First a question for you as DM: Since I'm immune to my own Sphere's effects, and it is corporeal, does it count as an object?

No.  The Sphere is weightless, therefore it has no mass.  The caster passes through his own Sphere unharmed, but you can't grab something that has no substance.

[User]
 Kewl.

Use Mind Blast again. Will DC33 or Stunned for 12 rounds.

Either way Sphere Control Check:  (1d20+34)[ 44 ]
Move Sphere 20ft towards Solar.

[User]
 Will Save vs Stun  (1d20+28)[ 42 ]

From that same distance, the angel points and calls out a third word of power.

 Spoiler
Power Word, Kill.

Unless you've healed somewhere along the line, that may be the end of it.

[User]
 Firstborn Guardian = Immune to Death Effects. Thought it would be that easy did you?

I will use Overwhelming Thoughts again. As you know Will DC34 x2 or Dazed for  (1d4)[ 1 ]  rounds.

Sphere Control:  (1d20+34)[ 46 ]
Moves it 25ft towards you, putting it 30ft from you. Don't worry, I know you'll move (I'm not that dumb) but meh.

[User]
 First save  (1d20+28)[ 38 ]
Second  (1d20+28)[ 30 ]

With a mildly frustrated look, the Solar flies around the Sphere and moves to a different side, 75 ft from the Sphere and 50' from you.  And casts a spell.

 Spoiler
Flamestrike.

 (15d6)[ 55 ]  Reflex DC 22 for half.

[User]
 (Reflex:  (1d20+12)[ 28 ] )

 Spoiler
I'm going to write these down so I don't lose track.
Mind Blast: Usable in 3 rounds
Overwhelming Thoughts: Usable in 3 rounds
Awe of Dantalion: Available
Whirlwind Breath: Available
Sphere of Annihilation: Usable in 1 round

Very singed, frozen and injured, but at least able to see Krall suddenly felt very old.

"Any chance you want to talk about why we're locked in a Death Match?"

Use Awe of Dantalion. No offensive actions and Fort DC or Blind for [roll]1d4[/roll] rounds.

Control Check: See below

(OOC: Sorry this is taking so long. If you want to call a tie and give someone else a go I understand.)

[User]
 Control Check:  (1d20+34)[ 43 ]
Sphere moves 20ft, making it 50ft between you and it.

[User]
 Solar's save:

  Fort  - (1d20+26)[ 39 ]

Regardless of the result, he casts Heal on himself, bringing him up to full.  And moves again, still 50' from you but now 100' from that pesky Sphere.

[User]
 Spoiler
I'm going to write these down so I don't lose track.
Mind Blast: Usable in 2 rounds
Overwhelming Thoughts: Usable in 2 rounds
Awe of Dantalion: Usable in 3 rounds
Whirlwind Breath: Available
Sphere of Annihilation: Available

Soooooooo.......

Control Check:  (1d20+34)[ 48 ]
Moves 25ft towards you, it's 75ft from you.
Fly behind you and....attempt a Grapple (+13 [Cha Mod] from Scion of War)
Grapple:  (1d20+33)[ 53 ]  - Nat 20 -YAY

[User]
 Hmm.  The Solar has Escape Artist ranks, but they're lower than his Grapple check.  You rolled very well...

  Grapple  - (1d20+39)[ 54 ]

Wow, but the Solar beat it anyway.  That's majorly crap luck, dude. 😦

[User] That was the best I could do. This battle will never end. Your move.

[User]
 Since you're so close, the Solar makes a full attack...

 Spoiler
  1st Attack  - (1d20+39)[ 58 ]
  1st Damage  - (3d6+18)[ 26 ]
  1st Confirm  - (1d20+39)[ 57 ]
  2nd Attack  - (1d20+34)[ 41 ]
  2nd Damage  - (3d6+18)[ 28 ]
  2nd Confirm  - (1d20+34)[ 36 ]
  3rd Attack  - (1d20+29)[ 49 ]
  3rd Damage  - (3d6+18)[ 31 ]
  3rd Confirm  - (1d20+29)[ 46 ]
  4th Attack  - (1d20+24)[ 25 ]
  4th Damage  - (3d6+18)[ 23 ]
  4th Confirm  - (1d20+24)[ 38 ]

Two critical threats...

[User]
 All hit, first crits. Gimme the damage number please.

134 dmg. Puts me at -102.

But I'm not dead. Yay Delay Death.

[User]
 First, -40 dmg coz of DR leave me at -62

 Spoiler
I'm going to write these down so I don't lose track.
Mind Blast: Usable in 1 round
Overwhelming Thoughts: Usable in 1 round
Awe of Dantalion: Usable in 2 rounds
Whirlwind Breath: Available
Sphere of Annihilation: Available
Burst of Life: 5 rounds

I will fly from Solar.
Use Burst of Life to Heal 250 HP putting me at 188HP.
Control Check:  (1d20+34)[ 48 ]
Move it **ft

[User]
 Originally Posted by Kobold-Bard
 But I'm not dead. Yay Delay Death.

Wait, are you serious?!  LMFAO!

So, um, if you're still alive...it's your turn. 😛

[User] How often can you use that heal...because this really will take forever if you're healing up to full every five rounds...

[User]
 My turn's above you. The Sphere moves 25ft, leaving it 50ft from you.

(Since sooner or later you'll fail a save against Mind Blast, and those 12 rounds will give me enough time to Annihilate you, wanna call it a win for me? If not feel free to continue.)

 Edit:  250HP + Greater Restoration every 5 rounds til the end of time. 😁

[User]
 Originally Posted by Kobold-Bard
  Edit:  250HP + Greater Restoration every 5 rounds til the end of time. 😁

Wow.  Nothing personal, but that's stupid. 😛

The Solar could kill you in four rounds, but not if you're running in circles waiting for him to fail a save.

We'll call this a draw.  It's not worth playing out.

~Gabriel

[User]
 Damn, I really hoped you'd go for that 😏

Agreed. I'm happy with a draw.

Thanks for the playtest, and sorry for wasting your time like this. Now I have to reallocate that Spell Mantle money.

[User]
 Originally Posted by Kobold-Bard
 Thanks for the playtest, and sorry for wasting your time like this. Now I have to reallocate that Spell Mantle money.

Don't just take my word on that.  Ask Djinn.  I'm by no means an authority.  Just some bloke who tends to voice his opinion too often. 😁

~Gabriel


[User]
 The stage is set, an arena 200ft long, and 200ft wide. Walls extend 200ft upwards, in a bid to trap the contestants into the battlefield.

Initiative -  (d20+5)[ 22 ]

(Start on top-centre & bottom-centre, 200ft apart?)

EDIT: Damn, no rolls in the first post <_<

[User]
 Initiative:  (1d20+5)[ 22 ]

Call it opposite sides rather than top and bottom?

[User]
 Sure. Sorry, I just visualised it as a grid.

 (d20+5)[ 11 ]

[User]
 Spoiler
So there's no cheating from me. Bound to:
Dantalion
Orthos
Halphax
Amun-her Khepeshef
Tkhaluuljin

Activate Displacement (50% miss chance) and fly up 70ft and forward 80ft.
Swift action to activate Swift Awe of Dantalion. You can't take any hostile action against me this round.

Your move.
 Edit:  Hello? Mr. Undead Monstrosity of Spamming?

[User] Would that be mind-affecting? As, y'know, I'm immune. 🙂

[User]
 Originally Posted by Niezck
 Would that be mind-affecting? As, y'know, I'm immune. 🙂

By the word of the SRD.....No. Illusion (Glamer).

[User] What sort of actions am I prevented from doing? Damage? Anything that targets you? Spells that affect you?

[User]
 Originally Posted by Niezck
 What sort of actions am I prevented from doing? Damage? Anything that targets you? Spells that affect you?

Anything that would have a negative effect on me. You can move,buff,heal,summon as long as it doesn't do anything to me etc. No fireballs, forcecage, time stop and the like.

[User]
 Damn, alright. (That's truly evil <_<)

Readied action.

 Spoiler

Ready an action to cast Twin Chain Lightning defensively as soon as the spell wears off.

Also, fly 60ft upwards.

Done.

EDIT: Incidently, do I get a will save or some such ... ?

[User]
 (Not a spell, no save, but it only lasts until the end of this turn, and you can still buff etc.)
(I've got two options, instant KO, or real battle. Since you have to go soon I'll go with KO. Maybe we can try another proper battle tomorrow)

Fly 120ft across (10ft above you) and use Burst of Life dealing 250 points of Positive Energy that I don't think you get a save for. Even if you do I can use Vestige's Surge to repeat it.

I think we're done unless you have some kind of Positive Energy Protection or more than 500HP.

[User]
 Wow, your character is horrible, truly ... <_<

How do you ...
250 points of positive energy ... with no save ... *Cry*

Is it a spell? 'Cos I -was- going to cast spell turning ...

[User]
 Originally Posted by Niezck
 Wow, your character is horrible, truly ... <_<

How do you ...
250 points of positive energy ... with no save ... *Cry*

Is it a spell? 'Cos I -was- going to cast spell turning ...

He's only horrible vs. undead. Sorry about that.

None of my powers are Spells, and that particular one is from an Epic Vestige, and is it's only active ability. And they can only be used once every 5 rounds. Compared to a full-caster I can nova for a round or two, but then I'm stuck being a substandard tank for 5 rounds while you lot murder everything.

[User]
 Originally Posted by Kobold-Bard
 None of my powers are Spells, and that particular one is from an Epic Vestige, and is it's only active ability. And they can only be used once every 5 rounds. Compared to a full-caster I can nova for a round or two, but then I'm stuck being a substandard tank for 5 rounds while you lot murder everything.

But ... but ... 250 points of positive energy with no save. That's truly horrendous <_<


[User] Angry Solar, 200 ft distance, empty arena. You know the drill.


[User] srry about it but I double posted the topic and can't seem to delete it.


[User]
 Arena Tournament, Round 46:  Chainy   vs.  Horny
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 dman11235 - Chainy
 Stupnick - Horny
 All gladiators please roll initiative

[User]
 (1d20+2)[ 21 ]

I'm saving up for something expensive.

[User]
 High Ref chilepepper

Chainy is the winner.

[User] sorry didn't realize it was updated.. well gratz


[User]
 Arena Tournament, Round 26:  Shasnuart  vs.  Oathbreaker
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 Rolling Intiative:  (1d20+2)[ 11 ]

Good luck to you! I see you subscribe to the magazine of "THe best defense is a good offense!"

Suzuro

[User]
 Initiative  (1d20+2)[ 20 ]

What a coincidence! So do I!

[User]
 Oathbreaker round 1:

Oathbreaker starts at Y14 with both his swords drawn and double moves to J15.

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: J15
 Current Buffs:  None

your turn.

[User]
 Start in B 14

I take out a bottle and smear some oil on my club

Stats

 Spoiler
HP: 13 AC: 22 FF: 20 Touch: 12

Souldmelds:
RageClaws 0 essentia: Fight until -10 HP
Wormtail Belt 2 essentia: +4 Natural Armor
Ongoing effects: Shillelagh on Club 1/10

Your go

Suzuro

[User]
 Oathbreaker round 2:

Oathbreaker cackles with glee as he drops his large katana and charges to C14, attacking with his smaller katana.

Katana Attack!  (1d20+8)[ 20 ]  /\ If it threatens  (1d20+8)[ 10 ]
If it hits  (1d10+4)[ 5 ]  /\ If it crits  (1d10+4)[ 12 ]

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:   14 , Touch:  10 , FF:  12
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: J15
 Current Buffs:  None

your turn.

[User]
 Ooooooh! Close, but no cigar!

Attack:  (1d20+3)[ 11 ]
Damage:  (2d6+3)[ 9 ]

Stats

 Spoiler
HP: 13 AC: 22 FF: 20 Touch: 12
Position: B 14
Souldmelds:
RageClaws 0 essentia: Fight until -10 HP
Wormtail Belt 2 essentia: +4 Natural Armor
Ongoing effects: Shillelagh on Club 2/10

Your go

-Suzuro

[User]
 [B]Oathbreaker round 3:[/B

More Samauri action! (ya know, I forgot to add strength and a half to damage for wielding a sword two handed last round. oh well...)

Katana Attack!  (1d20+6)[ 25 ]  /\ If it threatens  (1d20+6)[ 16 ]
If it hits  (1d10+6)[ 10 ]  /\ If it crits  (1d10+6)[ 9 ]

Tail Attack!  (1d20)[ 1 ]  /\ If it threatens  (1d20)[ 3 ]
If it hits  (1d6+2)[ 5 ]  /\ If it crits  (1d6+2)[ 5 ]

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: C14
 Current Buffs:  None

edit: Did that one get you?

[User]
 Indeed! Ya got me, for reference, I've got 22 AC

Attack:  (1d20+3)[ 9 ]
Damage:  (2d6+3)[ 10 ]

Stats

 Spoiler
HP: 3 AC: 22 FF: 20 Touch: 12
Position: B 14
Souldmelds:
RageClaws 0 essentia: Fight until -10 HP
Wormtail Belt 2 essentia: +4 Natural Armor
Ongoing effects: Shillelagh on Club 3/10

Your go

-Suzuro

[User]
 Oathbreaker round 4:

Essenstia.  I hate that stuff (when I don't use it).

Katana Attack!  (1d20+6)[ 15 ]  /\ If it threatens  (1d20+6)[ 20 ]
If it hits  (1d10+6)[ 12 ]  /\ If it crits  (1d10+6)[ 9 ]

Tail Attack!  (1d20)[ 20 ]  /\ If it threatens  (1d20)[ 7 ]
If it hits  (1d6+2)[ 7 ]  /\ If it crits  (1d6+2)[ 6 ]

Stats for Refs:

 Spoiler

[SIZE="1"] Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: C14

Edit: And I think its the tail for the win!

[User]
 Actually, thanks to my rageclaws, I don't fall unconscious until -10 HP

Attack:  (1d20+3)[ 11 ]
Damage:  (2d6+3)[ 10 ]

Stats
[spoiler]HP: 3 AC: 22 FF: 20 Touch: 12
Position: B 14
Souldmelds:
RageClaws 0 essentia: Fight until -10 HP
Wormtail Belt 2 essentia: +4 Natural Armor
Ongoing effects: Shillelagh on Club 4/10

your go

[User]
 ..can you have a ref give you this match? I forfeit, I'll be gone for a week and I don't want to worry about this right now....

-Suzuro

[User] That attack of mine put you at -4 and your attack put you at -5.  I don't mind telling the refs.  Good game, you could have clobbered me if I hadn't rolled well.

[User] Oathbreaker wins and gets his due rewards


[User]
 From far and wide, the great scholar mage Madnrake, summoned a conclave of many of the wealthiest and most powerful lords of the Geomundai, border lands. He asked them to come to hear of his latest research into the lost regalia of the once great empire.

Now nearly two dozen men, ranging from ruthless warlords to pious paladins, find themselves sitting around a massive oaken table in the mages tower.  The golden inlaid runes of the table, do little to offset the hostility in the room.
As you find your seats, Krain "Lord of Dark Citadel" stands up.

"If this petty mage can't find the time to see me when I arrive, he can watch me leave."

With these words Krain storms out slamming the mahogany doors behind him.. The room is silent in his wake.

[User] Marcus Solarius captain of the bloodcloaks the empirial armies a tall man with scared face and wearing a very decorated military uniform is lost in his thoughts not noticing krain's early departure. Then after what seems an eternity he looks to his bodyguard next to him in quiet and confidence " good things come to those who wait ".

[User]
 As you wait a liveried servent enters the room and sets out a series of unopened chilled wine bottles.

"Please excuse the delay sires, some guests are still not here yet and the master has been detained"

Goblets are set before you, and each baron is provided a sealed bottle so that their trusted servants might pour.  The servant bows and exits, several lords take the bottled wine and follow him, filing out of the room in disgruntlement and boredom.

As the wine is poured general atmosphere of relaxed conversation begins to predominate in the room and the remaining lords unwind with their peers awaiting the arrival of the tardy mage.

[User] Marcus  begins to eat and drink with perfect posture and begins a conversation with a empirial navy captain next to him on the state of the empire. His main points are of criticism of the placity of the empirial military and wide spread corruption of the senate.


[User]
 Arena Tournament, Round 9:  Rune  vs.  Zaknefein
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Rune - Bingo Bob
 Zaknefien - Deathslayer7
 All combatants, please roll initiative.

[User]
 Hey! It's finally the last match of round 9! It's been... wow, a couple months at least. Rune's been getting pretty dusty. 😛
  Initiative  - (1d20+1)[ 11 ]

[User]
 Zak here.

 (1d20+3)[ 13 ]

Refs only: Spells

 Spoiler

Cure Minor Wounds x3
Entangle x2

good luck

[User]
 Spoiler

Wolf will stay in Y14 since i can't control him very well. For now at least.

I'll start in Y13 and double move to O13.

 (1d20+3)[ 15 ]  Hide
 (1d20+3)[ 20 ]  MS
 (1d20+8)[ 13 ]  Spot
 (1d20+8)[ 18 ]  Listen

your turn

[User]
 Rune, Round 1
 Actions

 Spoiler

  Binding Amon  - (1d20+3)[ 7 ] .

Start in B13 with shield and morningstar in hand. Drink potion of Hide From Animals, and then move to F13.

 Stats

 Spoiler
HP: 10/10, AC 21, Fort +5, Ref +1, Will +2, DR 2/Adamantine, Light Fortification. Potion on Round 1/100

Your move.

[User]
 Ref Maurkov

@Zaknefein
 Spoiler
Stairs cost 2 to climb and your speed is listed as 30.  A double move will only bring you to Q13.  No LoS from Q13.

@Rune
 Spoiler
No LoS

[User]
 Spoiler
 Move to L13. If I see him, I'll cast entangle on him. If not, double move to L15.

[User]
 GM Kyeudo

LoS established. Zak moves to L13, spots Rune in F13, and casts a spell. Rune needs to make a Reflex save as vines, grasses, and roots try to entangle him.

[User] Hmm... let's hope...  (1d20+1)[ 14 ]

[User]
 DC 13, but you can only move for half speed until you get out of it. 40. ft radius around you.

Your turn.

[User]
 Double move to J13.

 Stats

 Spoiler
HP: 10/10, AC 21, Fort +5, Ref +1, Will +2, DR 2/Adamantine, Light Fortification. Potion on Round 2/100 (Like it matters)

[User]
 Well we both need to make reflex saves again. I'm to close.

 (1d20+3)[ 22 ]

Also, sorry for not posting earlier. Having trouble with GITP. Have to constantly refresh pages to see new post that are up.

ok double move to O13.

your turn.

[User]
 (1d20+1)[ 16 ]

Come on... Come on...

YES! Double Move to N14.

[User]
 Move to R11, and shoot you. You still need to make a reflex save again since your barely, but still in the 40 ft. radius.

 (1d20+3)[ 22 ]
 (1d8)[ 4 ]
 (1d20)[ 16 ]  heel check for wolf. Wolf is at S11.

your turn

[User]
 Hmm...  (1d20+1)[ 3 ]

So much for that.

[User]
 Strength Check to move:

 (1d20+2)[ 17 ]
 Stats

 Spoiler

HP: 8/10, AC 21, Fort +5, Ref +1, Will +2, DR 2/Adamantine, Light Fortification. Potion on Round 2/100 (Like it matters), Entangled

[User]
 Dc 20 for strength check sorry.

but ill gladly shoot you again. 😉
 (1d20+3)[ 7 ]
 (1d8)[ 6 ]

your turn , going on round 4/10 i think. checking.

[User]
 Trying to move again...

 (1d20+3)[ 15 ]

Dang. Your turn.

[User]
 sorry for the long reply. GITP wasnt working with me.

 (1d20+3)[ 17 ]
 (1d8)[ 5 ]

your turn.

That should be an 18 for attack. Forgot about point blank shot. adds +1 to attack within 30 ft. Going on round 5/10.

[User]
 Rune, Round 5

Strength Check  (1d20+2)[ 17 ]

Le sigh. Your turn.

 Spoiler
HP: 8/10, AC 21, Fort +5, Ref +1, Will +2, DR 2/Adamantine, Light Fortification. Potion on Round 5/100 (Like it matters), Entangled

[User]
 (1d20+4)[ 24 ]
 (1d8)[ 1 ]

your turn. Entanlge is now my new favorite low level spell. Going on 6/10.

edit: that sucks. Crit on a 1. Not bothering to do it since you have DR 2/- so it just goes back to 1 damage.

[User]
 Actually, unless that crit confirms, I take no damage.

Strength Check  (1d20+2)[ 20 ]

Woo! Move to R14, and drink a potion of  enlarge person . I am now in RS 15/16.

[User]
 well heres that confirm. and you dont drink the potion or move. breaking the effects of entangle is a full round action. and dont forget to roll a reflex save again after my turn.

 (1d20+4)[ 6 ]

[User]
 Going on round 7/10.

 (1d20+4)[ 8 ]
 (1d8)[ 7 ]

move to O9 afterwards, staying out of range of the entanglement.

your turn.

[User]
 Doh. Forgot about that.

Reflex Save  (1d20+1)[ 19 ]

Move to R11, Drink potion, I'm now in RS 11-12. Your turn.

[User]
 (1d20+4)[ 24 ]
 (1d8)[ 3 ]

Move to I9. Your turn. Entanglement is going on 8/10.

[User]
 wow another crit. Better damage too.

confirm:  (1d20+4)[ 21 ]

your turn. wooo hoooo.

7 damage

[User]
 Move to MN 8-9, Total Defense. And you do realize that you're in the area of your own entangle, right?

And about that crit... On a 4, it didn't happen  (1d4)[ 4 ] .

Woo! Light fortification FTW!

 Spoiler
HP: 7/10, AC 24, Fort +5, Ref +1, Will +2, DR 2/Adamantine, Light Fortification. Potion on Round 5/100 (Like it matters), Enlarge on 2/10

[User]
 i cant see the map right now, but if i am in the entanglement
reflex:  (1d20+3)[ 22 ]

lets see this roll first

[User]
 going on round 9/10.

 (1d20+4)[ 21 ]
 (1d8)[ 4 ]

Move to I5.

your turn.

[User]
 Hmm... I think it's probably suicidal attack time. Charge! MN 8-9 to KL 6-7.

Balance:  (1d20-3)[ 13 ]

[User]
 Well, I keep my footing... now the attack.

Attacking with the horns that Amon grants.

 (1d20+5)[ 21 ]  (Charge, High Ground, Str)

Damage:  (1d6+3)[ 8 ] + (1d8)[ 5 ]

Wow. I do believe that that is game.

[User] well that sucked. good game. I was going to entangle next round too.

[User]
 GM Kyeudo
 Rune is the Winner!


[User]
 Arena Tournament, Round 23:  The BAM  vs.  Likem
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 The BAM - bayar
 Likem - Siric
 All combatants, please roll initiative.

[User]
 The BAM
  Initiative  - (1d20+4)[ 20 ]

Hopefully this time, you will post more often and not get disqualified...

[User] WIth a -2 Modifier, I can't win this Init. Go.

[User]
 The BAM - Round 1

 Spoiler
Start in K6 with scroll of expeditious retreat and true strike in both hands.
 Standard action:
Cast Mage armor upon myself.
 Move action:
Move to I10

Familiar:
 Spoiler
Starts in K5.
Hide check: (1d20+16)[ 23 ]

Stats:

 Spoiler
HP: 13/13
AC:22 Flat:12 Touch:15
Spells: 5 0lvl, 3 1lvl
Familiar:
 Spoiler
Hiding in K5

Buffs:
 Spoiler
Mage armor:1/600 (+4 AC)
Cover from tree (+2 AC;+1 Reflex)

Edit: Ermm....it is your turn...feel free to post...

[User]
 Gawd, sorry. These things happen? No, really, I'm a douche. No more of this!

Action...

 Spoiler
Move to G 15 (double move)

And I declare Dodge against you.
Stats, known to everyone-

HP  9
AC 18 (19, you)
FORTITUDE +2
REFLEX +4
WILL +0
Point Blank Shot

[User]
 The BAM, Round 2

Since noref came for LOS check, i will assume there is no LOS...

 Spoiler
Move to F12

Not done, need LOS, this time, hopefully, a ref will say something...

[User]
 Initiate Ref Stimpius

Lets wind it back to round 1.

LoS establish

The BAM in I10

and as Likem rounds the bottom left corner of the barn he sees BAM in I10 - He is in I19 by my counting.

Now you may either change your move or keep it the same but please post anything obvious in the open now with LoS established.

[User] well...that was preety unexpected...1 out of 3 chances that we both go the same way...

[User]
 Originally Posted by Siric
 No, really, I'm a douche.

I am waiting on your remade actions, douche !

[User]
 Oh, no, I'm good. Go ahead and Take your move.

(By the way, didn't this happen last time we fought, except we went the other way?)

[User]
 no, the other time i entered the barn and came the same way you did...

So, I preety much shoot you with a speff from my current position:

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

Stats:

 Spoiler
HP: 13/13
AC:22 Flat:12 Touch:15
Spells: 5 0lvl, 2 1lvl

[User]
 I believe I'm in G15, According to My last post...

Shoot at you and duck behind the barn....
You're barely in PBS range.
  attack  - (1d20+7)[ 25 ]
  Damage  - (1d8+2)[ 9 ]

 Spoiler
Move to K21

[User]
 The BAM round 3

 Spoiler
Standard action
Drink a potion of Cure Light Wounds.
 (1d8+1)[ 7 ]

Free action
Drop empty bottle.

Move action
Move to C14.

Stats:

 Spoiler
HP: 11/13
AC:22 Flat:12 Touch:15
Spells: 5 0lvl, 2 1lvl

[User]
 GM Kyeudo

Just barely have LoS.

The BAM is at C14. Likem is at K21.

[User]
 GM Kyeudo
 The BAM is the Winner!


[User]
 Over the last year, amazing things have happened in the area.  A new Trod appeared, seemingly safe to travel. A number of changelings have returned, and settled in the area.  A new freehold has been formed.

This freehold has been formed to cover the rather drastic increase in personel from the nearby military base.  The name of the freehold is The Broken Sigil, so named because of an intricate sigil seemingly grown into the marble floor of the main audience room.

The freehold is run by a council of seasons, with each season taking leadership in turn.

Rumors fly around the area, as strange (even for you) occurrences are talked about.

A general meeting has been called, and as various members mill around, confusion reigns.

What do you do?


[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 in wich he breeded more abominations and terrorrized the nearby populations.

           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

           Untill the Black Colossus apeared. A massive dark engine of destruction in human shape, powered by terrible forbiden arts, taller than any mountain, reaching the clouds themselves. 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 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.

         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 stone foot 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 light five oncredibly detailed statues of demons on the division. There's a large wooden door on the other side, guarded by two massive deformed undeads protected by tick plates of metal, their eye sockets empty and massive arms that reach the ground. In the lateral walls, abominations  aparently composed of several roting creatures stitched togheter begin to move towards you, flailing a combination of claws, hands and teeths. Then, from the floor, a burst of flame 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 all 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]
 Spoiler

Minion's iniative:  (1d20+6)[ 22 ] (pink)
Giant skull iniative:  (1d20+11)[ 19 ] (white-blue)
Plated undeads:  (1d20+11)[ 25 ] (brown)

Yes the minions move all at the same time, as the plated undeads


[User] Luther watches his wife lead the rest of the party off into the night.   So... now what?

[User]
 Hereon Greenwings
 So it's just me and Luther then. Very well, that should be all I need.  The elf claps his hands together and starts walking Luther along by the shoulder amiably.  "Well now Luther, it's time we go get a drink with our favorite halfling pal. We'll have to break the news sometime, and it would be best to make sure our messenger is in good spirits..."   Not to mention,  he adds in his head  that he has the right message to deliver, and gives it at the right time.
 "So, our buddy has wandered off to his room. Would you know which one he usually sticks himself in?"

[User] Luther shrugs.   Driver's probably in his wagon, or down in the party.  C'mon.

[User]
 Hereon Greenwings

Hereon follows Luther to the wagon, remembering that the halfing had wished to rest.  Catching him alone for a drink would be ideal, wouldn't it? Be harder to keep something underwraps at a party, but it'd be good for an annoucement..

[User]
 You reach the short, squat wagon.  While tradition demands that caravan wagons be painted bright colors, this one is a steel monstrousity, with two swivel mounted crossbows on the roof that yould be oversized for you, a strangeadd on to the front that you know is designed to protect the horses from attack and the windows of the cabin are horizontal slits at eye height for a halfling.

But once you crouch under the low door the wagon makes up in opulence.  There is a large matress on the floor and silk hangings and big chests around.  The only concession to defence here are the  six  repeating crossbows on the wall and the short sword next to them.

Driver Tweed is pouring over a map by candlelight as you enter.   Ah, hello Luther.  Elf.  You come to drag me off to the party?

[User]
 Hereon Greenwings
 "Nothing says rest and relaxation like unceasing music and more people than you can count."  He says with sarcasm clearly intended.  "I thought we'd come by and have a chat, maybe a quiet drink or two if you're not too busy."  He smiles thinly, gently hinting that he has more than small talk to discuss.

[User] Rii iii ght.  Do you mind if we stop danceing elf?  I'm not your enemy.  Let's just talk.   He waves at Luther,  I know he's not much of a talker when someone else can do it for him.

[User]
 Hereon Greenwings

Hereon takes a seat on the mattress, calmly taking a moment to sum up his thoughts.  "I'm sure we were transparent enough this evening for you to have realized that the Baron is dead. He died while hunting after bandits, but they had got the better of him and dealt a lethal blow. He had no heirs and no relatives that we are aware of, so in rapid council we decided on what measure to take. Sir Alexius and I are to rule in synchronicity; We shall both be Barons, balancing each other in power and knowledge. I would like you to announce this tomorrow, along with the rest of your news if you would."

He takes a moment to let the information sink and and follows up with a sigh.  "In addition, I would like your help afterwords, to help me prepare a full explanation that will convince the people that this is the best course of action. I do not lack confidence that I can do this, I lack assurity that I will succeed. It has been made clear to me that humans do not have a great deal of faith in elves, and undoubtedly they will question my right to be present as their Baron. I will compensate you greatly if you assist me in this, simply name your price."

[User] Tweed stops and gives you a long stare, glances at Luther for confirmation, and then nods.   Right. So. You're the new Baron Regent, no Co-Regent of Albain?  Well, I'll give the news out.   He walks to a desk and withdraws a battered book, opens it up, and makes some marks with his quill pen.   I suppose I ought to deliver my report now.  He pages backwards and then launches in.   Biggest new around about here is the closing of the Abacore iron mines. What seams that aren't totally worn out don't pay for the price of defending them from goblin raids anymore.  The little 'Legion' there uped stakes and has taken to mercenary work. O' course, the miners are out of a job too.  We got out of there before anyone suggested they take up robbing caravans.  Next stop was the, aha, city of Ad'ma.  Nothing new there.  Then the castle Dimper, ugly thing.  Dwarfen built though, so the doors are the right size.  Anyway, they had a good year, lucky bastards, but wanted more iron than we had.  Then a bunch of pox-sore sized towns, who had more bandit strikes and goblin skirmishes than I care to detail, and then I ended up here.   He snaps the book shut and withdraws a map, spreads it out.   You're in a good spot, relatively.  Good harvest, from what I saw, and tallboy's-  he nods at Luther  -soldiers know how to fight.  But way I see it, you either thrive or die.  No just getting by for you lot, m'afraid. To many vultures hunting for weakness.

[User]
 Hereon Greenwings

The elf sits patiently, trying to quickly evaluate the state of the region and the best way to take advantage of it.  It would seem I hold the initiative on a neutral board, with no immediately clear advantages I can carve out. I must find a point of attack and take a risk for which I cannot be sure of the outcomes. This may be much more complicated than I suspected.
 "You're right Tweed. Though while I'm in a decent spot, it will last only until someone makes a move.

"Now, you said Dimper wanted more Iron, but Abacore along your route was reaching the tail of it's vein. Do any other cities in the region produce iron? Is Abacore certain to not produce any further, or is there still potential to find new veins? With the miners out of work in Abacore, they might come at the first shout of some new mineral. If you knew of any potential sites of deposits, I could go and claim them, and quickly start production.

"What is it that Ad'ma does? What does it produce, and who rules over it? What about the towns between here and Dimper? If they produce anything worthwhile, offering the protection of our soldiers would be highly beneficial. It would also make the road quite a bit safer for you and your caravan.

"What of the next destinations along your route? What was the last you had heard of them? I realize I'm asking a great number of questions, but while my position is good to be in, it is not the best to move forward in. A more desperate situation has clearer decisions and obvious outcomes... What does one do with a reasonable prosperous Castle? I must find opportunities to grow, and undercut where I can."

[User] Tweed prods the local map.   Up in the north o' ya, that's the nearest iron site.  Goblin country now, but they won't've used the vien up, they just like the caves.  But if someone could open it... yeah, I think the Albacore miner's would head your way.    He gives you a long, appraising look.  As for Ad'ma, doesn't produce much but hope, idealists, and dead 'heroes,' but it stays alive, which is more than you can say for most of the old cities.  It's an important pilgrimage forone of those new religions, I think.  As to what's next, well, Adwar, and then south along the Lake coast.  Easy going there, until we get to Acer.  Then we have to turn, or we're into the Tammy turf.  It's a cushy loop they got, lots of big oasis cities, no bandits between, and it's mostly them doing the trading.  'Course, who needs bandits when you got to fight the desert the whole way.

[User]
 Hereon Greenwings

The elf holds his chin on his hands, thinking for a while as he receives a picture of the situation geographically around him. At the moment, his concern landed among Dimper. At the moment, they stand to be a competitor, should they take any efforts to capture the iron mines form the goblins. Should he obtain it first, they stand to be dependent on them, and bring to Albain an excellent profit.

With plans popping up in his mind, he grins cheerfuly, amused with his growing collection of information.  "I think those answers clear up a good many things. All that remains is to wait for Alexius and company to return, and strike up a full plan. Tell me, what do you have planned for the announcement? I'd like to hear it and see if I can build off from that for my part."


[User] An average sized man walks in and asks  Shall we begin?

[User]
 Intitiative (1d20)[ 5 ]
Hand (5d43)[ 37 ][ 39 ][ 2 ][ 41 ][ 11 ](130)
Extras (10d43)[ 13 ][ 3 ][ 12 ][ 27 ][ 34 ][ 14 ][ 41 ][ 25 ][ 15 ][ 37 ](221)
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

Life Points 8000

 Spoiler

Hand-5
 Spoiler
Wicked-Breaking Flamberge – Baou
Guardian Baou
Raging Flame Sprite
Waboku
Chaos-End Master

facedowns
 Spoiler

-

Deck-Growing Power-38
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
3.	Raging Flame Sprite
4.	Legendary Fiend
5.	Legendary Fiend
6.	Legendary Fiend
7.	Satellite Cannon
8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
15.	Maiden of Macabre
16.	Swords of Revealing Light
17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler

-

[User]
 ((Note; I have altered this deck slightly from the copy given in the topic. No major changes, just including some more monsters.))

 "No time like the present, I guess. Let's get cracking."

Initiative -  (1d20)[ 7 ]
Hand -  (5d44)[ 32 ][ 33 ][ 1 ][ 26 ][ 8 ](100)
Rerolls -  (4d44)[ 29 ][ 35 ][ 11 ][ 2 ](77)

[User]
 "Looks like I'm up first. Draw!"
 (1d39)[ 11 ]
 "Firstly, I'll activate my Allure of Darkness spell, allowing me to draw two cards, but I have to remove one DARK monster from play afterwards. Let's see what happens when I draw, I wonder?"
 (1d38)[ 6 ]   (1d37)[ 27 ]
 "I remove my Doomsday Horror from play and will then set two magic-or-traps face-down, as well as one monster in face-down defence. I'm afraid that will be all for now."

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

 Life Points
8000

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Necroface
-D.D. Survivor

 Facedown

 Spoiler
-Monster 3 - Doomsday Horror
-S/T 3 - Dimensional Prison
-S/T 4 - Mystical Space Typhoon

 Graveyard

 Spoiler
-Allure of Darkness

 Removed From Play

 Spoiler
-Doomsday Horror

 Deck #4 - Cleft of Dimensions  ~ 36

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
8. Golden Homunculus
9. D.D. Survivor
10. D.D. Survivor
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Helios - The Primordial Sun
14. Helios Duo Megistus
15. Chaos Sorceror
16. Chaos Sorceror
17. Breaker the Magical Warrior
18. Catoplebas and the Witch of Fate
19. Catoplebas the Witch of Fate
20. Gren Maju Da Eiza
21. Allure of Darkness
22. D.D.R. - Different Dimension Reincarnation
23. D.D.R. - Different Dimension Reincarnation
24. Heavy Storm
25. Gold Sarcophagus
26. Dimensional Prison
27. Dimensional Prison
28. Return from the Different Dimension
29. Bottomless Trap Hole
30. Macro Cosmos
31. Macro Cosmos
32. Return from the Dark Dimension
33. Return from the Dark Dimension
34. Return from the Dark Dimension
35. Torrential Tribute
36. Mirror Force

[User]
 Interesting lets see what I can do.
Hand (1d43)[ 15 ]
Extras (3d43)[ 38 ][ 32 ][ 12 ](82)
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
Life Points 8000

 Spoiler

Hand-2
 Spoiler

Raging Flame Sprite
Chaos-End Master

facedowns
 Spoiler

-

Deck-Growing Power-38
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
3.	Raging Flame Sprite
4.	Legendary Fiend
5.	Legendary Fiend
6.	Legendary Fiend
7.	Satellite Cannon
8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
 15.	Maiden of Macabre
16.	Swords of Revealing Light
17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Waboku, Wicked-Breaking Flamberge – Baou, Guardian Baou

RFG
 Spoiler
Maiden of Macabre

 First off I shall summon my Maiden of Macabre in attack mode. Any responses?

[User]
 "No, but I do encourage you to get on with it."  snorted the youth.

((Any particular reason for not performing your full turn immediately?))

[User]
 ((Because your responses would alter how my turn turned out. ANd in a regular game you are supposed to give your opponent a chance to responsed to any move. So partially curtesy.))

 Then I shall equip her with Wicked-Breaking Flamberge – Baou discarding Guardian Baou for the costs. Again any response?

[User]
 ((It does seem to make things take far longer then they need to, though.))

 "I have no response. Continue your turn."

[User] Right my Maiden shall attack your monster and then I will end my turn. Remember if my Maiden destroys your monster it gains 200 attack points and any effects your monster might have are negated.

[User] "I won't be having that. I activate my face-down Dimensional Prison, which removes your Maiden from play without destroying her, but it does destroy her equipped flamberge because she's no longer on the field. Does this change your turn in anyway?"

[User] Yes I shall set one card facedown.

[User]
 "And I reveal my face-down Mystical Space Typhoon, which destroys your face-down card before you get the first opportunity to activate it, just to be safe. Could you inform me of what it was, as I draw?"
 (1d36)[ 34 ]

[User] It was Waboku

[User]
 "I set one magic-or-trap, then summon D.D. Survivor to the field. He will attack your lifepoints directly and that will bring an end to my turn."

{table=head]1|2|3|4|5
-|-|F|S|-
-|-|F|-|-[/table]
Facedown - ????/????
D.D.  S urvivor -  1800 /400

 Life Points
8000

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Necroface

 Facedown

 Spoiler
-Monster 3 - Doomsday Horror
-M/T 3 - Return from the Dark Dimension

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon

 Removed From Play

 Spoiler
-Doomsday Horror

 Deck #4 - Cleft of Dimensions  ~ 35

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
8. Golden Homunculus
9. D.D. Survivor
10. D.D. Survivor
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Helios - The Primordial Sun
14. Helios Duo Megistus
15. Chaos Sorceror
16. Chaos Sorceror
17. Breaker the Magical Warrior
18. Catoplebas and the Witch of Fate
19. Catoplebas the Witch of Fate
20. Gren Maju Da Eiza
21. Allure of Darkness
22. D.D.R. - Different Dimension Reincarnation
23. D.D.R. - Different Dimension Reincarnation
24. Heavy Storm
25. Gold Sarcophagus
26. Dimensional Prison
27. Dimensional Prison
28. Return from the Different Dimension
29. Bottomless Trap Hole
30. Macro Cosmos
31. Macro Cosmos
32. Return from the Dark Dimension
33. Return from the Dark Dimension
34. Torrential Tribute
35. Mirror Force

[User]
 If find that amusing.
Hand (1d43)[ 17 ]
Extras (3d43)[ 14 ][ 3 ][ 10 ](27)
{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
Life Points 6200

 Spoiler

Hand-2
 Spoiler

Raging Flame Sprite
Chaos-End Master

facedowns
 Spoiler

-

Deck-Growing Power-36
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
3.	Raging Flame Sprite
4.	Legendary Fiend
5.	Legendary Fiend
6.	Legendary Fiend
7.	Satellite Cannon
8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
 15.	Maiden of Macabre
16.	Swords of Revealing Light
 17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Waboku, Wicked-Breaking Flamberge – Baou, Guardian Baou, Swarm of Locust

RFG
 Spoiler
Maiden of Macabre

 One facedown and end turn.

[User]
 (1d35)[ 8 ]
 "I'll attack your face-down monster with my D.D. Survivor. I will see what I do after it has been revealed and/or destroyed."

{table=head]1|2|3|4|5
-|-|F|S|-
-|-|F|-|-[/table]
Facedown - ????/????
D.D.  S urvivor -  1800 /400

 Life Points
8000

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Necroface
-Golden Homunculus

 Facedown

 Spoiler
-Monster 3 - Doomsday Horror
-M/T 3 - Return from the Dark Dimension

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon

 Removed From Play

 Spoiler
-Doomsday Horror

 Deck #4 - Cleft of Dimensions  ~ 35

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
9. D.D. Survivor
10. D.D. Survivor
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Helios - The Primordial Sun
14. Helios Duo Megistus
15. Chaos Sorceror
16. Chaos Sorceror
17. Breaker the Magical Warrior
18. Catoplebas and the Witch of Fate
19. Catoplebas the Witch of Fate
20. Gren Maju Da Eiza
21. Allure of Darkness
22. D.D.R. - Different Dimension Reincarnation
23. D.D.R. - Different Dimension Reincarnation
24. Heavy Storm
25. Gold Sarcophagus
26. Dimensional Prison
27. Dimensional Prison
28. Return from the Different Dimension
29. Bottomless Trap Hole
30. Macro Cosmos
31. Macro Cosmos
32. Return from the Dark Dimension
33. Return from the Dark Dimension
34. Torrential Tribute
35. Mirror Force

[User] Locust swarm. Destroyed without effect.

[User] "In that case, I'll bring my turn to an end. Your move."

[User]
 Maybe this turn I'll gamble.
Hand (1d43)[ 8 ]
Extras (3d43)[ 38 ][ 6 ][ 12 ](56)
{table="head"]1|2|3|4|5
-|-|C|LF|-
-|-|-|-|-[/table]
C-Chaos-End Master- 1500 /1000
LF-Legendary Fiend-1500/ 1800
Life Points 6200

 Spoiler

Hand-2
 Spoiler
Satellite Cannon
Raging Flame Sprite

facedowns
 Spoiler

-

Deck-Growing Power-35
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
3.	Raging Flame Sprite
4.	Legendary Fiend
5.	Legendary Fiend
 6.	Legendary Fiend
7.	Satellite Cannon
 8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
15.	Maiden of Macabre
16.	Swords of Revealing Light
 17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Waboku, Wicked-Breaking Flamberge – Baou, Guardian Baou, Swarm of Locust

RFG

 I summon Chaos-End Master in attack mode and have him attack your facedown. After it is revealed I shall continue my turn.

[User] "You have destroyed my face-down Doomsday Horror, who has insufficient defence to stop your attack. And now, all of our Dark-attribute monsters that have been Removed From Play are shuffled back into our decks as my monster goes into the graveyard."

[User] And by my monster's effect I shall summon a Legendary Fiend to the field in defense mode. End turn.

[User]
 "That's going to be a problem in a few minutes. Let's hope I draw something good, then.
 (1d36)[ 25 ]
 "Right on cue. I activate my Gold Sarcophagus spell card, which lets me remove my Caius the Shadow Monarch from play, so I can put him in my hand in two turns; my little box now goes to the graveyard. However, I reveal my face-down Escape from the Dark Dimension, which allows me to bring out my Caius right here and now.

I will have him destroy your fiend, while my Survivor takes out Chaos-End Master, which means you lose another three-hundred life points. Your move."

{table=head]1|2|3|4|5
-|-|C|S|-
-|-|E|-|-[/table]
D.D.  S urvivor -  1800 /400
 C aius the Shadow Monarch -  2400 /1000
 E scape from the Dark Dimension (attached to Caius)

 Life Points
8000

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Necroface
-Golden Homunculus

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon
-Doomsday Horror
-Gold Sarcophagus

 Removed From Play

 Spoiler
-

 Deck #4 - Cleft of Dimensions  ~ 35

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
9. D.D. Survivor
10. D.D. Survivor
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Helios - The Primordial Sun
14. Helios Duo Megistus
15. Chaos Sorceror
16. Chaos Sorceror
17. Breaker the Magical Warrior
18. Catoplebas and the Witch of Fate
19. Catoplebas the Witch of Fate
20. Gren Maju Da Eiza
21. Allure of Darkness
22. D.D.R. - Different Dimension Reincarnation
23. D.D.R. - Different Dimension Reincarnation
24. Heavy Storm
25. Dimensional Prison
26. Dimensional Prison
27. Return from the Different Dimension
28. Bottomless Trap Hole
29. Macro Cosmos
30. Macro Cosmos
31. Escape from the Dark Dimension
32. Escape from the Dark Dimension
33. Torrential Tribute
34. Mirror Force
35. Doomsday Horror

[User]
 Lets see if I can get that lucky.
Hand (1d43)[ 29 ]
Extras (3d43)[ 35 ][ 12 ][ 22 ](69)
{table="head"]1|2|3|4|5
-|-|RFS|-|-
-|-|f|-|-[/table]
RFS-Raging Flame Sprite- 1100 /200
Life Points 5900

 Spoiler

Hand-1
 Spoiler
Satellite Cannon

facedowns
 Spoiler
3.Mirror Force
-

Deck-Growing Power-34
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
3.	Raging Flame Sprite
4.	Legendary Fiend
5.	Legendary Fiend
 6.	Legendary Fiend
7.	Satellite Cannon
 8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
15.	Maiden of Macabre
16.	Swords of Revealing Light
 17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
 29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Waboku, Chaos-End Master, Legendary Fiend, Wicked-Breaking Flamberge – Baou, Guardian Baou, Swarm of Locust

RFG
 Spoiler
-

 I summon Raging Flame Sprite who shall attack your life points for 100 damage and then gain 1000 attack. Then I will set one card face down and end turn.

[User]
 (1d35)[ 14 ]
 "My Caius will attack and destroy your Flame Sprite, then D.D. Survivor will attack you directly. Unless that trap has something to say about it, which it surely will."

{table=head]1|2|3|4|5
-|-|C|S|-
-|-|E|-|-[/table]
D.D.  S urvivor -  1800 /400
 C aius the Shadow Monarch -  2400 /1000
 E scape from the Dark Dimension (attached to Caius)

 Life Points
7900

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Necroface
-Golden Homunculus
-Helios Duo Megistus

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon
-Doomsday Horror
-Gold Sarcophagus

 Removed From Play

 Spoiler
-

 Deck #4 - Cleft of Dimensions  ~ 35

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
9. D.D. Survivor
10. D.D. Survivor
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Helios - The Primordial Sun
14. Chaos Sorceror
15. Chaos Sorceror
16. Breaker the Magical Warrior
17. Catoplebas and the Witch of Fate
18. Catoplebas the Witch of Fate
19. Gren Maju Da Eiza
20. Allure of Darkness
21. D.D.R. - Different Dimension Reincarnation
22. D.D.R. - Different Dimension Reincarnation
23. Heavy Storm
24. Dimensional Prison
25. Dimensional Prison
26. Return from the Different Dimension
27. Bottomless Trap Hole
28. Macro Cosmos
29. Macro Cosmos
30. Escape from the Dark Dimension
31. Escape from the Dark Dimension
32. Torrential Tribute
33. Mirror Force
34. Doomsday Horror

[User] You are quite correct. I activate Mirror Force. Say goodbye to your monsters.  ((Also you took 100 points of damage from my sprite last turn.))

[User]
 "That's a kick in the teeth. I'll summon Necroface, who will destroy your Flame Sprite before things get out of hand. It might not be the best place to summer her, but it's best to take things one step at a time. I end my turn."

((I'll update my field next turn.))

[User] ((You cannot attack summon and then attack. Any changes to your move?))

[User]
 ((...gah, oops.))

 "I'll set one card in face-down defence mode and end my turn."

[User]
 Then it will be my draw.
Hand (1d43)[ 3 ]
Extras (3d43)[ 19 ][ 37 ][ 15 ](71)
{table="head"]1|2|3|4|5
-|-|RFS|RF|-
-|-|-|-|-[/table]
RFS-Raging Flame Sprite- 2100 /200
RF-Raging Flame Sprite- 1100 /200
Life Points 5900

 Spoiler

Hand-1
 Spoiler
Satellite Cannon

facedowns
 Spoiler

-

Deck-Growing Power-34
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
3.	Raging Flame Sprite
4.	Legendary Fiend
5.	Legendary Fiend
 6.	Legendary Fiend
7.	Satellite Cannon
 8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
15.	Maiden of Macabre
16.	Swords of Revealing Light
 17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
 29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Mirror Force, Waboku, Chaos-End Master, Legendary Fiend, Wicked-Breaking Flamberge – Baou, Guardian Baou, Swarm of Locust

RFG
 Spoiler
-

 It appears as though luck has changed sides. I shall summon another Raging Flame Sprite and then both shall attack you directly for a combined 1200 life points of damage and gaining them each 1000 attack points.

[User]
 (1d34)[ 9 ]
 "I'm desperate now, so. I summon D.D. Survivor, who will attack and destroy your weaker Flame Sprite. That will be all, sadly."

{table=head]1|2|3|4|5
-|-|F|S|-
-|-|-|-|-[/table]
Facedown - ????/????
D.D.  S urvivor - ????/????

 Life Points
6700

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Golden Homunculus
-Helios Duo Megistus

 Facedown

 Spoiler
-Monster 3 - Necroface

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon
-Doomsday Horror
-Gold Sarcophagus
-Caius the Shadow Monarch
-D.D. Survivor

 Removed From Play

 Spoiler
-

 Deck #4 - Cleft of Dimensions  ~ 35

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
8. D.D. Survivor
10. Helios - The Primordial Sun
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Chaos Sorceror
14. Chaos Sorceror
15. Breaker the Magical Warrior
16. Catoplebas and the Witch of Fate
17. Catoplebas the Witch of Fate
18. Gren Maju Da Eiza
19. Allure of Darkness
20. D.D.R. - Different Dimension Reincarnation
21. D.D.R. - Different Dimension Reincarnation
22. Heavy Storm
23. Dimensional Prison
24. Dimensional Prison
25. Return from the Different Dimension
26. Bottomless Trap Hole
27. Macro Cosmos
28. Macro Cosmos
29. Escape from the Dark Dimension
30. Escape from the Dark Dimension
31. Torrential Tribute
32. Mirror Force
33. Doomsday Horror

[User]
 I wonder whats in story for me this draw.
Hand (1d43)[ 4 ]
Extras (3d43)[ 43 ][ 13 ][ 32 ](88)
{table="head"]1|2|3|4|5
-|-|RFS|-|-
-|-|-|-|-[/table]
RFS-Raging Flame Sprite- 3100 /200

Life Points 5200

 Spoiler

Hand-2
 Spoiler
Legendary Fiend
Satellite Cannon

facedowns
 Spoiler

-

Deck-Growing Power-32
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
 3.	Raging Flame Sprite
 4.	Legendary Fiend
5.	Legendary Fiend
 6.	Legendary Fiend
7.	Satellite Cannon
 8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
15.	Maiden of Macabre
16.	Swords of Revealing Light
 17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
 29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Mirror Force, Waboku, Chaos-End Master, Legendary Fiend, Wicked-Breaking Flamberge – Baou, Guardian Baou, Swarm of Locust, Raging Flame Sprite

RFG
 Spoiler
-

 My Sprite shall attack you directly for 2100 points of damage and yet again gain 1000 attack points

[User]
 (1d33)[ 21 ]
 "...I refuse to believe this. I'll have to end my turn once again, and now doubt await oblivion."

{table=head]1|2|3|4|5
-|-|F|S|-
-|-|-|-|-[/table]
Facedown - ????/????
D.D.  S urvivor - ????/????

 Life Points
4600

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Golden Homunculus
-Helios Duo Megistus
-D.D.R - Different Dimension Reincarnation

 Facedown

 Spoiler
-Monster 3 - Necroface

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon
-Doomsday Horror
-Gold Sarcophagus
-Caius the Shadow Monarch
-D.D. Survivor

 Removed From Play

 Spoiler
-

 Deck #4 - Cleft of Dimensions  ~ 32

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
8. D.D. Survivor
10. Helios - The Primordial Sun
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Chaos Sorceror
14. Chaos Sorceror
15. Breaker the Magical Warrior
16. Catoplebas and the Witch of Fate
17. Catoplebas the Witch of Fate
18. Gren Maju Da Eiza
19. Allure of Darkness
20. D.D.R. - Different Dimension Reincarnation
21. Heavy Storm
22. Dimensional Prison
23. Dimensional Prison
24. Return from the Different Dimension
25. Bottomless Trap Hole
26. Macro Cosmos
27. Macro Cosmos
28. Escape from the Dark Dimension
29. Escape from the Dark Dimension
30. Torrential Tribute
31. Mirror Force
32. Doomsday Horror

[User]
 You still have a turn to try and salvage something.
Hand (1d43)[ 17 ]
Extras (3d43)[ 34 ][ 39 ][ 41 ](114)
{table="head"]1|2|3|4|5
-|-|RFS|-|-
-|-|RD|-|-[/table]
RFS-Raging Flame Sprite- 4100 /200
RD-Royal Decree
Life Points 5200

 Spoiler

Hand-2
 Spoiler
Legendary Fiend
Satellite Cannon

facedowns
 Spoiler

-

Deck-Growing Power-27
 Spoiler
1.	Raging Flame Sprite
 2.	Raging Flame Sprite
 3.	Raging Flame Sprite
 4.	Legendary Fiend
5.	Legendary Fiend
 6.	Legendary Fiend
7.	Satellite Cannon
 8.	Satellite Cannon
9.	Satellite Cannon
10.	Chaos-End Master
 11.	Chaos-End Master
12.	Chaos-End Master
13.	Maiden of Macabre
14.	Maiden of Macabre
15.	Maiden of Macabre
16.	Swords of Revealing Light
 17.	Swarm of Locusts
18.	Swarm of Locusts
19.	Mask of Darkness
20.	Mask of Darkness
21.	Mystical Space Typhoon
22.	Heavy Storm
23.	Lightning Vortex
24.	Dust Tornado
25.	Dust Tornado
26.	Pot of Avarice
27.	Pot of Avarice
28.	Transmigration Prophecy
 29.	Mirror Force
30.	Threatening Roar
31.	Threatening Roar
32.	Dark Bribe
33.	Dark Bribe
 34.	Royal Decree
35.	Wicked-Breaking Flamberge – Baou
36.	Wicked-Breaking Flamberge – Baou
 37.	Wicked-Breaking Flamberge – Baou
38.	Dark Bribe
 39.	Guardian Baou
40.	Guardian Baou
 41.	Waboku
42.	Waboku
43.	Waboku

Extra Deck
1.	Ancient Fairy Dragon
2.	Ancient Fairy Dragon
3.	Power Tool Dragon
4.	Power Tool Dragon

Graveyard
 Spoiler
Mirror Force, Waboku, Chaos-End Master, Legendary Fiend, Wicked-Breaking Flamberge – Baou, Guardian Baou, Swarm of Locust, Raging Flame Sprite

RFG
 Spoiler
-

 I shall set one card facedown and then attack you directly once more with my sprite for 3100 lifepoints of damage and yet again increasing my monster's attack by 1000 points. Then I shall end my turn. During your standby phase I will activate Royal Decree.

[User]
 (1d32)[ 18 ]

The youth looked at his drawn card; his eyes fell.  "I will have my D.D Survivor attack your Raging Flame Sprite, thus bring this game to a quicker end. Good game."

{table=head]1|2|3|4|5
-|-|F|S|-
-|-|-|-|-[/table]
Facedown - ????/????
D.D.  S urvivor - 1800/400

 Life Points
1500

 Spoiler
 Hand  - 3

 Spoiler
-Chaos End
-Golden Homunculus
-Helios Duo Megistus
-D.D.R - Different Dimension Reincarnation

 Facedown

 Spoiler
-Monster 3 - Necroface

 Graveyard

 Spoiler
-Allure of Darkness
-Dimensional Prison
-Mystical Space Typhoon
-Doomsday Horror
-Gold Sarcophagus
-Caius the Shadow Monarch
-D.D. Survivor

 Removed From Play

 Spoiler
-

 Deck #4 - Cleft of Dimensions  ~ 32

 Spoiler
1. Necroface
2. Mask of Darkness
3. Dark Grepher
4. D.D. Warrior Lady
5. Dark Armed Dragon
6. Doomsday Horror
7. Caius the Shadow Monarch
8. D.D. Survivor
10. Helios - The Primordial Sun
11. Helios - The Primordial Sun
12. Helios - The Primordial Sun
13. Chaos Sorceror
14. Chaos Sorceror
15. Breaker the Magical Warrior
16. Catoplebas and the Witch of Fate
17. Catoplebas the Witch of Fate
18. Gren Maju Da Eiza
19. Allure of Darkness
20. D.D.R. - Different Dimension Reincarnation
21. Heavy Storm
22. Dimensional Prison
23. Dimensional Prison
24. Return from the Different Dimension
25. Bottomless Trap Hole
26. Macro Cosmos
27. Macro Cosmos
28. Escape from the Dark Dimension
29. Escape from the Dark Dimension
30. Torrential Tribute
31. Mirror Force
32. Doomsday Horror

((Ugh x.x Hate Raging Flame Sprite and the cards like it; good game, and feel free to ignore this post if you'd like to have your Flame Sprite attack my life points for the win.))

[User] ((Have to say it but that was a good game and it could have fallen either way. And do you dislike the sprite cause it gains power or for direct attacks. Cause practically everything in this deck gains power. And dude you played perfectly. Good game.))


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

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

DM notes:
 Spoiler
 Sheet.

[User]
 Alright,

To start things off. I'll cast a Persisted Lesser Vigor, a Persisted Detect Magic, and a Persisted Light on my Chain Shirt (I only have normal vision, and this is easier than carrying a torch around 😛)

I use detect magic to check for any "magic auras" in the area, then check my path to the door with my 10ft pole.  I also check the door with both.  Assuming all clear, I'll open the door.

[User]
 Opening the door reveals the usual stuff.

Thirty feet to the south, the hall tees to the east and west. After twenty feet, it splits east.

East, it runs beyond the range of your light. After ten feet, it splits to the north and south. After thirty feet, there's a door on the north side of the hall.

[User]
 I'll head east to the split, checking for traps, pits, etc. with my 10ft pole, and anything magical with detect magic.

If I can make it to the split, I'll attempt to go north, continuing to check with my pole (both walls and floor), and anything magical with detect magic.

🙂

[User]
 You make it to the split, and go north for twenty feet, then east for ten feet, then north for ten feet before the hall tees to the east and west.

To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.

To the east, it runs beyond the range of your Light spell. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall.

[User] I will aim Detect Magic down the east corridor, then work my way east prodding with my 10ft pole.

[User] Ten feet to the east, the floor fails to pass your patented Poke Test, revealing a 20 ft deep pit.

[User] Fine then, I'll turn around and head west! using the 10ft pole to test the floor, and using detect magic to look for anything with a magical aura.

[User]
 You have a positive jump modifier. Taking 10, you can clear the pit with a standing jump.

Why do you hate pit traps so much? 😩

Still want to go west?

[User] you can "take 10" on jumps? 😦

[User]
 You can take 10 on most any skill, as long as you aren't threatened or rushed.

Is that pit threatening to you? Does it scare you? 😉

[User]
 Um..yes...😦

It was talking trash!

Alright, so I take 10 and jump the pit!

(see, if I would have known you could take 10, i would have been jumping those dumb pits!)

[User]
 Hey Tanaric, my other guy just cleared Floor 1, so I'm gonna drop this guy off the map, (it'll be one less character you've gotta do 😉)

Since I beat floor 1 (finally), would you care if I started DMing floor 1?