[User] A wild-eyed man walks into the arena; wearing a business suit which could, at best, be called "informal" and a duel disc upon one arm, he grins openly.  "Greetings, challenger! I am Vitus, envoy of the Dark World and the second of the triumvirate. Shall we proceed?"

[User]
 (1d20)[ 7 ]
 (1d40)[ 33 ]
 (1d39)[ 18 ]
 (1d38)[ 31 ]
 (1d37)[ 3 ]
 (1d36)[ 4 ]

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

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-Giant Trunade
-Snipe Hunter
-Wave-Motion Inferno
-Infernity Mirage
-Stygian Street Patrol

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 40

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Avenger
9. Infernity Necromancer
10. Infernity Necromancer
11. Infernity Necromancer
12. Infernity Destroyer
13. Broww, Huntsman of Dark World
14. Broww, Huntsman of Dark World
15. Snipe Hunter
16. Plaguespreader Zombie
17. Goldd, Wu-Lord of Dark World
18. Beiige, Vanguard of Dark World
19. Beiige, Vanguard of Dark World
20. Dark World Dealings
21. Dark World Dealings
22. Card Destruction
23. Dark Hole
24. Lightning Vortex
25. Mystical Space Typhoon
26. Mystical Space Typhoon
27. Allure of Darkness
28. Wave-Motion Inferno
29. Infernity Launcher
30. Into the Void
31. Into the Void
32. Mirror Force
33. Hate Buster
34. Royal Decree
35. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 A tall, thin figure walks into the arena, covered in a black robe emblazoned with a set of cerimonial-looking purple lines. A hood is pulled over the top of his head, the shadow it casts concealing most of his face. One feature, however, is very noticable. His right eye seems to glow with an unearthly purple light.
" Are you the newest fool who thinks they can challenge the Immortals? Fine. You may call me Vakinas. And rest assured, you will fall like the rest of your misguided flock. "

[User]
 (1d20)[ 1 ]
 (1d40)[ 29 ]
 (1d39)[ 34 ]
 (1d38)[ 22 ]
 (1d37)[ 3 ]
 (1d36)[ 30 ]

(Sorry, I hate to interrupt the feel of the duel, but I don't know how to do a table. Any help on that?)

 Life Points :8000

 Hand :

 Spoiler
-Axe of Despair
-Mirage Tube
-Pandemonium
-Earthbound Linewalker
-Nightmare Archfiends

 Spoiler
-Earthbound Immortal Chacu Challhua
-Earthbound Linewalker
-Archfiend General
-Archfiend General
-Lancer Archfiend
-Lancer Archfiend
-Lancer Archfiend
-Archfiend Interceptor
-Archfiend Interceptor
-Archfiend of Gilfer
-Darkbishop Archfiend
-Darkbishop Archfiend
-Dark Resonator
-Dark Resonator
-Dark Resonator
-Sinister Sprocket
-Sinister Sprocket
-Chaos End Master
-Chaos End Master
-Pandemonium
-Pandemonium
-Monster Reborn
-Monster Reborn
-Monster Reincarnation
-Call of the Haunted
-Call of the Haunted
-Axe of Despair
-Axe of Despair
-Nightmare Archfiends
-Mirage Tube
-Mirage Tube
-Scrap Iron Scarecrow
-Scrap Iron Scarecrow
-Counter Counter
-Counter Counter

Extra:
-Thought Ruler Archfiend
-Thought Ruler Archfiend
-Dark Strike Fighter
-Dark Strike Fighter
-Scrap Archfiend
-Scrap Archfiend
-Tempest Magician
-Tempest Magician
-Stygian Sergeants
-Stygian Sergeants

[User]
 ((Right. Quote this post and take the table out of it. Put it in your post.))

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

 "The Immortals are merely immaterial and immoral. However, I am not; I shall allow you to go first, good sir."

[User]
 " They are more powerful then you, one bound by society, could understand. You will soon regret your choice. "

 (1d35)[ 2 ]

" I summon Earthbound Linewalker in Attack Mode, then I sacrifice him to activate Nightmare Archfiends. I now end my turn. The time for me to strike will come soon enough. "

 EDIT :
" Fine. Do not think this mistake is a sign of hope for you. I retract my previous action, and set Nightmare Archfiends instead. Your move. "

{table=head]1|2|3|4|5
E|-|-|-|-
T|-|-|-|-[/table]

 Hand :

 Spoiler
-Axe of Despair
-Mirage Tube
-Pandemonium
-Earthbound Linewalker

 Deck :

 Spoiler
-Earthbound Immortal Chacu Challhua
-Earthbound Linewalker
-Archfiend General
-Archfiend General
-Lancer Archfiend
-Lancer Archfiend
-Lancer Archfiend
-Archfiend Interceptor
-Archfiend Interceptor
-Archfiend of Gilfer
-Darkbishop Archfiend
-Darkbishop Archfiend
-Dark Resonator
-Dark Resonator
-Dark Resonator
-Sinister Sprocket
-Sinister Sprocket
-Chaos End Master
-Chaos End Master
-Pandemonium
-Pandemonium
-Monster Reborn
-Monster Reborn
-Monster Reincarnation
-Call of the Haunted
-Call of the Haunted
-Axe of Despair
-Axe of Despair
-Nightmare Archfiends
-Mirage Tube
-Mirage Tube
-Scrap Iron Scarecrow
-Scrap Iron Scarecrow
-Counter Counter
-Counter Counter

Extra:
-Thought Ruler Archfiend
-Thought Ruler Archfiend
-Dark Strike Fighter
-Dark Strike Fighter
-Scrap Archfiend
-Scrap Archfiend
-Tempest Magician
-Tempest Magician
-Stygian Sergeants
-Stygian Sergeants

(I needen't bother saying "A card" because you already know what card it is. As I said before,  Your move.  Also, I have to go AFK soon, so I won't be able to make my next turn until tomorrow morning.)

[User] "Hahaha. My society endorses the eating of one our members at every full moon. Full of iron, you know. And I think you could do with some iron; I'm told it aids comprehension. Firstly, Nightmare Archfiends is a trap card and thus cannot be activated in your turn. You'd have to set it this turn and activate it in my turn if you had to;  but  it gives those three monsters to  me , not you and let me assure you that I'd crush you if you chose to activate it now. In light of this, how do you change your turn?"

[User]
 "Oh, I wouldn't  dare ."
 (1d35)[ 12 ]
 "I summon my Snipe Hunter to the field, and activate his effect. By discarding my Stygian Street Patrol, I can destroy your flimsy Linewalker. Next, my Snipe Hunter will go direct. Your turn once more."

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

 Life Points
8000

 Spoiler
 Hand  ~ 4

 Spoiler
-Giant Trunade
-Wave-Motion Inferno
-Infernity Mirage
-Infernity Destroyer

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 34

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Avenger
9. Infernity Necromancer
10. Infernity Necromancer
11. Infernity Necromancer
12. Broww, Huntsman of Dark World
13. Broww, Huntsman of Dark World
14. Snipe Hunter
15. Plaguespreader Zombie
16. Goldd, Wu-Lord of Dark World
17. Beiige, Vanguard of Dark World
18. Beiige, Vanguard of Dark World
19. Dark World Dealings
20. Dark World Dealings
21. Card Destruction
22. Dark Hole
23. Lightning Vortex
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Allure of Darkness
27. Wave-Motion Inferno
28. Infernity Launcher
29. Into the Void
30. Into the Void
31. Mirror Force
32. Hate Buster
33. Royal Decree
34. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 " Hrm. A minor inconvinence. "

 (1d34)[ 31 ]

" I set one trap card and end my turn.

{table=head]1|2|3|4|5
-|-|-|-|-
T|T|-|-|-[/table]

 Life Points :6500

 Hand :

 Spoiler
-Axe of Despair
-Mirage Tube
-Pandemonium
-Earthbound Linewalker

 Deck :

 Spoiler
-Earthbound Immortal Chacu Challhua
-Earthbound Linewalker
-Archfiend General
-Archfiend General
-Lancer Archfiend
-Lancer Archfiend
-Lancer Archfiend
-Archfiend Interceptor
-Archfiend Interceptor
-Archfiend of Gilfer
-Darkbishop Archfiend
-Darkbishop Archfiend
-Dark Resonator
-Dark Resonator
-Dark Resonator
-Sinister Sprocket
-Sinister Sprocket
-Chaos End Master
-Chaos End Master
-Pandemonium
-Pandemonium
-Monster Reborn
-Monster Reborn
-Monster Reincarnation
-Call of the Haunted
-Call of the Haunted
-Axe of Despair
-Axe of Despair
-Nightmare Archfiends
-Mirage Tube
-Mirage Tube
-Scrap Iron Scarecrow
-Counter Counter
-Counter Counter

Extra:
-Thought Ruler Archfiend
-Thought Ruler Archfiend
-Dark Strike Fighter
-Dark Strike Fighter
-Scrap Archfiend
-Scrap Archfiend
-Tempest Magician
-Tempest Magician
-Stygian Sergeants
-Stygian Sergeants

[User]
 "You're the inconvenience!"
 (1d34)[ 8 ]
 "I'll activate my Hunter once again, sending an Infernity Avenger to the graveyard to activate his effect, rolling a six-sided die to see if I can destroy your newly-laid face-down. So, let's goooo..."

{table=head]1|2|3|4|5
-|-|S|-|-
-|-|-|-|-[/table]
 S nipe Hunter -  1500 /600

 Life Points
8000

 Spoiler
 Hand  ~ 4

 Spoiler
-Giant Trunade
-Wave-Motion Inferno
-Infernity Mirage
-Infernity Destroyer
-Infernity Avenger

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 34

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Necromancer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Plaguespreader Zombie
15. Goldd, Wu-Lord of Dark World
16. Beiige, Vanguard of Dark World
17. Beiige, Vanguard of Dark World
18. Dark World Dealings
19. Dark World Dealings
20. Card Destruction
21. Dark Hole
22. Lightning Vortex
23. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Allure of Darkness
26. Wave-Motion Inferno
27. Infernity Launcher
28. Into the Void
29. Into the Void
30. Mirror Force
31. Hate Buster
32. Royal Decree
33. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 (1d6)[ 2 ]
 "Bang, there it goes! I'll have my Hunter attack you directly once more and end my turn, hahaha."

{table=head]1|2|3|4|5
-|-|S|-|-
-|-|-|-|-[/table]
 S nipe Hunter -  1500 /600

 Life Points
8000

 Spoiler
 Hand  ~ 4

 Spoiler
-Giant Trunade
-Wave-Motion Inferno
-Infernity Mirage
-Infernity Destroyer

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Infernity Avenger

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 33

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Necromancer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Plaguespreader Zombie
15. Goldd, Wu-Lord of Dark World
16. Beiige, Vanguard of Dark World
17. Beiige, Vanguard of Dark World
18. Dark World Dealings
19. Dark World Dealings
20. Card Destruction
21. Dark Hole
22. Lightning Vortex
23. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Allure of Darkness
26. Wave-Motion Inferno
27. Infernity Launcher
28. Into the Void
29. Into the Void
30. Mirror Force
31. Hate Buster
32. Royal Decree
33. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 Originally Posted by Allan A. Aokage
  "Bang, there it goes! I'll have my Hunter attack you directly once more and end my turn, hahaha."

" I activate my face-down trap, Scrap Iron Scarecrow. Did you truly believe I would just expose myself to an attack? "

[User] "Didn't I just destroy that with my Snipe Hunter? Or do you mean that you had this card last turn, but didn't use it? If I've made a mistake, my apologies; I'll just wipe it out next turn. Your move."

[User]
 (I set it. Did you destroy the 1st or 2nd trap card? Anyway...)

 (1d33)[ 25 ]

" I summon Earthbound Linewalker and activate Call of the Haunted, summoning my second Earthbound linewalker from the grave. I then set a card and end my turn.

{table=head]1|2|3|4|5
L| L |-|-|-
F|Ca|F|-|-[/table]

 Life Points :5000

 Hand :

 Spoiler
-Axe of Despair
-Pandemonium
-Call of the Haunted

 Deck :

 Spoiler
-Earthbound Immortal Chacu Challhua
-Archfiend General
-Archfiend General
-Lancer Archfiend
-Lancer Archfiend
-Lancer Archfiend
-Archfiend Interceptor
-Archfiend Interceptor
-Archfiend of Gilfer
-Darkbishop Archfiend
-Darkbishop Archfiend
-Dark Resonator
-Dark Resonator
-Dark Resonator
-Sinister Sprocket
-Sinister Sprocket
-Chaos End Master
-Chaos End Master
-Pandemonium
-Pandemonium
-Monster Reborn
-Monster Reborn
-Monster Reincarnation
-Call of the Haunted
-Axe of Despair
-Axe of Despair
-Nightmare Archfiends
-Mirage Tube
-Mirage Tube
-Scrap Iron Scarecrow
-Counter Counter
-Counter Counter

Extra:
-Thought Ruler Archfiend
-Thought Ruler Archfiend
-Dark Strike Fighter
-Dark Strike Fighter
-Scrap Archfiend
-Scrap Archfiend
-Tempest Magician
-Tempest Magician
-Stygian Sergeants
-Stygian Sergeants

 Graveyard :

 Spoiler
-Scrap Iron Scarecrow
-Mirage Tube

[User]
 ((Sorry, but could you please make it clear which cards are face-down and which are face-up? Or indeed, whether you have two Call of the Haunted on the field or not? Since your field is getting really confusing; you apparently managed to, after having one face-down card destroyed (the one in Zone 2), managed to play a trap card (Call of the Haunted) on this turn, when the only one you had face-down was Scrap-Iron Scarecrow due to process of elimination. 🤨 Or did you set Call of the Haunted or something, then used it at the start of my turn? But now you seem to have three spells/traps on the field (Call of the Haunted, Scrap-Iron Scarecrow and an unknown), one of which is in invisible and the other two are labelled as Call of the Haunted.

I also don't know what positions your Linewalkers are in; I'm presuming attack, but can't be sure. Try using consistency; keep facedown cards as "F", for instance.))

[User] (They are in attack, i'll edit my Life Points now and change the facedown icon. Just so you know, the "L/Ca" Icon is meant to mean "Earthbound Linewalker /w Call of the Haunted)

[User] ((I'd gathered that, but Call of the Haunted stays in the S/T zone. Just make sure you remember that. So, I presume you have a field of the following: two-face-downs, 2x Linewalkers and 1x Call of the Haunted face-up (pointing to one of the Linewalkers, activated at the start of my turn)? I have to be sure, since Snipe Hunter's effect does kinda require precision.))

[User] (I'll list the Call of the Haunted-Linewalker icon in  Purple , because-well, there's a lot of purple fog in the card art. Actually, just a lot of purple.)

[User]
 (1d33)[ 27 ]
 "Right, let's get this started. I'll discard an Infernity Destroyer from my hand to power Snipe Hunter, who'll be taking out that face-down of yours if he succeeds."

{table=head]1|2|3|4|5
-|-|S|-|-
-|-|-|-|-[/table]
 S nipe Hunter -  1500 /600

 Life Points
8000

 Spoiler
 Hand  ~ 4

 Spoiler
-Giant Trunade
-Wave-Motion Inferno
-Infernity Mirage
-Infernity Destroyer

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Infernity Avenger

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 33

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Necromancer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Plaguespreader Zombie
15. Goldd, Wu-Lord of Dark World
16. Beiige, Vanguard of Dark World
17. Beiige, Vanguard of Dark World
18. Dark World Dealings
19. Dark World Dealings
20. Card Destruction
21. Dark Hole
22. Lightning Vortex
23. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Allure of Darkness
26. Wave-Motion Inferno
27. Into the Void
28. Into the Void
29. Mirror Force
30. Hate Buster
31. Royal Decree
32. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 ((You hadn't put that one in at the time of writing, so it would have been 1.))

 (1d6)[ 1 ]
 "A dud? Haha! It's of no consequence; I'll activate my Giant Trunade, bouncing your spells back to your hands. It will let you reuse that Call later and doesn't get rid of the Linewalker, though. Such is life; next, I'll activate my Wave-Motion Inferno spell, which does nothing at the moment; I'll also activate my Infernity Launcher. Now, I've got one card left in my hand... an Infernity Mirage, which is normal summoned and tributed for it's own effect, resurrecting Infernity Destroyer and Infernity Avenger."

"Now things get really fun! I tune my Snipe Hunter to Infernity Avenger for a total of five stars; from this, I may Synchro Summon my Stygian Sergeants. Now to battle; first up, my Infernity Destroyer, who rips one of your Linewalkers apart; thanks to Wave-Motion Inferno, he gains a bonus four-hundred attack, so you take 1600 in battle damage. But then Destroyer's effect activates, dealing a second 1600LP of damage afterwards. Now, my Stygian Sergeants will attack; they destroy your Linewalker, dealing 1100 points of damage to you, leaving you with only seven hundred life points left. Yet his effect now kicks in, giving him a bonus 800 attack and letting him attack again, which strikes you of your remaining life points. Good game, sirrah."

{table=head]1|2|3|4|5
-|-|S|D|-
-|-|W|L|-[/table]
 S tygian Sergeants -  2200 /1800
Infernity  D estroyer - 2300+400 ( 2700 )/1000+400 (1400)
 W ave-Motion Inferno
Infernity  L auncher

 Life Points
8000

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Infernity Mirage

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 33

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Necromancer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Plaguespreader Zombie
15. Goldd, Wu-Lord of Dark World
16. Beiige, Vanguard of Dark World
17. Beiige, Vanguard of Dark World
18. Dark World Dealings
19. Dark World Dealings
20. Card Destruction
21. Dark Hole
22. Lightning Vortex
23. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Allure of Darkness
26. Wave-Motion Inferno
27. Into the Void
28. Into the Void
29. Mirror Force
30. Hate Buster
31. Royal Decree
32. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User] (Slot 1 or 3? PLEASE make this more specific in future. It's probably 3, but just in case there are more targets next time.)

[User] ((See my edit above for my turn. Good game, unless you can counter any of it.))

[User] " N-NO! This cannot happen! " A purple glow begins to form around the man, filling the arena with an unearthly sensation of dread. The man looses a scream of intense pain, before vanishing into the purple light. While this happens, a strange, ancient symbol forms behind the man, drawing the purple light into itself. When the light passes through, it vanishes and a final, unearthly howl issues throughout the arena. Once the symbol vanishes, there is no trace that the man was here at all.


[User] A man in a rather messy suit enters the arena, activating the duel disc that was laid across one arm.  "Greetings, fellow! I am Vitus, an envoy of Dark World. At your ready."

[User]
 (1d20)[ 16 ]
 (1d40)[ 11 ]
 (1d39)[ 9 ]
 (1d38)[ 38 ]
 (1d37)[ 25 ]
 (1d36)[ 32 ]

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

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 40

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Infernity Mirage
5. Stygian Street Patrol
6. Stygian Street Patrol
7. Stygian Street Patrol
8. Infernity Avenger
9. Infernity Avenger
10. Infernity Avenger
11. Infernity Necromancer
12. Infernity Necromancer
13. Infernity Necromancer
14. Infernity Destroyer
15. Broww, Huntsman of Dark World
16. Broww, Huntsman of Dark World
17. Snipe Hunter
18. Snipe Hunter
19. Plaguespreader Zombie
20. Goldd, Wu-Lord of Dark World
21. Beiige, Vanguard of Dark World
22. Beiige, Vanguard of Dark World
23. Dark World Dealings
24. Dark World Dealings
25. Card Destruction
26. Dark Hole
27. Lightning Vortex
28. Mystical Space Typhoon
29. Mystical Space Typhoon
30. Allure of Darkness
31. Wave-Motion Inferno
32. Wave-Motion Inferno
33. Giant Trunade
34. Infernity Launcher
35. Into the Void
36. Into the Void
37. Mirror Force
38. Hate Buster
39. Royal Decree
40. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 A wind passes through the Arena. Which is wierd, because the doors are closed and there are no open windows. Then, a metal tablet rises out of the ground. It then morphs into a dazzling white tiger.
  "I am Byakko, Spirit of Metal and one of the four Guardians of Nature. And I shall see to it that you are defeated, Fiend from the Dark World."
 (1d20)[ 4 ]
 (5d40)[ 23 ][ 36 ][ 15 ][ 6 ][ 6 ](86)
 (3d40)[ 38 ][ 30 ][ 36 ](104)  (38 instead of second 6)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
 LP=8000

 Spoiler
Deck:

 Spoiler
1.	Scrap Goblin
2.	Scrap Goblin
3.	Scrap Goblin
4.	Scrap Beast
5.	Scrap Beast
7.	Scrap Searcher
8.	Scrap Searcher
9.	Scrap Hunter
10.	Scrap Hunter
11.	Scrap Chimera
12.	Scrap Chimera
13.	Scrap Chimera
14.	Scrap Golem
16.	Scrap Golem
17.	Card Trooper
18.	Card Trooper
19.	Card Trooper
20.	Gaia Power
21.	Gaia Power
22.	Gaia Power
24.	Scrapstorm
25.	Scrapstorm
26.	Scrapyard
27.	Scrapyard
28.	Scrap Oil Zone
29.	Scrap Oil Zone
30.	Scrap Oil Zone
31.	Scrap Sheen
32.	Scrap Sheen
33.	Mirror Force
34.	Torrential Tribute
35.	Gozen Match
37.	Dark Bribe
39.	Bottomless Trap Hole
40.	Bottomless Trap Hole

Extra Deck:

 Spoiler
1.	Goyo Guardian
2.	Scrap Dragon
3.	Scrap Dragon
4.	Scrap Dragon
5.	Scrap Twin Dragon
6.	Scrap Twin Dragon
7.	Scrap Twin Dragon
8.	Stardust Dragon
9.	Stardust Dragon
10.	Scrap Archfiend
11.	Scrap Archfiend
12.	Naturia Leodrake
13.	Naturia Leodrake
14.	Naturia Balkion
15.	Naturia Balkion

Stats:
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Scrapstorm
-Gozen Match
-Scrap Golem
-Scrap Beast
-Dark Bribe
Face Downs:

[User]
 (1d35)[ 5 ]
 "I'll open my turn by activating Into the Void; I can draw one card now, but I've gotta dump my whole hand come the end of my turn."

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

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-Infernity Necromancer
-Infernity Avenger
-Royal Decree
-Lightning Vortex
-Into the Void

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 40

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Infernity Mirage
5. Stygian Street Patrol
6. Stygian Street Patrol
7. Infernity Avenger
8. Infernity Avenger
9. Infernity Necromancer
10. Infernity Necromancer
11. Infernity Destroyer
12. Broww, Huntsman of Dark World
13. Broww, Huntsman of Dark World
14. Snipe Hunter
15. Snipe Hunter
16. Plaguespreader Zombie
17. Goldd, Wu-Lord of Dark World
18. Beiige, Vanguard of Dark World
19. Beiige, Vanguard of Dark World
20. Dark World Dealings
21. Dark World Dealings
22. Card Destruction
23. Dark Hole
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Allure of Darkness
27. Wave-Motion Inferno
28. Wave-Motion Inferno
29. Giant Trunade
30. Infernity Launcher
31. Into the Void
32. Mirror Force
33. Hate Buster
34. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 (1d34)[ 6 ]
 "Right. I'll summon my Infernity Necromancer, who shifts himself to defence position. Next, I'll set two cards face-down and end my turn, which activates the second clause of my spell, forcing me to dump my hand to the graveyard. Your turn, I think."

{table=head]1|2|3|4|5
-|-|N|-|-
-|-|F|F|-[/table]
Infernity  N ecromancer - 0/ 2000
 Life Points
8000

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T3) - Royal Decree
(S/T4) - Lightning Vortex

 Graveyard

 Spoiler
-Into the Void
-Stygian Street Patrol
-Stygian Street Patrol
-Infernity Avenger

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 40

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Infernity Mirage
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Destroyer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Snipe Hunter
15. Plaguespreader Zombie
16. Goldd, Wu-Lord of Dark World
17. Beiige, Vanguard of Dark World
18. Beiige, Vanguard of Dark World
19. Dark World Dealings
20. Dark World Dealings
21. Card Destruction
22. Dark Hole
23. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Allure of Darkness
26. Wave-Motion Inferno
27. Wave-Motion Inferno
28. Giant Trunade
29. Infernity Launcher
30. Into the Void
31. Mirror Force
32. Hate Buster
33. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 (1d35)[ 13 ]
  I play three face downs and end my turn.
{table="head]1|2|3|4|5
-|-|F|-|-
-|-|F|F|-[/table]
 LP=8000

 Spoiler
Deck:

 Spoiler
1.	Scrap Goblin
2.	Scrap Goblin
3.	Scrap Goblin
4.	Scrap Beast
5.	Scrap Beast
6.	Scrap Searcher
7.	Scrap Searcher
8.	Scrap Hunter
9.	Scrap Hunter
10.	Scrap Chimera
11.	Scrap Chimera
12.	Scrap Chimera
14.	Scrap Golem
15.	Card Trooper
16.	Card Trooper
17.	Card Trooper
18.	Gaia Power
19.	Gaia Power
20.	Gaia Power
21.	Scrapstorm
22.	Scrapstorm
23.	Scrapyard
24.	Scrapyard
25.	Scrap Oil Zone
26.	Scrap Oil Zone
27.	Scrap Oil Zone
28.	Scrap Sheen
29.	Scrap Sheen
30.	Mirror Force
31.	Torrential Tribute
32.	Gozen Match
33.	Dark Bribe
34.	Bottomless Trap Hole
35.	Bottomless Trap Hole

Extra Deck:

 Spoiler
1.	Goyo Guardian
2.	Scrap Dragon
3.	Scrap Dragon
4.	Scrap Dragon
5.	Scrap Twin Dragon
6.	Scrap Twin Dragon
7.	Scrap Twin Dragon
8.	Stardust Dragon
9.	Stardust Dragon
10.	Scrap Archfiend
11.	Scrap Archfiend
12.	Naturia Leodrake
13.	Naturia Leodrake
14.	Naturia Balkion
15.	Naturia Balkion

Stats:
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Gozen Match
-Scrap Golem
-Scrap Golem
Face Downs:
3: Scrap Beast, Dark Bribe
4: Scrapstorm

[User]
 (1d33)[ 30 ]
 "In the End Phase of your turn, I activate Royal Decree to negate any nasty traps you've laid. But other than that, I'll set one card face-down and end my turn."

{table=head]1|2|3|4|5
-|-|N|-|-
-|F|R|F|-[/table]
Infernity  N ecromancer - 0/ 2000
 R oyal Decree

 Life Points
8000

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T2) - Into the Void
(S/T4) - Lightning Vortex

 Graveyard

 Spoiler
-Into the Void
-Stygian Street Patrol
-Stygian Street Patrol
-Infernity Avenger

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 40

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Infernity Mirage
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Destroyer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Snipe Hunter
15. Plaguespreader Zombie
16. Goldd, Wu-Lord of Dark World
17. Beiige, Vanguard of Dark World
18. Beiige, Vanguard of Dark World
19. Dark World Dealings
20. Dark World Dealings
21. Card Destruction
22. Dark Hole
23. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Allure of Darkness
26. Wave-Motion Inferno
27. Wave-Motion Inferno
28. Giant Trunade
29. Infernity Launcher
30. Mirror Force
31. Hate Buster
32. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 (1d34)[ 9 ]
  I tribute my face down Scrap Beast to summon  Scrap Golem   and use its ability to revive my Scrap Beast. Now I will tune the two together to create the ultimate beast of Metal,  Scrap Twin Dragon .
A huge, twin-headed dragon, seemingly made out of discarded 'trash', rears up before you.
  Now my monster will destroy your Necromancer. End Turn.
{table="head]1|2|3|4|5
-|-|STD|-|-
-|-|F|F|-[/table]
 LP=8000
  S crap  T win  D ragon,  3000 /2200

 Spoiler
Deck:

 Spoiler
1.	Scrap Goblin
2.	Scrap Goblin
3.	Scrap Goblin
4.	Scrap Beast
5.	Scrap Beast
6.	Scrap Searcher
7.	Scrap Searcher
8.	Scrap Hunter
10.	Scrap Chimera
11.	Scrap Chimera
12.	Scrap Chimera
13.	Scrap Golem
14.	Card Trooper
15.	Card Trooper
16.	Card Trooper
17.	Gaia Power
18.	Gaia Power
19.	Gaia Power
20.	Scrapstorm
21.	Scrapstorm
22.	Scrapyard
23.	Scrapyard
24.	Scrap Oil Zone
25.	Scrap Oil Zone
26.	Scrap Oil Zone
27.	Scrap Sheen
28.	Scrap Sheen
29.	Mirror Force
30.	Torrential Tribute
31.	Gozen Match
32.	Dark Bribe
33.	Bottomless Trap Hole
34.	Bottomless Trap Hole

Extra Deck:

 Spoiler
1.	Goyo Guardian
2.	Scrap Dragon
3.	Scrap Dragon
4.	Scrap Dragon
5.	Scrap Twin Dragon
7.	Scrap Twin Dragon
8.	Stardust Dragon
9.	Stardust Dragon
10.	Scrap Archfiend
11.	Scrap Archfiend
12.	Naturia Leodrake
13.	Naturia Leodrake
14.	Naturia Balkion
15.	Naturia Balkion

Stats:
Graveyard:
 Spoiler
-Scrap Golem
-Scrap Beast

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Gozen Match
-Scrap Golem
-Scrap Hunter
Face Downs:
3: Dark Bribe
4: Scrapstorm

[User]
 "As I'm sure you've worked out, the destruction of my Necromancer allows me to resurrect my Avenger, who's level shifts up to four stars."
 (1d32)[ 21 ]
 "I'll reveal my face-down Lightning Vortex, discarding my Card Destruction to destroy your Scrap Twin Dragon. You may resurrect a Scrap monsters of your choice, but I survive another turn. Now, go."

{table=head]1|2|3|4|5
-|-|A|-|-
-|F|R|F|-[/table]
Infernity  A venger - 0/ 0  (Level 4)
 R oyal Decree

 Life Points
8000

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T2) - Into the Void
(S/T4) - Lightning Vortex

 Graveyard

 Spoiler
-Into the Void
-Stygian Street Patrol
-Stygian Street Patrol
-Infernity Avenger

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 40

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Infernity Mirage
5. Stygian Street Patrol
6. Infernity Avenger
7. Infernity Avenger
8. Infernity Necromancer
9. Infernity Necromancer
10. Infernity Destroyer
11. Broww, Huntsman of Dark World
12. Broww, Huntsman of Dark World
13. Snipe Hunter
14. Snipe Hunter
15. Plaguespreader Zombie
16. Goldd, Wu-Lord of Dark World
17. Beiige, Vanguard of Dark World
18. Beiige, Vanguard of Dark World
19. Dark World Dealings
20. Dark World Dealings
21. Dark Hole
22. Mystical Space Typhoon
23. Mystical Space Typhoon
24. Allure of Darkness
25. Wave-Motion Inferno
26. Wave-Motion Inferno
27. Giant Trunade
28. Infernity Launcher
29. Mirror Force
30. Hate Buster
31. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 I return Scrap Golem
 (1d33)[ 3 ]
  I use Scrap Golem to revive Scrap Beast, I then summon Scrap Hunter. I tune together Scrap Beast and Scrap Hunter to create  Scrap Archfiend
A huge monster, seemingly animated corrugated iron, appears.
  Now Golem will destroy your Avenger, and Archfiend will attack directly. End Turn
{table="head]1|2|3|4|5
-|-|SG|SA|-
-|-|F|F|-[/table]
 LP=8000
  S crap  G olem,  2300 /1400
  S crap  A rchfiend,  2700 /1800

 Spoiler
Deck:

 Spoiler
1.	Scrap Goblin
2.	Scrap Goblin
4.	Scrap Beast
5.	Scrap Beast
6.	Scrap Searcher
7.	Scrap Searcher
8.	Scrap Hunter
9.	Scrap Chimera
10.	Scrap Chimera
11.	Scrap Chimera
12.	Scrap Golem
13.	Card Trooper
14.	Card Trooper
15.	Card Trooper
16.	Gaia Power
17.	Gaia Power
18.	Gaia Power
19.	Scrapstorm
20.	Scrapstorm
21.	Scrapyard
22.	Scrapyard
23.	Scrap Oil Zone
24.	Scrap Oil Zone
25.	Scrap Oil Zone
26.	Scrap Sheen
27.	Scrap Sheen
28.	Mirror Force
29.	Torrential Tribute
30.	Gozen Match
31.	Dark Bribe
32.	Bottomless Trap Hole
33.	Bottomless Trap Hole

Extra Deck:

 Spoiler
1.	Goyo Guardian
2.	Scrap Dragon
3.	Scrap Dragon
4.	Scrap Dragon
5.	Scrap Twin Dragon
7.	Scrap Twin Dragon
8.	Stardust Dragon
9.	Stardust Dragon
11.	Scrap Archfiend
12.	Naturia Leodrake
13.	Naturia Leodrake
14.	Naturia Balkion
15.	Naturia Balkion

Stats:
Graveyard:
 Spoiler
-Scrap Twin Dragon
-Scrap Beast
-Scrap Hunter

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Gozen Match
-Scrap Golem
-Scrap Goblin
Face Downs:
3: Dark Bribe
4: Scrapstorm

[User]
 (1d31)[ 4 ]
 "I'll summon my Infernity Mirage; as I have no monsters in my hand, I can tribute it to special summon Infernity Necromancer and Infernity Avenger to the field. Now, I may tune my Avenger and the Necromancer together to Synchro Summon the Ally of Justice, Catastor! And I'll have him attack your Scrap Golem, destroying it before it can bring up another Tuner to thwart my plans. Your turn, good sir."

{table=head]1|2|3|4|5
-|-|A|-|-
-|F|R|-|-[/table]
 A lly of Justice Catastor -  2200 /1200
 R oyal Decree

 Life Points
5300

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T2) - Into the Void

 Graveyard

 Spoiler
-Into the Void
-Stygian Street Patrol
-Stygian Street Patrol
-Infernity Avenger
-Infernity Necromancer
-Infernity Mirage

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 30

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Infernity Avenger
6. Infernity Avenger
7. Infernity Necromancer
8. Infernity Necromancer
9. Infernity Destroyer
10. Broww, Huntsman of Dark World
11 Broww, Huntsman of Dark World
12. Snipe Hunter
13. Snipe Hunter
14. Plaguespreader Zombie
15. Goldd, Wu-Lord of Dark World
16. Beiige, Vanguard of Dark World
17. Beiige, Vanguard of Dark World
18. Dark World Dealings
19. Dark World Dealings
20. Dark Hole
21. Mystical Space Typhoon
22. Mystical Space Typhoon
23. Allure of Darkness
24. Wave-Motion Inferno
25. Wave-Motion Inferno
26. Giant Trunade
27. Infernity Launcher
28. Mirror Force
29. Hate Buster
30. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 (1d32)[ 8 ]
  I tribute my Archfiend for another Scrap Golem, who revives another Scrap Beast, and then they tune to create, eyt another  Scrap Twin Dragon . Who uses it's ability to sacrifice my face down Dark Bribe to get rid of your Ally of Justice, and send your face down back to your hand.
The huge two-headed dragon appears and blows two of your cards away in a storm of rusty metal.
  Scrap Twin Dragon attacks directly, and my turn ends.
{table="head]1|2|3|4|5
-|-|STD|-|-
-|-|-|F|-[/table]
 LP=8000
  S crap  T win  D ragon,  3000 /2200

 Spoiler
Deck:

 Spoiler
1.	Scrap Goblin
2.	Scrap Goblin
3.	Scrap Beast
4.	Scrap Beast
5.	Scrap Searcher
6.	Scrap Searcher
7.	Scrap Hunter
9.	Scrap Chimera
10.	Scrap Chimera
11.	Scrap Golem
12.	Card Trooper
13.	Card Trooper
14.	Card Trooper
15.	Gaia Power
16.	Gaia Power
17.	Gaia Power
18.	Scrapstorm
19.	Scrapstorm
20.	Scrapyard
21.	Scrapyard
22.	Scrap Oil Zone
23.	Scrap Oil Zone
24.	Scrap Oil Zone
25.	Scrap Sheen
26.	Scrap Sheen
27.	Mirror Force
28.	Torrential Tribute
29.	Gozen Match
30.	Dark Bribe
31.	Bottomless Trap Hole
32.	Bottomless Trap Hole

Extra Deck:

 Spoiler
1.	Goyo Guardian
2.	Scrap Dragon
3.	Scrap Dragon
4.	Scrap Dragon
7.	Scrap Twin Dragon
8.	Stardust Dragon
9.	Stardust Dragon
11.	Scrap Archfiend
12.	Naturia Leodrake
13.	Naturia Leodrake
14.	Naturia Balkion
15.	Naturia Balkion

Stats:
Graveyard:
 Spoiler
-Scrap Twin Dragon
-Scrap Beast
-Scrap Hunter
-Scrap Golem
-Scrap Archfiend
-Scrap Golem
-Dark Bribe

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Gozen Match
-Scrap Chimera
-Scrap Goblin
Face Downs:
4: Scrapstorm

[User]
 (1d30)[ 20 ]
 "...I'll have to surrender, as the duel is currently impossible for me. Good game."

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|R|-|-[/table]
 R oyal Decree

 Life Points
2300

 Spoiler
 Hand  ~ 2

 Spoiler
-Into the Void

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Into the Void
-Stygian Street Patrol
-Stygian Street Patrol
-Infernity Avenger
-Infernity Necromancer
-Infernity Mirage

 Removed From Play

 Spoiler
-

 Nil Desperandum  ~ 30

 Spoiler
1. Infernity Archfiend
2. Infernity Archfiend
3. Infernity Mirage
4. Stygian Street Patrol
5. Infernity Avenger
6. Infernity Avenger
7. Infernity Necromancer
8. Infernity Necromancer
9. Infernity Destroyer
10. Broww, Huntsman of Dark World
11 Broww, Huntsman of Dark World
12. Snipe Hunter
13. Snipe Hunter
14. Plaguespreader Zombie
15. Goldd, Wu-Lord of Dark World
16. Beiige, Vanguard of Dark World
17. Beiige, Vanguard of Dark World
18. Dark World Dealings
19. Dark World Dealings
20. Mystical Space Typhoon
21. Mystical Space Typhoon
22. Allure of Darkness
23. Wave-Motion Inferno
24. Wave-Motion Inferno
25. Giant Trunade
26. Infernity Launcher
27. Mirror Force
28. Hate Buster
29. Royal Decree

 Spoiler
1. Mist Wurm
2. Mist Wurm
3. Mist Wurm
4. Chaos King Archfiend
5. Stardust Dragon
6. Red Dragon Archfiend
7. Colossal Fighter
8. Hundred-Eyes Dragon
9. Stygian Sergeants
10. Goyo Guardian
11. Ally of Justice Catastor
12. Infernity Doom Dragon
13. Brionac, Dragon of the Ice Barrier
14. Black Rose Dragon
15. Black Rose Dragon

[User]
 "Now begone, Fiend!"
[Yup, good game]


[User]
 Arena Tournament, Round 95:  Wendy  vs.  Lotus
 Map:
 Spoiler

The outer Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300 XP
 GP Award:  300 GP

 Wendy  - candycorn
 Lotus  - Kajhera

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Init:  (1d20+5)[ 8 ]

Purchases: Psionic Tattoo of Camouflage (50gp)
Camouflage net (candles arena) (25gp)

Particulars (Refs only):
 Spoiler
Starting Melds:
Dissolving Spittle (Expanded Meld Capacity) (1 essentia)
Kruthik Claws
Wormtail Belt (1 essentia)

[User]
 Init:  (1d20+9)[ 19 ]

Had to change the sheet, as per further flaws discovered. If I can't do this, I suppose I could just leave the spiked chain in my room for now, or wear it as a stylish belt.

Exchanges for that:
Exotic Weapon Proficiency for Two-Weapon Fighting
Spiked Chain for 2 short swords and 5 gp.

Purchases:
Bullseye Lantern containing 1 pint of oil (12.1 gp)
Flint and Steel (1 gp)

[User]
 I don't have a problem with it.

Any other purchases?

[User]
 Nope, keeping things simple. Figure it's my turn then?

 Spoiler

Starting in Y10.

Lotus holds an unlit bullseye lantern in one hand. Her short swords are sheathed. The flint and steel she might use to light the lantern is in her other hand.

As a swift action, she enters Child of Shadow stance.
As a full-round action, she employs flint and steel to light the bullseye lantern. She angles the cone of the lantern South.
As a free action, she drops the bulls-eye lantern. She angles the cone of the lantern West.
As a 5' step, she moves north.

Stats

 Spoiler

HP: 11/11
AC: Full 19, Touch 15, Flat-Footed 15 (+4 dex, +1 size, +4 armor)

Maneuvers Readied: Burning Blade, Counter Charge, Shadow Blade Technique, Sudden Leap

[User] Are you done?

[User] Er, yeah. Sorry. G'night, also.

[User]
 Wendy:
 Spoiler
No LoS at start; please list your starting location and items.  Once you've done that:
 Spoiler
You see the light from a bullseye lantern appear in Y10, pointing south, and then it falls to the ground, pointed west toward you.  No other LoS.

Lotus:
 Spoiler
You see Wendy as you point the lantern in her direction; you can see her starting location and possessions as soon as she posts them.

[User]
 Starting Location/Items in hand:
 Spoiler
Begin in B11.

In hand: Sling (loaded), light shield (readied)

Visible: Wearing Studded Leather armor, with a purple tint to my skin.
A metallic blue-green torc surrounds my neck.
Chitin plates cover from my shoulders, down my arms, to my hands, ending in sharpened claws that reach to my fingertips.
A belt of thick purple scales adorns my waist.

[User]
 My Turn:
 Spoiler
Swift: Allocate essentia.
Standard: Activate Tattoo of Chameleon.
Move to G8.
Hide:  (1d20+24)[ 33 ]
Move Silent:  (1d20+8)[ 9 ]

Done, pending LOS.

Stats:
 Spoiler
Location: G8
Vision modes: Darkvision 60, Low light vision
HP: 12/12
AC: 23 (Touch 16, Flat footed 18)
Melds Shaped: Dissolving Spittle (EMC), Kruthik Claws (1), Wormtail Belt (1)

[User]
 Refs:
 Spoiler
Nyar.

Wendy:
 Spoiler
No LoS.

Lotus:
 Spoiler
You lose LoS to Wendy as she leaves G9 to the north.

[User] Note:  It is Lotus's turn.

[User]
 High Ref PsiDog
 ZAP!

Ref DQ lightning pierces the darkness and strikes down Lotus for napping.

 Wendy achieves victory.


[User]
 Fight Some Stuff:  You  vs  Monsters
 Map:
 Spoiler

Shamelessly stolen from the kind folks at the Arena.

Got a character you want to test out? Mechanics you want to get the hang of? Just test in a straight up arena style battle?

Roll initiative.

[User]
 Here's the character I want to test.
 http://www.coyotecode.net/profiler/view.php?id=9224

Initiative:

 Spoiler

 (1d20+10)[ 13 ]

I'll start in B13

+10 to init and I get a 13 ☹

[User]
 So be it! Opposit of you (Y14), you find a grotesque monsterous female humanoid. (Knowledge Nature check to ID)

  Initiative  - (1d20+2)[ 5 ]

Also, I'll need a Fort save.

[User]
 Fort Save:
 (1d20+5)[ 21 ]

Knowledge Nature to Id:
 (1d20+6)[ 16 ]

[User]
 You succeed on your Fort save, and also the Knowledge check.

You identify the creature opposit of you as a Sea Hag. You also vaguely recall hearing about some sort of gaze attack Sea Hags possess.

You won initiative and are up.

[User]
 I use my turn to Run to Q9 (I believe I have enough movement to make that running), and end it facing away from the Sea Hag.

I got to start out with my vestige bound correct?

[User]
 Few issues here (though all minor). You can only Run in a straight line. You can double move a total of 80' but Q9 is outside that range (slightly). Also, facing does not exist in D&D. You can't face away (though you can close your eyes, effectivly blinding yourself).

EDIT: Yeah, you're bound already.

[User] Okay in that case I'll run to M13 and close my eyes.

[User]
 You hear the Hag let out a primal scream and begin advancing on you.

Upon opening your eyes (assuming you choose to):

 Spoiler
Hag is in O10

End turn.

[User]
 I do in fact open my eyes.

I enter Child of Shadow Stance, move up to the hag (N10) and use Sapphire Nightmare Blade using an action point to enhance my concentration check.

SNB Concentration check
 (1d20+10)[ 27 ] + (1d6)[ 1 ]

Attack Roll
 (1d20+14)[ 25 ]

Since I moved 10 feet, I gain concealment for a round. I succeed on the Concentration check if it beats her AC. If I do, she is flat-footed and I get +1d6 damage. If I don't I get -2 on the attack roll.

[User] Success on both counts (and you threatened a critical).

[User] How? I crit on 18-20. I rolled an 11

[User]
 😦

B-cuz I R gud at comprehension. 😳 My bad.

Regardless, your attack was sucessful and I need a damage roll. 🙂

[User]
 Happens to me all the time 😳

Damage:
 (1d6+1)[ 3 ]  weapon - 1 str +  (1d6)[ 6 ]  SNB + 9 dex = 17

[User]
 You cut deeply into the Hag, causing her screams of rage to turn into screams of pain.

As you pull your blade from the Hags spleen, you meet her gaze.

Will Save.

End Turn.

For those playing at home (aka not for you Axinian):
 Spoiler
Hag is now at 28/45 hp, with 3 rounds remaining in her rage.

[User]
 I use Moment of Perfect Mind to substitute a Concentration check for the will save:
 (1d20+10)[ 13 ]

[User]
 Success. You are able to fight off the magic you feel washing over your mind. You're up.

Observers Only:

 Spoiler
DC was 13 (+1 HD, +2 Cha). That was close. I'd have hated to end the fight with a Save or Die, that's always so lame.

[User]
 I use Burning Blade as a swift action to add 1d6+2 damage to my melee attacks, and then use Clinging Shadow Strike, using another action point to enhance my roll:
Attack Roll:
 (1d20+14)[ 19 ] + (1d6)[ 3 ]

If it hits, she must make a DC 12 Will save or suffer 20% miss chance on attacks.

Damage:
 (1d6)[ 2 ]  weapon +  (1d6+2)[ 7 ]  fire +  (1d6)[ 4 ]  CSS + 9 dex = 22 damage

edit: That also uses up all the maneuvers I had readied.

[User]
 I'm fairly certian Burning Blade does 1d6+IL, which would be 3 for you (2 from SS levels, +1 from 2 levels of Binder.)

Either way, the attack is successful. You cut another deep gash into the Hag. You can tell she is nearing her limit.

Will Save:
 [OO]
 Spoiler
  Will  - (1d20+3)[ 23 ]  vs DC 12

Hag actions upcoming, pending Will Save. Also, what is forcing the save (I'm not seeing it right away)?

 [OO]
 Spoiler
Hag is at 5 HP. She dies when her rage ends.

[User] You're right. It deals 1d6+3, so 1 more damage. Clinging Shadow Strike forces the will save.

[User]
 The Hag unleashes her wrath upon you, diving forward with both her claws.

  Claw  - (1d20+12)[ 23 ]
  Damage  - (1d4+8)[ 9 ]
  Claw  - (1d20+12)[ 13 ]
  Damage  - (1d4+8)[ 11 ]

End turn.

[User] And she made the miss chance on both? Just checking. Taking all the damage I'm at 22 HP

[User]
 Originally Posted by Axinian
 Clinging Shadow Strike forces the will save.

Oh, yeah, duh. That'll teach me to watch someone play Xbox while I do this. 😩

Her save was successful, for the record.

[User]
 Okay, on my turn I just stab her in the face

Attack Roll:
 (1d20+14)[ 23 ]

Damage:
 (1d6+9)[ 12 ]

Then I'll use to tumble to move at half speed with no AOO to L12 and gain concealment again. I have +15 to tumble, so I auto-succeed.

Also her second attack missed (22 AC) but I missed that. So I'm at 35

[User]
 And with that attack, the Hag is downed. Her fugly corpse now little more than a singed, slashed mess of flesh and bone.

In case you were interested, here are the Hags stats. Also, you're free to read any spoilers I've posted.

 Spoiler
 Sea Hag, Barbarian 1 CR 5
Usually Chaotic Evil Medium Monstrous Humanoid ([Aquatic])
Init +2

----------------------------------------------------------------------

AC 15 FF 13 Touch 12
(+2 Dex, +3 natural)
HD: 4
HP: 37 (3d8+12, 1d12+6)
Fort +6 Ref +5 Will +3

----------------------------------------------------------------------

Speed 30 ft. (6 squares), swim 40 ft.
Base Atk +4 Grp +10
Attack: claw +10 1d4+6
Full Attack: 2 claws +10 1d4+6
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)

----------------------------------------------------------------------

Abilities Str 23(+6) Dex 15(+2) Con 16(+3) Int 12(+1) Wis 10(+0) Cha 14(+2)
Stat Points Gained From Advancement: 1

----------------------------------------------------------------------

Total Feats: 2
Feats: Alertness, Toughness

----------------------------------------------------------------------

Skill Points: 23
Skills: Climb +8, Craft (Armorsmithing) +3, Handle Animal +4, Hide +4, Intimidate +4, Jump +8, Listen +2, Ride +4, Spot +2, Survival +2, Swim +8

----------------------------------------------------------------------

Horrific appearance(Su): Fortitude save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based.
Evil eye(Su): Will save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based.
Amphibious(Ex):
Spell Resistance(Ex): 14
Rage(Ex) 1/day: In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

So yeah. You'd have gained 1500 XP if this were real. 😛

Up for another?

[User]
 Originally Posted by Koury
 And with that attack, the Hag is downed. Her fugly corpse now little more than a singed, slashed mess of flesh and bone.

In case you were interested, here are the Hags stats. Also, you're free to read any spoilers I've posted.

 Spoiler
 Sea Hag, Barbarian 1 CR 5
Usually Chaotic Evil Medium Monstrous Humanoid ([Aquatic])
Init +2

----------------------------------------------------------------------

AC 15 FF 13 Touch 12
(+2 Dex, +3 natural)
HD: 4
HP: 37 (3d8+12, 1d12+6)
Fort +6 Ref +5 Will +3

----------------------------------------------------------------------

Speed 30 ft. (6 squares), swim 40 ft.
Base Atk +4 Grp +10
Attack: claw +10 1d4+6
Full Attack: 2 claws +10 1d4+6
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)

----------------------------------------------------------------------

Abilities Str 23(+6) Dex 15(+2) Con 16(+3) Int 12(+1) Wis 10(+0) Cha 14(+2)
Stat Points Gained From Advancement: 1

----------------------------------------------------------------------

Total Feats: 2
Feats: Alertness, Toughness

----------------------------------------------------------------------

Skill Points: 23
Skills: Climb +8, Craft (Armorsmithing) +3, Handle Animal +4, Hide +4, Intimidate +4, Jump +8, Listen +2, Ride +4, Spot +2, Survival +2, Swim +8

----------------------------------------------------------------------

Horrific appearance(Su): Fortitude save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based.
Evil eye(Su): Will save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based.
Amphibious(Ex):
Spell Resistance(Ex): 14
Rage(Ex) 1/day: In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

So yeah. You'd have gained 1500 XP if this were real. 😛

Up for another?

I would do another cuz that was fun, but I gotta get to sleep. probably shouldn't stay up much later than 1 AM 😩

Again, this was fun 🙂 Might be back tomorrow.

[User]
 Sounds like a plan.

This particular arena is now open should anyone out there feel like a fight.

[User]
 'Clunk'  could use his tires kicked a little I think.

Made him to be an all around general tankish character.

[User] OK, one sec, I got caught up in YouTube. Next post (which will actually be relevent) coming up shortly.

[User]
 Alrighty, I've got a fight lined up.

In the east and west circle, you see a small (as in, Halfling sized) winged outsider.

Knowledge: Planes to ID.

Initiative please.

  Initiative  - (1d20+7)[ 11 ]

Spoilers stay closed while the battle is ongoing.

 Spoiler
Two Ice Mephits.

AC 18 FF 15 Touch 14
(+1 size, +3 Dex , +4 natural)
HD: 4
HP: 18 (4d8+0)
Fort +4 Ref +7 Will +4

[User]
 init:  (1d20-4)[ 10 ]

Not bothering with any knowledge checks.

[User]
 Map repost for ease.

 Map:
 Spoiler

Shamelessly stolen from the kind folks at the Arena.

[User]
 The creature on the west moves to M12 while the one on the east moves to M15.

Both unleash bolts of magical energy which fly forward, striking you for a total of  (4d4+4)[ 9 ]

[Observers Only]
 Spoiler
If it wasn't obvious, both unleashed a Magic Missile (CL 3)

[User]
 Double move to J12 (assuming I'm player #1)

Question: Are they at ground level?

[User] Yes, currently they are.


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

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet


[User]
 Two people are teleported into a 200 by 200 ft Cube. One side is taken up by land, the other water.

GO.

[User]
 The man appears on the exact center of the plane, between the border of earth and water. Muttering a brief phrase, is eyes briefly glow, as he slides away from the center, and further onto dry land.

 Spoiler

Standard: Manifest  psionic true seeing
Move: move 45 feet(boots of skating) inland
Spot Check:  (1d20+25)[ 28 ]

[User]
 Another man appears on the northern boundary, 100 ft away from where the other man started. Unlike the other man, he is entirely naked, except for a pink shower cap. He looks angrily at the heavens, before catching sight of the other man. Quickly, he transforms, growing taller, bulkier, hairier, and spikier. If you've ever played Might and Magic 3, you know this as a behemoth. He charges you.

 (1d20+37)[ 43 ]
 (3d8+20)[ 37 ]

 Spoiler

Swift action, behemoth form, using wild boost to cast swift haste.
Master of the Field stance.
Blue Steel Bracers 4
Girallon Arms 5
Crystal Helm, all attacks have the Force lable.
Manuevers readied; Granted in order of dice; (1d9)[ 9 ] ,  (1d8)[ 8 ] , [roll]1d7[roll],  (1d6)[ 6 ] ,  (1d5)[ 3 ] ,  (1d4)[ 4 ]

Quench the Fire
Wear Away the Earth
Cresting Wave
Risky Gambit
Elder Mountain Hammer
Phoenix’s Embrace
Seize the Blade
Foehammer
Imperator’s Warning

[User]
 As the man comes within 30 feet of Owen, the psion's contingency is activated, sending mental lashes at the attacker's psyche.

 Spoiler

Contingent Power: Ego Whip, manifested at full power.
DC 33 Will Save or take  (5d4)[ 15 ]  points of CHA damage

[User]
 I'm sensing this is going to be a short battle... (1d20+12)[ 23 ] .

Dammit, I don't want mindblank or half my abilities become pointless, but I looks like I can't survive without it.

Edit: And I'm down.

[User] Why not assume that you made your save, and continue from there? That way, we can more accurately gauge our characters.

[User] Sure. I take 7 Cha Damage. But close the distance. Does the attack hit?

[User] Yes it does(AC of 41). Is there any followup, or is it my turn?

[User] Ah, make a Fort save DC 31 or your speed is reduced to 0 for 1 round. That's it.

[User]
 Fort Save: (1d20+17)[ 35 ]

The man reels from the blow, and swears. He's bleeding heavily from one arm. With a snap of his fingers, he vanishes from sight.

 Spoiler

Standard Action: Manifest Inconstant Location.
Free Action: Spent 3 inspiration points on another standard action.
Standard Action(2): Spend 1 inspiration point to cast improved invisibility.
Move Action: Move 40 feet away.

[User]
 Unfortunately for you, Hakoda can smell you. Doesn't give him an AO, but it does allow him to follow you. Instead of attack, however, he bullrushes you, with his trample ability.

 (3d6+18)[ 30 ]  Damage, DC 30 for 1/2. He ends up flush with the outer wall of the plane.

Spending a swift action, he changes stances.

[User] And of course, after I make the post I realize what I should have done. Oh well.

[User]
 Assuming it's reflex save: (1d20+19)[ 33 ]

Owen teleports 100 feet behind the man, once more at the border between water and earth. Invisible arms raised, he summons pillar after pillar of black flame at Hakoda.

 Spoiler

Swift Action: Teleport via Inconstant Location

Move Action: Draw item from pouch

Free Action: Drop staff
Free Action: Spend 3 inspiration points to take another standard action

Standard Action: Manifest Stygian Conflagration with 21 power points(+1ML with neg. Energy powers). No saving throw; Hakoda receives  (1d4+2)[ 5 ]  negative levels

Standard Action(2): Manifest Stygian Conflagration with 21 power points(+1ML with neg. Energy powers). No saving throw; Hakoda receives  (1d4+2)[ 4 ]  additional negative levels.

[User] Okay. Do you know how effective those were? Also, are you still invisible?

[User]
 Improved Invisibility. Still invisible despite attacking.

I'm guessing...very. Dropping nine levels in a gestalt game is murder.

...

I should have spent all my inspiration on doing so.

[User]
 My character spends 2 move action to get to the water, a swift to change form to my Ocean Terror form. He is now submerged, 40ft down.

Edit; where is improved invisibility?

[User]
 sorry, was using the 3.0 name. Greater invisibility.

As your character just enters the water, mine spends another inspriation point to cast  celerity . I gain a standard action, but am dazed for my next turn.

For my standard action, I cast a mind thrust on him. Will Save DC 34 or take

 (21d10)[ 110 ]  damage.

[User] (1d20)[ 13 ]  Come on 20. Okay, I take it. Anything else?

[User] Nope. You get two turns, though, since I'm dazed.

[User] I dive down and swim along the bottom of the water.

[User]
 Own looks down, and reaches into his pocket. A small crystal is released to bob about his head. The man no longer requires air. He then teleports 95 feet down and five feet forward; into the bottom of the water. He also readies another mind thrust if he is attacked.

 Spoiler

If attacked, use mind thrust as a psionic-like ability. DC 34 Will Save negates
 (21d10)[ 121 ]

[User] If your still invisible, then I can't really do anything. I'm slowly lapping the water, but unless I get within 30-20ft of you, I'm not going to find you. How far can you sense me?

[User] I've got bright illumination for 30 feet, then shadowy for 60.

[User] You know, why don't we just say that you win this. For melee, wealth is just too important not to get, and I'm heavily in the melee side. I need some way to see invisible creatures, and to pump some of my saves.

[User]
 Well...let's see what you can work on, then.

Dust of appearance would be a useful item, for starters. Assuming you already have a cloak of resistance +5...you could get a luckstone. I really don't have many ideas for melee builds.


[User]
 You both arrive in a small, 10x10 curtained off area. There are two torches floating magically at head height. The curtains are thick and opaque, and made of an old, musty fabric.

DM notes:

 Spoiler
 Cathuga
 Ithaca

[User]
 Ithaca searches the surrounding curtains to see of there is anything noteworthy. Cathuga stands back and draws her weapons, readying herself for anything that may happen.

OOC: Take 20 on Search.

[User] You find some lovely old curtains. Very thick. You can open them in various places, it seems you could leave at pretty much any direction.

[User] Ithaca opens the northern part while Cathuga opens the southern part.

[User]
 Make a pair of spot-checks.

The room looks like:
 Spoiler

{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3|||x|x||
4|||x|x||
5||||||
6||||||[/table]
There are doors at A4, A6 west, F4, F6 east. The roof is a lot of rafters 20' above you.

[User]
 Ithaca spot  (1d20+4)[ 13 ]
Cathuga spot  (1d20-5)[ 14 ]

OOC: What's the x's?

[User]
 They're the curtained off area.

You notice that the rafters above are thick enough to obscure view, you can't see the ceiling.

[User] The sisters cautiously approach the door at A4. Ithaca, Search check take 20.

[User]
 Part-way through searching, a swarm of bats figures out where you are, and flies down from above the rafters to attack.

 (d6)[ 4 ]  damage to Ithaca
 (d6)[ 6 ]  damage to Cathaca

Both are bleeding, taking 1 damage a round from now on.

Both must make a DC 11 Fort save, or can only take a move action on their turn.

This swarm takes half damage from slashing and piercing attacks, 1d3 damage from a torch wielded as an improvised weapon, and full damage from AoE attacks.

[User]
 Ithaca
 - Fort Save  (1d20+2)[ 4 ]
 - Initiative  (1d20+7)[ 20 ]

Cathuga
 - Fort Save  (1d20+3)[ 8 ]
 - Initiative  (1d20+7)[ 21 ]

[User]
 Initiative:  (d20+2)[ 11 ]

I suspect it's your turns, but move-actions only.

[User]
 Cathuga moves A2

Ithaca moves to D4

[User] The swarm chases Cathuga.  (d6)[ 1 ]  damage, fort save or move-action only.

[User]
 Cathuga
Fort Save -  (1d20+3)[ 19 ]

If Fort Save Succeeds

 Spoiler

Swift Action, Punishing Stance
Full-round attack, TWF

Main Hand -  (1d20+2)[ 19 ]
Damage -  (2d6)[ 9 ]  Divide by 2

Off-hand -  (1d20+2)[ 13 ]
Damage -  (2d6)[ 3 ]

If Fort Save Fails, move to C2

Ithaqa draws one of her darts (free action) and throws it at the swarm.
Attack Roll -  (1d20+3)[ 5 ]
Damage Roll -  (1d4)[ 1 ]  Divide by 2

[User]
 The first hits.

It will stay on Cathuga:

 (d6)[ 4 ] , still bleeding, and the fort save or move-only.

[User]
 Cathuga
Fort Save -  (1d20+3)[ 4 ]

If Fort Save Succeeds

 Spoiler

Full-round attack, TWF

Main Hand -  (1d20+2)[ 21 ]
Damage -  (2d6)[ 5 ]  Divide by 2

Off-hand -  (1d20+2)[ 12 ]
Damage -  (2d6)[ 6 ]

If Fort Save Fails, move to C2

Ithaqa draws one of her darts (free action) and throws it at the swarm.
Attack Roll -  (1d20+3)[ 8 ]
Damage Roll -  (1d4)[ 4 ]  Divide by 2

[User]
 Bad luck on the rolls...

It chases Cathuga more:

 (d6)[ 4 ]

Fort on her turn.

[User]
 OOC: It would really suck if I die here on the first encounter.

Cathuga
Fort Save -  (1d20+3)[ 9 ]

If Fort Save Succeeds

 Spoiler

Full-round attack, TWF

Main Hand -  (1d20+2)[ 18 ]
Damage -  (2d6)[ 8 ]  Divide by 2

Off-hand -  (1d20+2)[ 10 ]
Damage -  (2d6)[ 9 ]

If Fort Save Fails, move to behind Ithaca

Ithaca draws one of her darts (free action) and throws it at the swarm.
Attack Roll -  (1d20+3)[ 23 ]
Damage Roll -  (1d4)[ 3 ]  Divide by 2

[User]
 I can't do much about the RNG...

It chases Ithaca now, having been hit:

 (d6)[ 4 ]  and fort save.

[User]
 Cathuga moves closer (beside the swarm) and attacks

 (1d20+4)[ 8 ]
 (2d6)[ 7 ]  Divide by 2.

 Spoiler
 If swarm tries to enter Cathuga's space, it provokes AoO which she takes.

[roll]1d2+4[/roll]
 (2d6)[ 4 ]

Ithaca

 (1d20+2)[ 9 ]

If Success, draw a dart and throw

 (1d20+3)[ 16 ]
 (1d4)[ 3 ]

If fail, draw potion of lesser vigor.

[User]
 Fail indeed. The dice roller does NOT like you.

It moves to cover both characters.

 (d6)[ 2 ]  v cathuga

 (d6)[ 2 ]  v ithaca.

AoO atk roll is missing.


[User]
 A young girl wearing a cloak walks in and asks,  "How long do you think this will take?"

{table="head"]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

Life Points 8000

 Spoiler

Hand-5
 Spoiler
-

facedowns
 Spoiler

-

Deck:42
 Spoiler

1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Magna Drago
10.	Backfire
11.	Backfire
12.	Backfire
13.	Molten Destruction
14.	Molten Destruction
15.	Molten Destruction
16.	Gravity Bind
17.	Level Limit - Area B
18.	Threatening Roar
19.	Raging Flame Sprite
20.	Raging Flame Sprite
21.	Raging Flame Sprite
22.	Fox Fire
23.	Fox Fire
24.	Fox Fire
25.	Hiita the Fire Charmer
26.	Hiita the Fire Charmer
27.	Threatening Roar
28.	UFO Turtle
29.	UFO Turtle
30.	UFO Turtle
31.	DNA Transplant
32.	DNA Transplant
33.	Threatening Roar
34.	Mystical Space Typhoon
35.	Heavy Storm
36.	Lightning Vortex
37.	Dark Bribe
38.	Dark Bribe
39.	Dark Bribe
40.	Pot of Avarice
41.	Mirror Force
42.	Swords of Revealing Light

Graveyard
 Spoiler

-

RFG
 Spoiler
-
-

[User]
 Init:  (1d20)[ 16 ]
Hand:   (5d42)[ 8 ][ 25 ][ 38 ][ 18 ][ 10 ](99)
Rerolls:    (3d42)[ 14 ][ 26 ][ 11 ](51)

[User]
 "Beaten by a robot in 10 minutes... and nearly brought down a one-winged angel before falling due to a couple failed gambles in 10 days... so, I don't know... but I expect to do my best..."

Three crows fly down out of the sky, and three cats approach on foot. A cloaked man, misty in appearance, walks in from between the cats.

"Would you like your fortune told, young one?" he asks. "I don't expect you to like what I reveal..."

Current Deck: The Fortuneteller (Size 46)

 Spoiler

 Ominous Fortunetelling
 Ominous Fortunetelling
 Ominous Fortunetelling
 Ceremonial Bell
 Ceremonial Bell
 Ceremonial Bell
 D.D. Warrior Lady
 D.D. Warrior Lady
 D.D. Warrior Lady
 Level Limit-Area B
 Fissure
 Fissure
 Bottomless Trap Hole
 Bottomless Trap Hole
 Mystical Space Typhoon
 Gravity Bind
 Convulsion of Nature
 Convulsion of Nature
 Convulsion of Nature
 Poison of the Old Man
 Poison of the Old Man
 Poison of the Old Man
 Ground Collapse
 Trap Master
 Trap Master
 Trap Master
 Servant of Catabolism
 Servant of Catabolism
 Servant of Catabolism
 D.D. Crow
 D.D. Crow
 D.D. Crow
 Mind Crush
 Spirit Reaper
 A Cat of Ill Omen
 A Cat of Ill Omen
 A Cat of Ill Omen
 Marshmallon
 Giant Turnade
 Drastic Drop Off
 Drastic Drop Off
 Drastic Drop Off
 Final Countdown
 Stone Statue of the Aztecs
 Stone Statue of the Aztecs
 Stone Statue of the Aztecs

Draws:

 (5d46)[ 42 ][ 35 ][ 30 ][ 19 ][ 46 ](172)

(Still not used to the die roller...)

[User]
 To bad looks like my first move.
Draw  (1d37)[ 28 ]
{table="head"]1|2|3|4|5
-|-|MD|-|-
f|f|-|f|f[/table]
MD- Magna Drago - 1400 /600

Life Points 8000

 Spoiler

Hand-1
 Spoiler

Hiita the Fire Charmer

facedowns
 Spoiler
a. DNA Transplant
b.Dark Bribe
d.Threatening Roar
e.Backfire
-

Deck:36
 Spoiler

1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Backfire
10.	Backfire
11.	Molten Destruction
12.	Molten Destruction
13.	Molten Destruction
14.	Gravity Bind
15.	Level Limit - Area B
16.	Raging Flame Sprite
17.	Raging Flame Sprite
18.	Raging Flame Sprite
19.	Fox Fire
20.	Fox Fire
21.	Fox Fire
22.	Hiita the Fire Charmer
23.	Threatening Roar
24.	UFO Turtle
25.	UFO Turtle
26.	UFO Turtle
27.	DNA Transplant
28.	Threatening Roar
29.	Mystical Space Typhoon
30.	Heavy Storm
31.	Lightning Vortex
32.	Dark Bribe
33.	Dark Bribe
34.	Pot of Avarice
35.	Mirror Force
36.	Swords of Revealing Light

Graveyard
 Spoiler

-

RFG
 Spoiler

-

 I'll play 4 facedowns and summon my pet  dragon . Your move.

[User]
 "Excuse me while I get myself prepared," the cloaked man says, while petting a cat. "I must restore some of my strength..."

 (1d41)[ 13 ]

Current Deck: The Fortuneteller (Size 46)

 Spoiler

Hand: (6 in hand)
 Spoiler

Stone Statue of the Aztecs
Drastic Drop Off
A Cat of Ill Omen
D.D. Crow
Convulsion of Nature
Bottomless Trap Hole

Deck: (40 remaining)
 Spoiler

 Ominous Fortunetelling
 Ominous Fortunetelling
 Ominous Fortunetelling
 Ceremonial Bell
 Ceremonial Bell
 Ceremonial Bell
 D.D. Warrior Lady
 D.D. Warrior Lady
 D.D. Warrior Lady
 Level Limit-Area B
 Fissure
 Fissure
 Bottomless Trap Hole
(Drawn)  Bottomless Trap Hole
 Mystical Space Typhoon
 Gravity Bind
 Convulsion of Nature
 Convulsion of Nature
(Drawn)  Convulsion of Nature
 Poison of the Old Man
 Poison of the Old Man
 Poison of the Old Man
 Ground Collapse
 Trap Master
 Trap Master
 Trap Master
 Servant of Catabolism
 Servant of Catabolism
 Servant of Catabolism
(Drawn)  D.D. Crow
 D.D. Crow
 D.D. Crow
 Mind Crush
 Spirit Reaper
(Drawn)  A Cat of Ill Omen
 A Cat of Ill Omen
 A Cat of Ill Omen
 Marshmallon
 Giant Turnade
 Drastic Drop Off
 Drastic Drop Off
(Drawn)  Drastic Drop Off
 Final Countdown
 Stone Statue of the Aztecs
 Stone Statue of the Aztecs
(Drawn)  Stone Statue of the Aztecs

[User]
 "First, I play Convulsion of Nature, turning our decks upside down, making it so that we draw from the bottom instead of the top. It also means that we see what cards are coming our way and our opponent's way."

 (1d40)[ 13 ]

"Bottomless Trap Hole is on top of my deck. How about yours?"

"Next, I set three cards, one of them a monster, the other... spells and/or traps... but you can't tell which, can you?"

"And then I end my turn..."

Monsters:
??? (???/ ??? )

Traps/Spells:
Convulsion of Nature
???
???

Life Points: 8000

Cards in Hand: 2
Card on top of deck: Bottomless Trap Hole

Current Deck: The Fortuneteller (Size 46)

 Spoiler

Hand: (2 in hand)
 Spoiler

A Cat of Ill Omen
D.D. Crow

Monsters:

 Spoiler
Stone Statue of the Aztecs

Spells/Traps:

 Spoiler
Convulsion of Nature (faceup)
Drastic Drop Off
Bottomless Trap Hole

Deck: (40 remaining)
 Spoiler

 Ominous Fortunetelling
 Ominous Fortunetelling
 Ominous Fortunetelling
 Ceremonial Bell
 Ceremonial Bell
 Ceremonial Bell
 D.D. Warrior Lady
 D.D. Warrior Lady
 D.D. Warrior Lady
 Level Limit-Area B
 Fissure
 Fissure
 Bottomless Trap Hole
(Drawn)  Bottomless Trap Hole
 Mystical Space Typhoon
 Gravity Bind
 Convulsion of Nature
 Convulsion of Nature
(Drawn)  Convulsion of Nature
 Poison of the Old Man
 Poison of the Old Man
 Poison of the Old Man
 Ground Collapse
 Trap Master
 Trap Master
 Trap Master
 Servant of Catabolism
 Servant of Catabolism
 Servant of Catabolism
(Drawn)  D.D. Crow
 D.D. Crow
 D.D. Crow
 Mind Crush
 Spirit Reaper
(Drawn)  A Cat of Ill Omen
 A Cat of Ill Omen
 A Cat of Ill Omen
 Marshmallon
 Giant Turnade
 Drastic Drop Off
 Drastic Drop Off
(Drawn)  Drastic Drop Off
 Final Countdown
 Stone Statue of the Aztecs
 Stone Statue of the Aztecs
(Drawn)  Stone Statue of the Aztecs

[User]
 How delightfully intriguing. To bad it will do you as little good as your top card.
On top was:
 (1d36)[ 18 ]
On top is:Ultimate Baseball Kid
 (1d35)[ 6 ]
{table="head"]1|2|3|4|5
-|-|MD|-|RFS
f|f|-|f|f[/table]
MD- Magna Drago - 1400 /600
RFS-  Raging Flame Sprite - 1100 /200
Life Points 8000

 Spoiler

Hand-1
 Spoiler
 Raging Flame Sprite

Hiita the Fire Charmer

facedowns
 Spoiler
a. DNA Transplant
b.Dark Bribe
d.Threatening Roar
e.Backfire
-

Deck:36
 Spoiler

1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Ultimate Baseball Kid
7.	Magna Drago
8.	Magna Drago
9.	Backfire
10.	Backfire
11.	Molten Destruction
12.	Molten Destruction
13.	Molten Destruction
14.	Gravity Bind
15.	Level Limit - Area B
16.	Raging Flame Sprite
17.	Raging Flame Sprite
18.	Fox Fire
19.	Fox Fire
20.	Fox Fire
21.	Hiita the Fire Charmer
22.	Threatening Roar
23.	UFO Turtle
24.	UFO Turtle
25.	UFO Turtle
26.	DNA Transplant
27.	Threatening Roar
28.	Mystical Space Typhoon
29.	Heavy Storm
30.	Lightning Vortex
31.	Dark Bribe
32.	Dark Bribe
33.	Pot of Avarice
34.	Mirror Force
35.	Swords of Revealing Light

Graveyard
 Spoiler

-

RFG
 Spoiler

-

 I'll simply summon my  sprite , then have it attack you for 100 points, gaining 1000 for itself and end my turn.

(That'll be it for me tonight.)

[User]
 The man grunts as he is scratched.

"Not a big problem... right now..."

He draws Bottomless Trap Hole, revealing  (1d39)[ 10 ] : Level Limit-Area B.

"Still, it will become problemsome if I don't get rid of it quickly. Little I can do right now, though, except setting a monster and ending."

Monsters:
??? (???/ ??? )
??? (???/ ??? )

Traps/Spells:
Convulsion of Nature
???
???

Life Points: 7900

Cards in Hand: 2
Card on top of deck: Level Limit-Area B

Current Deck: The Fortuneteller (Size 46)

 Spoiler

Hand: (2 in hand)
 Spoiler

Bottomless Trap Hole
D.D. Crow

Monsters:

 Spoiler
A Cat of Ill Omen
Stone Statue of the Aztecs

Spells/Traps:

 Spoiler
Convulsion of Nature (faceup)
Drastic Drop Off
Bottomless Trap Hole

Deck: (39 remaining)
 Spoiler

 Ominous Fortunetelling
 Ominous Fortunetelling
 Ominous Fortunetelling
 Ceremonial Bell
 Ceremonial Bell
 Ceremonial Bell
 D.D. Warrior Lady
 D.D. Warrior Lady
 D.D. Warrior Lady
 Level Limit-Area B
 Fissure
 Fissure
(Drawn)  Bottomless Trap Hole
(Drawn)  Bottomless Trap Hole
 Mystical Space Typhoon
 Gravity Bind
 Convulsion of Nature
 Convulsion of Nature
(Drawn)  Convulsion of Nature
 Poison of the Old Man
 Poison of the Old Man
 Poison of the Old Man
 Ground Collapse
 Trap Master
 Trap Master
 Trap Master
 Servant of Catabolism
 Servant of Catabolism
 Servant of Catabolism
(Drawn)  D.D. Crow
 D.D. Crow
 D.D. Crow
 Mind Crush
 Spirit Reaper
(Drawn)  A Cat of Ill Omen
 A Cat of Ill Omen
 A Cat of Ill Omen
 Marshmallon
 Giant Turnade
 Drastic Drop Off
 Drastic Drop Off
(Drawn)  Drastic Drop Off
 Final Countdown
 Stone Statue of the Aztecs
 Stone Statue of the Aztecs
(Drawn)  Stone Statue of the Aztecs

[User]
 By quickly I presume you mean now?
New top card:Molten Destruction
 (1d34)[ 10 ]
{table="head"]1|2|3|4|5
-|f|MD|RFS|-
f|f|-|f|f[/table]
MD- Magna Drago - 1400 /600
RFS-  Raging Flame Sprite - 2100 /200
Life Points 8000

 Spoiler

Hand-1
 Spoiler

Ultimate Baseball Kid

facedowns
 Spoiler
2. Hiita the Fire Charmer
a. DNA Transplant
b.Dark Bribe
d.Threatening Roar
e.Backfire
-

Deck:34
 Spoiler

1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Magna Drago
7.	Magna Drago
8.	Backfire
9.	Backfire
10.	Molten Destruction
11.	Molten Destruction
12.	Molten Destruction
13.	Gravity Bind
14.	Level Limit - Area B
15.	Raging Flame Sprite
16.	Raging Flame Sprite
17.	Fox Fire
18.	Fox Fire
19.	Fox Fire
20.	Hiita the Fire Charmer
21.	Threatening Roar
22.	UFO Turtle
23.	UFO Turtle
24.	UFO Turtle
25.	DNA Transplant
26.	Threatening Roar
27.	Mystical Space Typhoon
28.	Heavy Storm
29.	Lightning Vortex
30.	Dark Bribe
31.	Dark Bribe
32.	Pot of Avarice
33.	Mirror Force
34.	Swords of Revealing Light

Graveyard
 Spoiler

-

RFG
 Spoiler

-

 I shall summon another facedown, then my sprite shall attack thee directly. End turn.

[User]
 "As soon as you draw Ultimate Baseball Kid, I activate one of my traps: Drastic Drop Off."

 Trap: Drastic Drop Off activated. Opponent must discard card drawn.

"Does this change your turn in any way?"

[User]
 Comically enough, nope.
{table="head"]1|2|3|4|5
-|f|MD|RFS|-
f|f|-|f|f[/table]
MD- Magna Drago - 1400 /600
RFS-  Raging Flame Sprite - 2100 /200
Life Points 8000

 Spoiler

Hand-0
 Spoiler

-

facedowns
 Spoiler
2. Hiita the Fire Charmer
a. DNA Transplant
b.Dark Bribe
d.Threatening Roar
e.Backfire
-

Deck:34
 Spoiler

1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Magna Drago
7.	Magna Drago
8.	Backfire
9.	Backfire
10.	Molten Destruction
11.	Molten Destruction
12.	Molten Destruction
13.	Gravity Bind
14.	Level Limit - Area B
15.	Raging Flame Sprite
16.	Raging Flame Sprite
17.	Fox Fire
18.	Fox Fire
19.	Fox Fire
20.	Hiita the Fire Charmer
21.	Threatening Roar
22.	UFO Turtle
23.	UFO Turtle
24.	UFO Turtle
25.	DNA Transplant
26.	Threatening Roar
27.	Mystical Space Typhoon
28.	Heavy Storm
29.	Lightning Vortex
30.	Dark Bribe
31.	Dark Bribe
32.	Pot of Avarice
33.	Mirror Force
34.	Swords of Revealing Light

Graveyard
 Spoiler
 Ultimate Baseball Kid

RFG
 Spoiler

-

[User]
 "It appears that, despite your looks, you are a difficult opponent, young one," says the foretuneteller.

He draws the magic card on top of his deck, revealing:  (1d38)[ 6 ] : Ceremonial Bell.

"I have to get rid of that sprite quickly."

"But I can do nothing this turn... I end..."

Monsters:
??? (???/ ??? )
??? (???/ ??? )

Traps/Spells:
Convulsion of Nature
???

Life Points: 6800

Cards in Hand: 3
Card on top of deck: Ceremonial Bell

Current Deck: The Fortuneteller (Size 46)

 Spoiler

Hand: (3 in hand)
 Spoiler

Bottomless Trap Hole
D.D. Crow
Level Limit-Area B

Monsters:

 Spoiler
A Cat of Ill Omen
Stone Statue of the Aztecs

Spells/Traps:

 Spoiler
Convulsion of Nature (faceup)
Bottomless Trap Hole

Deck: (38 remaining)
 Spoiler

 Ominous Fortunetelling
 Ominous Fortunetelling
 Ominous Fortunetelling
 Ceremonial Bell
 Ceremonial Bell
 Ceremonial Bell
 D.D. Warrior Lady
 D.D. Warrior Lady
 D.D. Warrior Lady
(Drawn)  Level Limit-Area B
 Fissure
 Fissure
(Drawn)  Bottomless Trap Hole
(Drawn)  Bottomless Trap Hole
 Mystical Space Typhoon
 Gravity Bind
 Convulsion of Nature
 Convulsion of Nature
(Drawn)  Convulsion of Nature
 Poison of the Old Man
 Poison of the Old Man
 Poison of the Old Man
 Ground Collapse
 Trap Master
 Trap Master
 Trap Master
 Servant of Catabolism
 Servant of Catabolism
 Servant of Catabolism
(Drawn)  D.D. Crow
 D.D. Crow
 D.D. Crow
 Mind Crush
 Spirit Reaper
(Drawn)  A Cat of Ill Omen
 A Cat of Ill Omen
 A Cat of Ill Omen
 Marshmallon
 Giant Turnade
 Drastic Drop Off
 Drastic Drop Off
(Drawn)  Drastic Drop Off
 Final Countdown
 Stone Statue of the Aztecs
 Stone Statue of the Aztecs
(Drawn)  Stone Statue of the Aztecs

[User]
 I do believe you'll find that it is already to late to solve the sprite problem.
Top Card:Mirror Force
 (1d33)[ 32 ]
{table="head"]1|2|3|4|5
-|f|MD|RFS|-
f|f|-|f|f[/table]
MD- Magna Drago - 1900 /200
RFS-  Raging Flame Sprite - 2600 (+1000 after direct attack) /000

Field: Molten Destruction
Life Points 8000

 Spoiler

Hand-0
 Spoiler

-

facedowns
 Spoiler
2. Hiita the Fire Charmer
a. DNA Transplant
b.Dark Bribe
d.Threatening Roar
e.Backfire
-

Deck:33
 Spoiler

1.	Little Chimera
2.	Little Chimera
3.	Little Chimera
4.	Ultimate Baseball Kid
5.	Ultimate Baseball Kid
6.	Magna Drago
7.	Magna Drago
8.	Backfire
9.	Backfire
10.	Molten Destruction
11.	Molten Destruction
12.	Gravity Bind
13.	Level Limit - Area B
14.	Raging Flame Sprite
15.	Raging Flame Sprite
16.	Fox Fire
17.	Fox Fire
18.	Fox Fire
19.	Hiita the Fire Charmer
20.	Threatening Roar
21.	UFO Turtle
22.	UFO Turtle
23.	UFO Turtle
24.	DNA Transplant
25.	Threatening Roar
26.	Mystical Space Typhoon
27.	Heavy Storm
28.	Lightning Vortex
29.	Dark Bribe
30.	Dark Bribe
31.	Pot of Avarice
32.	Mirror Force
33.	Swords of Revealing Light

Graveyard
 Spoiler
 Ultimate Baseball Kid

RFG
 Spoiler

-

 I'll play Molten Destruction, increasing all fire monsters attack by 500 at the cost of 400 def. Then my sprite shall attack thee directly again. Your move.

[User]
 "Two turns...This turn, all I can do is set one card after drawing and end... after seeing what is next..."

 (1d37)[ 32 ] : Marshmallon

The fortuneteller's eye twitches. "It seems I have to call this a loss. I have no chance against your sprite... gaining power... I could use an ally or two like that... until then..."

There is a flurry of crow feathers and cat's fur, and then...

There is nothing.

 The Fortuneteller has fled using D.D. Crow. The Fortuneteller has surrendered.

(Right... more improvements needed... it needs to be able to stand against all decks more easily than this... I even survived against the one-winged Angel longer than this! See you back in the OoC...)

[User] (I will admit though that this deck is brutal. The fact that its strongest base monster is Drago and nothing is over 3 stars really doesn't help you though.)

[User] (Your sprite is a more powerful version of my servant... at least, after it manages to land one blow... and now you've revealed a key weakness of my deck: direct attackers, since they ignore my most powerful stall cards.)


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

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet

[User]
 I look around to see if I can find anything in the stonework that might hide a secret door or something.

Search:  (1d20+4)[ 15 ]

If I dont find anything I move towards the door, tapping the floor in front of me with my 10' pole.

I will always tap the floor for traps with my 10' pole.

[User]
 You are eaten by a grue.   Nothing happens.

How far ahead of you do you wish to tap with your 10' pole, how much weight do you wish to put on it, and what are you tapping?  Doors, floor, walls, ceilings?

[User]
 I'll tap 10' away, about the same weight as I put down when placing my feet, I tap floor and the lower part of the walls.
When I get close enough to a door I will tap the handle.

[User] You tap the walls, the floor, and the door handle.  Nothing happens.

[User]
 I'll open the door, but preparing to shut it if it triggers a trap that shoots arrows or spears towards me.

If no trap is triggered I walk through the door.

[User]
 If arrows or spears shoot at you, it'd be a bit late to shut the door.

Regardless, it doesn't happen.

Outside is a corridor heading east and another corridor heading south.  Other corridors lead off from those ones.

With your darkvision, you can see a door 30' east of you, set into the north wall.

[User] I'll turn east and walk down that corridor, if i encounter a door I will tap the handle and then open it.

[User] You get to a four-way junction.  As you tap the floor in front of you it collapses into a 20' deep pit, 5' wide.

[User]
 Guess I'll have to jump this...
I walk a little back and then runs towards the pit and jumps across.

Jump:  (1d20+4)[ 10 ]

If I can I continue in the direction I already was moving.

[User] You clear the pit and reach a door set in the north wall.

[User] Taps the handle, if no trap is triggered I'll open it and move 5' into the room.

[User]
 You tap the handle.  It makes a ringing noise.

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!

He knows you're coming, and breathes acid on you!  Take half of  (1d8)[ 4 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).

If you take any damage, you are  entangled  for  (1d4)[ 4 ]  rounds.

Initiative:  (1d20+1)[ 12 ]

[User]
 Reflex save:  (1d20+5)[ 8 ]
Initiative:  (1d20+1)[ 3 ]

Since I'm entangled for 4 rounds, I will prepare an action to attack him if he gets in my range.

[User]
 You can still move, you just move at half speed.

You take  (1d6)[ 5 ]  acid damage from the entangling acid.

He steps back and breathes fire on you!  Take half of  (1d6)[ 4 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).

If you take any damage, you are  entangled  for  (1d4)[ 3 ]  rounds.

Your turn.

[User]
 Reflexsave:  (1d20+5)[ 23 ]

If I fail reflex I'm dead.

If not I will heal myself.

Cure Light Wounds:  (1d8+1)[ 3 ]

And then I'll move as close to him as possible.

[User]
 You'll need a Concentration check to cast while entangled.

You can move up next to him if you wish.

[User]
 Concentration:  (1d20+7)[ 17 ]

Sure up next to him.

[User]
 On your turn you take  (1d6)[ 5 ]  fire damage and  (1d6)[ 3 ]  acid damage.

He breathes more fire!  Take half of  (1d6)[ 3 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).

If you take any damage, you are  entangled  for  (1d4)[ 3 ]  rounds.

[User]
 Yap, I fall to the ground burning and melting d:

-1 hp
That was fast haha...

Maybe I should use the next 10 mins to create a new character haha d:

[User]
 The lizard thing burns your body to ash.

  You have died.

New game (Y/N)?

[User] Yes :D new 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||S|
3|||
4|||[/table]

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

You have the feeling that you've been here before . . .

[User]
 I'll tap the same things as before with my pole.

I'll open the door.

[User]
 Still tapping the door?  OK.

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!

He knows you're coming, and breathes lightning on you!  Take half of  (1d8)[ 3 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).

If you take any damage, you are  entangled  for  (1d4)[ 2 ]  rounds.

Initiative:  (1d20+1)[ 8 ]

[User]
 Reflex save:  (1d20+5)[ 9 ]
Whats half of 3?

Initiative:  (1d20+1)[ 19 ]

I'll move up close to him and attack him if possible.

Attack:  (1d20+2)[ 8 ]
Damage:  (1d6+2)[ 5 ]

 Spoiler

If 20 is rolled on attack.

Confirm:  (1d20+2)[ 15 ]
Damage:  (1d6+2)[ 8 ]

[User]
 You round down to a minimum of 1, so half of 3 is 1.

You win initiative and attack, but miss.

You take  (1d6)[ 4 ]  damage from the entangling electricity.

He breathes fire on you!  Take half of  (1d6)[ 5 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).

If you take any damage, you are  entangled  for  (1d4)[ 4 ]  rounds.

[User]
 Reflex save:  (1d20+5)[ 16 ]

Atacking him again.

Attack:  (1d20+2)[ 5 ]
Damage:  (1d6+2)[ 8 ]

 Spoiler

If 20 is rolled on attack.

Confirm:  (1d20+2)[ 3 ]
Damage:  (1d6+2)[ 3 ]

[User]
 Miss.

You take  (1d6)[ 6 ]  electricity and  (1d6)[ 2 ]  fire damage.

More fire:  Take half of  (1d6)[ 1 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).

If you take any damage, you are  entangled  for  (1d4)[ 4 ]  rounds.

[User]
 Hush... I'm dead again..

Last try and if I fail this one too, I'll make a new character.. a ranged one d:

[User]
 You have died.

New game (Y/N)?

(PS - a hint.  How do you think he knows you're coming?  Think about what actions you're taking.)

[User]
 Originally Posted by Zazori
 Last try and if I fail this one too, I'll make a new character.. a ranged one d:

Yes (:
Hopefully I wont make the same mistakes d:

[User] You reawaken in the same room.  What do you do?

[User]
 To make sure..

I'm in the very first room i woke up in?
The one with 1 door and no traps

[User] Same room, yes.

[User] I'll open the door and head down the southern corridor.

[User]
 You reach a T-junction, and as you touch the floor ahead of you, you trigger an acid splash trap!

Attack:   (1d20+8)[ 10 ]  vs flatfooted touch AC
Damage:   (1d3)[ 3 ]  acid

You can see another T-junction to the south, and a door nearby around the corner to the east.

[User]
 The acid misses..

I move on down to the next T-Junction, tapping the floor 10' in front of me.

[User]
 You reach the T-junction.

10' to the west, the corridor turns south.

35' to the east, there is a bullseye painted on the floor.  Just north of the bullseye is a door.

[User] I tap the floor down towards the bullseye, Tapping the bullseye several times to make sure it's not a trap.

[User] Doesn't seem to be.

[User]
 I tap the floor on the other side of the bullseye, if nothing happens I will jump across, also I wont keep my pole right above the bullseye.

Jump:  (1d20+4)[ 5 ]

[User] You fall short and land on the bullseye.  Nothing happens.

[User]
 Hm.. oh well guess it's nothing.. I move on and taps the floor in-front of me..
When i reach the door I tap the handle.

[User] It makes a loud noise similar to a pole hitting a doorhandle.

[User] I look around me to see if something changed, then I'll open the door but stays outside.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 6 ]

[User] Does the human look undead? (:

[User] Just what you see.  Roll Knowledge if you want to know more.

[User]
 Dont have knowledge..

Initiative:  (1d20+1)[ 17 ]

I stay at my position and casts  Hide from undead  on myself.

[User] The man notices you and gestures for you to go away.  The creature stares at you.

[User] I move into the room (D2) and casts  Shield of Faith  on myself.

[User] The man opens the door and casts a spell, the beast vanishes, and a blast of colours streams out over you.  Will save.

[User] Will save:  (1d20+5)[ 15 ]

[User] You pass.  Your turn.

[User]
 I can take a 5' step down to the guy now right?

If so I'm using flurry of blows.

Attack1: (1d20)[ 7 ]
Damage:  (1d6+2)[ 3 ]
Attack2: (1d20)[ 13 ]
Damage: [roll[1d6+2[/roll]

In case of a 20.

 Spoiler

Confirm: (1d20)[ 17 ]
Damage:  (1d6+2)[ 5 ]
Attack2: (1d20)[ 2 ]
Confirm: [roll[1d6+2[/roll]

[User] Miss and miss.  He 5' steps back and colour-sprays you again.  Will save, DC 13.  If you pass, your turn.

[User]
 missclicked with 2 of the damage rolls d:

Damage:  (1d6+2)[ 6 ]

 Spoiler

Damage:  (1d6+2)[ 5 ]

[User] Will save: (1d20+5)[ 9 ]

[User] You're unconscious for  (2d4)[ 6 ]  rounds.

[User] Waiting out my 6 rounds. (:

[User]
 Color Spray Guy steps closer and then coup-de-graces you six times.

Damage:   (2d8-2)[ 10 ]
Damage:   (2d8-2)[ 7 ]
Damage:   (2d8-2)[ 10 ]
Damage:   (2d8-2)[ 7 ]
Damage:   (2d8-2)[ 10 ]
Damage:   (2d8-2)[ 6 ]
  You have died.

New game (Y/N)?

[User] No, going to submit a new character in 5 mins (:

[User] Submitting a new character  Plint , Since my last character got pretty much pwned d:

[User]
 fail lol
ahhahaha