[User]
 The blue-cloaked wizard is waiting at the rendezvous point, somewhere between the planes. He smiles cordially and bows as his opponent enters.
 Well met, my lady. Now, let us begin.

[User]
 Without hesitation, the wizard begins weaving his runes in the air around him, drawing up his arcane power.

Initiative:  (d20)[ 17 ]
Draw:  (7d60)[ 51 ][ 60 ][ 45 ][ 31 ][ 9 ][ 6 ][ 59 ](261)
Rerolls:  (3d60)[ 55 ][ 25 ][ 58 ](138)

[User]
 Initiative:  (d20)[ 1 ]
Draw:  (d60)[ 33 ]  (d60)[ 60 ]  (d60)[ 30 ]  (d60)[ 48 ]  (d60)[ 47 ]  (d60)[ 34 ]  (d60)[ 18 ]

With a titter the magics held in the Lady Druid starts to meld with the world, " We shall duel, Blue. Allow me to show you one of my favorite vacation spots. " A wink and a smile to the opponent.

[User]
 Blue nods.  It will be a pleasure.
He raises his staff, and a wave of arcane energy flows forth, shimmering iridescently and flowing around him like a fountain of water.

Play Hallowed Fountain.
End turn.

Life: 20

Hand: 6

 Spoiler

Wall of Denial
Azorius Guildmage
Baneslayer Angel
Path to Exile
Mystic Gate
Azorius Guildmage

Field:
Hallowed Fountain

Graveyard:

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Tundra
4.	Tundra
5.	Hallowed Fountain
6.	Hallowed Fountain
7.	Hallowed Fountain
8.	Mystic Gate
9.	Mystic Gate
10.	Mystic Gate
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Celestial Colonnade
14.	Celestial Colonnade
15.	Reflecting Pool
16.	Reflecting Pool
17.	Kabira Crossroads
18.	Kabira Crossroads
19.	Kabira Crossroads
20.	Faerie Conclave
21.	Faerie Conclave
22.	Faerie Conclave
23.	Amulet of Vigor
24.	Amulet of Vigor
25.	Amulet of Vigor
26.	Amulet of Vigor
27.	Path to Exile
28.	Path to Exile
29.	Path to Exile
30.	Counterspell
31.	Counterspell
32.	Counterspell
33.	Counterspell
34.	Echoing Truth
35.	Echoing Truth
36.	Echoing Truth
37.	Jace, the Mind Sculptor
38.	Jace, the Mind Sculptor
39.	Grand Arbiter Augustin IV
40.	Grand Arbiter Augustin IV
41.	Grand Arbiter Augustin IV
42.	Baneslayer Angel
43.	Baneslayer Angel
44.	Wall of Denial
45.	Wall of Denial
46.	Wall of Denial
47.	Wall of Omens
48.	Wall of Omens
49.	Wall of Omens
50.	Mother of Runes
51.	Mother of Runes
52.	Mother of Runes
53.	Azorius Guildmage

[User]
 The lady holds out her and the area around her morphs into a unfamilar terrain, a place that seems in five places at once. " Transportation can be...upsetting. "

Draw  (d60)[ 5 ]
Play Terramorphic Expanse

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

Field: Terramorphic Expanse
Graveyard: None.

Hand

 Spoiler

Mountain
Ib Halfheart
Harrow
Goblin Offensive
Keldon Marauders
Keldon Marauders
Goblin Ruinblaster

End turn.

[User]
 Oh, I've seen worse.
 (d53)[ 2 ]

An archway appears before the wizard, leading to unknown worlds. The essence flowing around Blue surrounds the archway, opening it. From the archway steps forth a regal humanoid creature wielding a staff crackling with arcane energy.

Play Mystic Gate.
Tap two lands for mana.
Summon Azorius Guildmage.
End.

Life: 20

Hand: 5

 Spoiler

Wall of Denial
Azorius Guildmage
Baneslayer Angel
Path to Exile
Tundra

Field:
Hallowed Fountain (tapped)
Mystic Gate (tapped)

Azorius Guildmage (2/2)

Graveyard:

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Tundra
4.	Hallowed Fountain
5.	Hallowed Fountain
6.	Hallowed Fountain
7.	Mystic Gate
8.	Mystic Gate
9.	Mystic Gate
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Celestial Colonnade
14.	Reflecting Pool
15.	Reflecting Pool
16.	Kabira Crossroads
17.	Kabira Crossroads
18.	Kabira Crossroads
19.	Faerie Conclave
20.	Faerie Conclave
21.	Faerie Conclave
22.	Amulet of Vigor
23.	Amulet of Vigor
24.	Amulet of Vigor
25.	Amulet of Vigor
26.	Path to Exile
27.	Path to Exile
28.	Path to Exile
29.	Counterspell
30.	Counterspell
31.	Counterspell
32.	Counterspell
33.	Echoing Truth
34.	Echoing Truth
35.	Echoing Truth
36.	Jace, the Mind Sculptor
37.	Jace, the Mind Sculptor
38.	Grand Arbiter Augustin IV
39.	Grand Arbiter Augustin IV
40.	Grand Arbiter Augustin IV
41.	Baneslayer Angel
42.	Baneslayer Angel
43.	Wall of Denial
44.	Wall of Denial
45.	Wall of Denial
46.	Wall of Omens
47.	Wall of Omens
48.	Wall of Omens
49.	Mother of Runes
50.	Mother of Runes
51.	Mother of Runes
52.	Azorius Guildmage

[User]
 The morphing scenery turned into a idealistic forest setting. The Lady Druid seemed perfectly fitting in this scene.

End of your turn, I sacrifice Terramorphic Expanse and get a Forest into play.

 (d60)[ 20 ]

" Ah, a Guildmage. "

With a wave of her hand a brooding mountain spiked out of the idealized forest.

I play a Mountain.

At her command a group of wild men stepped out the forest fuming with rage. One of the men shoot a beam of fire at the Blue Wizard's head. The lady then stills their hand, " No need to be mean to my friend. "

I tapped the Forest and the Moutain, and summon  Keldon Marauders  Targeting you.

Field: Forest (T), Mountain (T), Keldon Marauders

Hand

 Spoiler
Mountain
Ib Halfheart
Harrow
Goblin Offensive
Keldon Marauders
Goblin Ruinblaster

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End of Turn.

[User]
 Blue reels as the fire grazes his ear, and resumes his stance.  Milady, I had no idea your minions were so... wild.
 (d52)[ 2 ]
 Prismatic Wall!
As he raises his staff again, a frigid wind blows through the field. The essences in front of him collect into a radiant wall, shimmering in the seven colors of the rainbow. Blue smiles in satisfaction. That should keep him safe for a while.

Play Tundra.
Summon Wall of Denial.

Life: 19

Hand: 4

 Spoiler

Azorius Guildmage
Baneslayer Angel
Path to Exile
Tundra

Field:
Hallowed Fountain (tapped)
Mystic Gate (tapped)
Tundra (tapped)

Azorius Guildmage (2/2)
Wall of Denial (0/8)

Graveyard:

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Hallowed Fountain
6.	Mystic Gate
7.	Mystic Gate
8.	Mystic Gate
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Reflecting Pool
14.	Reflecting Pool
15.	Kabira Crossroads
16.	Kabira Crossroads
17.	Kabira Crossroads
18.	Faerie Conclave
19.	Faerie Conclave
20.	Faerie Conclave
21.	Amulet of Vigor
22.	Amulet of Vigor
23.	Amulet of Vigor
24.	Amulet of Vigor
25.	Path to Exile
26.	Path to Exile
27.	Path to Exile
28.	Counterspell
29.	Counterspell
30.	Counterspell
31.	Counterspell
32.	Echoing Truth
33.	Echoing Truth
34.	Echoing Truth
35.	Jace, the Mind Sculptor
36.	Jace, the Mind Sculptor
37.	Grand Arbiter Augustin IV
38.	Grand Arbiter Augustin IV
39.	Grand Arbiter Augustin IV
40.	Baneslayer Angel
41.	Baneslayer Angel
42.	Wall of Denial
43.	Wall of Denial
44.	Wall of Denial
45.	Wall of Omens
46.	Wall of Omens
47.	Wall of Omens
48.	Mother of Runes
49.	Mother of Runes
50.	Mother of Runes
51.	Azorius Guildmage

[User]
 " You will find these as some of the least wild of my servant.  "

 (d60)[ 57 ]

She spins her staff in the air as the Marauders start to fade away. Another massive mountain shoots into the distance before her staff slams against the ground. Mystical energies blast forth obliterating the newly created mountain. Two more shoot up in it's place, then another group of the barbarians step forward again shooting a beam of fire at Blue. " Don't make me scold you, my servants, he is our foe, not our enemy. "

I play Mountain, then Cast  Harrow  sacrificing Mountain, and getting 2 Mountains from my library. I tap the two new Mountains and summon Keldon Marauders targeting you.

Field: Forest (T), Mountain (T), Mountain (T), Keldon Marauders (1), Keldon Marauders (2)

Graveyard: Harrow, Mountain

Hand

 Spoiler

Ib Halfheart
Harrow
Goblin Offensive
Goblin Ruinblaster

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End of Turn.

[User]
 Your warriors certainly are enthusiastic, Lady.
 (d51)[ 41 ]

More essence begins to swirl around Blue like snow, and his Guildmage stands staff poised to cast her spells.

Play another Tundra, end turn.

Life: 18

Hand: 4

 Spoiler

Azorius Guildmage
Baneslayer Angel
Path to Exile
Baneslayer Angel

Field:
Hallowed Fountain
Mystic Gate
Tundra x2

Azorius Guildmage (2/2)
Wall of Denial (0/8)

Graveyard:

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Hallowed Fountain
6.	Mystic Gate
7.	Mystic Gate
8.	Mystic Gate
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Reflecting Pool
14.	Reflecting Pool
15.	Kabira Crossroads
16.	Kabira Crossroads
17.	Kabira Crossroads
18.	Faerie Conclave
19.	Faerie Conclave
20.	Faerie Conclave
21.	Amulet of Vigor
22.	Amulet of Vigor
23.	Amulet of Vigor
24.	Amulet of Vigor
25.	Path to Exile
26.	Path to Exile
27.	Path to Exile
28.	Counterspell
29.	Counterspell
30.	Counterspell
31.	Counterspell
32.	Echoing Truth
33.	Echoing Truth
34.	Echoing Truth
35.	Jace, the Mind Sculptor
36.	Jace, the Mind Sculptor
37.	Grand Arbiter Augustin IV
38.	Grand Arbiter Augustin IV
39.	Grand Arbiter Augustin IV
40.	Baneslayer Angel
41.	Wall of Denial
42.	Wall of Denial
43.	Wall of Denial
44.	Wall of Omens
45.	Wall of Omens
46.	Wall of Omens
47.	Mother of Runes
48.	Mother of Runes
49.	Mother of Runes
50.	Azorius Guildmage

[User]
 " They make powerful, but unpridictable allies. " As she spoke one of the groups of Keldon warriors shoot a beam of fire at Blue, then vanish into the nearby forest. " As you can see. "

(Upkeep I remove the last Time Counter from the first Keldon, and target you with it's exit ability. This is not an activated ability, but a state based effect.)

 (d60)[ 24 ]

Glaring at her other group of warriors she again spins her staff into the air, collecting the magical energies of the forest and mountains. Again, as her staff hit the ground, one of the mountains exploded leaving behind two of the same mountains. Then as her arm moves backwards a third mountain erupts forth.

(I play harrow, sacrificing a mountain to play two from my library.)

Field: Forest (T), Mountain (T), Mountain, Mountain, Mountain,  Keldon Marauders (1)

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow

Hand: 3

 Spoiler

Ib Halfheart
Goblin Offensive
Goblin Ruinblaster

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End Turn.

[User]
 The guildmage draws energy from the essence floating around Blue, pointing its staff at Lady Tialait's remaining warriors, temporarily holding them in place.

Use Guildmage's effect to tap your Marauders.

 (d50)[ 33 ]

The mage raises her staff again, sending a shower of crackling sparks at the Lady.

(Attack with Azorius Guildmage. End turn.)

Life: 18

Hand: 5

 Spoiler

Azorius Guildmage
Baneslayer Angel
Path to Exile
Baneslayer Angel
Echoing Truth

Field:
Hallowed Fountain
Mystic Gate
Tundra x2

Azorius Guildmage (2/2, tapped)
Wall of Denial (0/8)

Graveyard:

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Hallowed Fountain
6.	Mystic Gate
7.	Mystic Gate
8.	Mystic Gate
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Reflecting Pool
14.	Reflecting Pool
15.	Kabira Crossroads
16.	Kabira Crossroads
17.	Kabira Crossroads
18.	Faerie Conclave
19.	Faerie Conclave
20.	Faerie Conclave
21.	Amulet of Vigor
22.	Amulet of Vigor
23.	Amulet of Vigor
24.	Amulet of Vigor
25.	Path to Exile
26.	Path to Exile
27.	Path to Exile
28.	Counterspell
29.	Counterspell
30.	Counterspell
31.	Counterspell
32.	Echoing Truth
33.	Echoing Truth
34.	Jace, the Mind Sculptor
35.	Jace, the Mind Sculptor
36.	Grand Arbiter Augustin IV
37.	Grand Arbiter Augustin IV
38.	Grand Arbiter Augustin IV
39.	Baneslayer Angel
40.	Wall of Denial
41.	Wall of Denial
42.	Wall of Denial
43.	Wall of Omens
44.	Wall of Omens
45.	Wall of Omens
46.	Mother of Runes
47.	Mother of Runes
48.	Mother of Runes
49.	Azorius Guildmage

[User]
 As the sparks hit the Lady Druid she scowls at her servants, vines from the nearby forest shoot out and pull the servants into the darkness. As they vanish they curse at Blue, shooting a beam of fire at him.

(You are at 16, sweetie. The Keldons hurt you on the way in and out.)

 (d60)[ 12 ]

After her servant vanishes, she smirks and points upwards as a massive mountain erupts open. A billows of smoke looming. " I give you Valakut, the Molten Pinnacle! " With a flick of her fingers she summoned a goblin, the goblin threw a bomb blowing up the mystical gate. " And it's...turbulent Goblins. "

I play Valakut, the Molten Pinnacle and then Play Goblin Ruinblaster kicked and targeted to your Mystic Gate
Field: Forest (T), Mountain (T), Mountain (T), Mountain (T), Mountain,  Valakut (T), Goblin Ruinblaster

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders

Hand: 3

 Spoiler

Ib Halfheart
Goblin Offensive

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End Turn.

[User]
 (So I take it that Ruinblaster's ability is not an activated ability, so Guildmage can't target it?)

Blue grunts as his gate goes up in flames. The eyes of his guildmage glow in anger, and its spell immobilizes the offending goblin.
(Use Azorius Guildmage to tap Ruinblaster.)

 (d49)[ 40 ]

The mage blasts Tialait with another stream of sparks.
(Attack, end turn.)

Life: 16

Hand: 6

 Spoiler

Azorius Guildmage
Baneslayer Angel
Path to Exile
Baneslayer Angel
Echoing Truth
Wall of Denial

Field:
Hallowed Fountain
Tundra x2

Azorius Guildmage (2/2, tapped)
Wall of Denial (0/8)

Graveyard:

 Spoiler

Mystic Gate

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Hallowed Fountain
6.	Mystic Gate
7.	Mystic Gate
8.	Mystic Gate
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Reflecting Pool
14.	Reflecting Pool
15.	Kabira Crossroads
16.	Kabira Crossroads
17.	Kabira Crossroads
18.	Faerie Conclave
19.	Faerie Conclave
20.	Faerie Conclave
21.	Amulet of Vigor
22.	Amulet of Vigor
23.	Amulet of Vigor
24.	Amulet of Vigor
25.	Path to Exile
26.	Path to Exile
27.	Path to Exile
28.	Counterspell
29.	Counterspell
30.	Counterspell
31.	Counterspell
32.	Echoing Truth
33.	Echoing Truth
34.	Jace, the Mind Sculptor
35.	Jace, the Mind Sculptor
36.	Grand Arbiter Augustin IV
37.	Grand Arbiter Augustin IV
38.	Grand Arbiter Augustin IV
39.	Baneslayer Angel
40.	Wall of Denial
41.	Wall of Denial
42.	Wall of Omens
43.	Wall of Omens
44.	Wall of Omens
45.	Mother of Runes
46.	Mother of Runes
47.	Mother of Runes
48.	Azorius Guildmage

[User]
 (Correct, I will tell you if something is an activated ability.)

The Lady shields her eyes from the income of sparks. " Owchies. "

 (d60)[ 52 ]

Green Energies gather around the Druid and another Mountain bursts forth, Valakut steams, but does not erupt.

(I play Rampant Growth, searching my library for a Mountain and placing it into play tapped.)

A goblin runt exits the forest and tugs on the Robe of the Lady Druid, " Ib Halfheart here, he's a rather brilliant goblin tactician. I'll get you an army little guy. "

Field: Forest (T), Mountain (T), Mountain (T), Mountain (T), Mountain, Mountain (T), Valakut (T), Goblin Ruinblaster, Ib Halfheart Goblin Tactician

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders, Rampant Growth

Hand: 1

 Spoiler

Goblin Offensive

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End Turn.

[User]
 Maybe so, but he still can't resist my Guildmage's power.
The Guildmage targets its spell at Halfheart, freezing him in place as Blue gathers his energies.
(Tap Ib Halfleart with Guildmage's ability.)

 (d48)[ 18 ]

More essence swirls around Blue, rushing and gurgling like a waterfall. The faint tinkling sound of laughter can be heard among it. Meanwhile, the Guildmage raises its staff again, sending another energy blast hurtling toward Tialait.

(Play Faerie Conclave tapped. Attack again with Azorius Guildmage.)

Life: 16

Hand: 6

 Spoiler

Azorius Guildmage
Baneslayer Angel
Path to Exile
Baneslayer Angel
Echoing Truth
Wall of Denial

Field:
Hallowed Fountain
Tundra x2
Faerie Conclave (tapped)

Azorius Guildmage (2/2, tapped)
Wall of Denial (0/8)

Graveyard:

 Spoiler

Mystic Gate

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Hallowed Fountain
6.	Mystic Gate
7.	Mystic Gate
8.	Mystic Gate
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Celestial Colonnade
13.	Reflecting Pool
14.	Reflecting Pool
15.	Kabira Crossroads
16.	Kabira Crossroads
17.	Kabira Crossroads
18.	Faerie Conclave
19.	Faerie Conclave
20.	Amulet of Vigor
21.	Amulet of Vigor
22.	Amulet of Vigor
23.	Amulet of Vigor
24.	Path to Exile
25.	Path to Exile
26.	Path to Exile
27.	Counterspell
28.	Counterspell
29.	Counterspell
30.	Counterspell
31.	Echoing Truth
32.	Echoing Truth
33.	Jace, the Mind Sculptor
34.	Jace, the Mind Sculptor
35.	Grand Arbiter Augustin IV
36.	Grand Arbiter Augustin IV
37.	Grand Arbiter Augustin IV
38.	Baneslayer Angel
39.	Wall of Denial
40.	Wall of Denial
41.	Wall of Omens
42.	Wall of Omens
43.	Wall of Omens
44.	Mother of Runes
45.	Mother of Runes
46.	Mother of Runes
47.	Azorius Guildmage

[User]
 The Ruinblaster jumps infront of the Guildmage, commiting suicide to protect the Lady.

(Blocking with the Ruinblaster 2/1)

 (d60)[ 59 ]

The Lady Druid collects the energies from all the mountains and the forest and even from the brooding Valakut. She smiles at Blue, " Meet Ib's army. " with a flick of her fingers four goblins wearing makeshift gear step out of the forest to stand with her and Ib.

I play Goblin offensive, paying into it 4.

Field: Forest (T), Mountain x5 (T), Valakut (T), Ib Halfheart, 1/1 Goblin Tokens x4 (This assumes that Ruinblaster died in combat with the Guildmage)

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders, Rampant Growth, Goblin Ruinblaster, Goblin Offensive

Hand: 1

 Spoiler

Harrow

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End Turn.

[User]
 Quite an army you have there. Too bad they're all going down, along with their commander.
Blue focuses his mind on Ib Halfheart, and the goblin leader's body disintegrates away, transported away from the battle. Then, from the remainder of his mana, he forms a tidal wave and sends it crashing into the now leaderless horde of goblins, sweeping them away. He smiles in satisfaction.
(Cast Path to Exile on Ib Halfheart, exiling him and giving you a basic land. Cast Echoing Truth, removing all the goblin tokens.)

 (d47)[ 4 ]

The Guildmage blasts Tialait with another shower of sparks.
 Now, let the song begin.
Blue conjures another fountain of mana, putting a piece of himself into it to make it spring up instantaneously. He winces in pain as the spell weakens him, but his grimace turns into a smile as his mana glows a radiant white.
 Joy of the past, light of the future, shine forth in eternal splendor! Come to my side, Baneslayer Angel!
With a glorious aria, the angel descends from the sky, surrounded by a halo of pure light. She draws her sword and points it at the Lady, poised to strike.

(Attack with Azorius Guildmage. Pay 2 life to play Hallowed Fountain untapped. Tap all lands and summon Baneslayer Angel.)

Life: 14

Hand: 3

 Spoiler

Azorius Guildmage
Baneslayer Angel
Wall of Denial

Field:
Hallowed Fountain x2 (tapped)
Tundra x2 (tapped)
Faerie Conclave (tapped)

Azorius Guildmage (2/2, tapped)
Wall of Denial (0/8)
Baneslayer Angel (5/5)

Graveyard:

 Spoiler

Mystic Gate
Path to Exile
Echoing Truth

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Mystic Gate
6.	Mystic Gate
7.	Mystic Gate
8.	Celestial Colonnade
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Celestial Colonnade
12.	Reflecting Pool
13.	Reflecting Pool
14.	Kabira Crossroads
15.	Kabira Crossroads
16.	Kabira Crossroads
17.	Faerie Conclave
18.	Faerie Conclave
19.	Amulet of Vigor
20.	Amulet of Vigor
21.	Amulet of Vigor
22.	Amulet of Vigor
23.	Path to Exile
24.	Path to Exile
25.	Path to Exile
26.	Counterspell
27.	Counterspell
28.	Counterspell
29.	Counterspell
30.	Echoing Truth
31.	Echoing Truth
32.	Jace, the Mind Sculptor
33.	Jace, the Mind Sculptor
34.	Grand Arbiter Augustin IV
35.	Grand Arbiter Augustin IV
36.	Grand Arbiter Augustin IV
37.	Baneslayer Angel
38.	Wall of Denial
39.	Wall of Denial
40.	Wall of Omens
41.	Wall of Omens
42.	Wall of Omens
43.	Mother of Runes
44.	Mother of Runes
45.	Mother of Runes
46.	Azorius Guildmage

[User]
 (Wait, Ruinblaster Killed the Guildmage.)

As Ib Halfheart vanishes from reality, he leaves behind a massive Mountain. The Mountain's sudden appearance seems to annoy the massive volcano of Valakut. Lava and rock rains down upon the Blue Mage burning his flesh.

(When the Mountain comes into play it's my sixth triggering Valakut and dealing 3 damage to you.)

The Druid gathers her power looking at the Angel, her army gone, but she does not seem bothered by this.

 (d60)[ 32 ]

She swirls her staff into the air, giving a glare to the angel and slamming her staff upon the ground. Again, a mountain blows up leaving rubble around this time as a massive explosion of Valakut covers the angel in lava and rubble. Green energy seeming to force the mountain to do it's explosive deed. She then held out her arm and Ib Halfheart stepped out of the forest. Two of the mountains crumbled as the Angel was destroyed and two Goblins showed themselves to be following the Tactian.

(Alright, I play Harrow, sacrificing a mountain. I put two Mountian into play each activating Valakut, it deals 6 damage to your Angel. Then I play Ib Halfheart, and activate his ability by sacrificing two mountains to put into play two 1/1 goblin tokens.)

Field: Forest (T), Mountain x4 (T), Mountain, Valakut, Ib Halfheart, 1/1 Goblin Token x2

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders, Rampant Growth, Goblin Ruinblaster, Goblin Offensive, Mountain, Harrow, Mountain, Mountain

Exile: Ib Halfheart

Life: 16

Hand: 0

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End Turn.

[User]
 (You're right, the Guildmage was destroyed. Did not catch that.)

Blue staggers back as the fire mountain sears his flesh and destroys the angel.
 Your power is real.
 (d46)[ 5 ]

He waves his staff and the portal to the celestial realms opens once more, and Baneslayer Angel appears once again at his side.

(Play Mystic Gate. Summon Baneslayer Angel.)

Life: 11

Hand: 2

 Spoiler

Azorius Guildmage
Wall of Denial

Field:
Hallowed Fountain x2 (1 tapped)
Tundra x2 (tapped)
Faerie Conclave (tapped)
Mystic Gate (tapped)

Wall of Denial (0/8)
Baneslayer Angel (5/5)

Graveyard:

 Spoiler

Mystic Gate
Path to Exile
Echoing Truth
Azorius Guildmage
Baneslayer Angel

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Hallowed Fountain
5.	Mystic Gate
6.	Mystic Gate
7.	Celestial Colonnade
8.	Celestial Colonnade
9.	Celestial Colonnade
10.	Celestial Colonnade
11.	Reflecting Pool
12.	Reflecting Pool
13.	Kabira Crossroads
14.	Kabira Crossroads
15.	Kabira Crossroads
16.	Faerie Conclave
17.	Faerie Conclave
18.	Amulet of Vigor
19.	Amulet of Vigor
20.	Amulet of Vigor
21.	Amulet of Vigor
22.	Path to Exile
23.	Path to Exile
24.	Path to Exile
25.	Counterspell
26.	Counterspell
27.	Counterspell
28.	Counterspell
29.	Echoing Truth
30.	Echoing Truth
31.	Jace, the Mind Sculptor
32.	Jace, the Mind Sculptor
33.	Grand Arbiter Augustin IV
34.	Grand Arbiter Augustin IV
35.	Grand Arbiter Augustin IV
36.	Baneslayer Angel
37.	Wall of Denial
38.	Wall of Denial
39.	Wall of Omens
40.	Wall of Omens
41.	Wall of Omens
42.	Mother of Runes
43.	Mother of Runes
44.	Mother of Runes
45.	Azorius Guildmage

[User]
 The Lady smirks and gives a wink to the restored angel.

 (d60)[ 30 ]

" My power was never in question, Blue. And, Ib needs an army. " with a flick of his writ four more goblins ready and armed walked out of the forest. He patted Ib on the head and smirked, "What are you orders?"

(I tap all my mana and play Goblin Offensive for 4)

"  EVERYBODY but me...BREED!!!! We need more goblins!  "

The Lady Druid braces herself for the assault that is sure to hit her from the Angel.

Field: Forest (T), Mountain x5 (T), Valakut, Ib Halfheart, 1/1 Goblin Token x6

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders, Rampant Growth, Goblin Ruinblaster, Goblin Offensive, Mountain, Harrow, Mountain, Mountain, Goblin Offensive

Exile: Ib Halfheart

Life: 16

Hand: 0

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End Turn.

[User]
 Blue grimaces as the field is swarmed with the loathsome creatures.

 (d45)[ 4 ]

The mana around Blue swirls and flows continually faster, and out of the portal steps another Azorius Guildmage. The angel raises her sword and delivers a punishing blow to the Lady, and Blue sighs as the blow revitalizes him.
(Play another Hallowed Fountain. Summon Azorius Guildmage. Attack with Baneslayer Angel.)

Life: 16

Hand: 1

 Spoiler

Wall of Denial

Field:
Hallowed Fountain x3
Tundra x2 (tapped)
Faerie Conclave
Mystic Gate

Wall of Denial (0/8)
Baneslayer Angel (5/5, tapped)
Azorius Guildmage (2/2)

Graveyard:

 Spoiler

Mystic Gate
Path to Exile
Echoing Truth
Azorius Guildmage
Baneslayer Angel

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Mystic Gate
5.	Mystic Gate
6.	Celestial Colonnade
7.	Celestial Colonnade
8.	Celestial Colonnade
9.	Celestial Colonnade
10.	Reflecting Pool
11.	Reflecting Pool
12.	Kabira Crossroads
13.	Kabira Crossroads
14.	Kabira Crossroads
15.	Faerie Conclave
16.	Faerie Conclave
17.	Amulet of Vigor
18.	Amulet of Vigor
19.	Amulet of Vigor
20.	Amulet of Vigor
21.	Path to Exile
22.	Path to Exile
23.	Path to Exile
24.	Counterspell
25.	Counterspell
26.	Counterspell
27.	Counterspell
28.	Echoing Truth
29.	Echoing Truth
30.	Jace, the Mind Sculptor
31.	Jace, the Mind Sculptor
32.	Grand Arbiter Augustin IV
33.	Grand Arbiter Augustin IV
34.	Grand Arbiter Augustin IV
35.	Baneslayer Angel
36.	Wall of Denial
37.	Wall of Denial
38.	Wall of Omens
39.	Wall of Omens
40.	Wall of Omens
41.	Mother of Runes
42.	Mother of Runes
43.	Mother of Runes
44.	Azorius Guildmage

[User]
 Taking the hit the Lady pants a bit, " Alright, Blue. Get ready for some Goblin Tactics. "

 (d60)[ 53 ]

Twirling a bit of magic around her finger a single bit of green mana shoots into the forest. " That is for later. " She looks at Ib, " What is the plan? "

" CHARGE! "

" Isn't he just darling? "

All six of the minor goblins charge forward and Ib himself joins the fray toward Blue.

(I play Khalni Heart Expedition.)

Life: 11

Field: Forest (T), Mountain x5, Valakut (T), Ib Halfheart (T, Attacking 3/2), 1/1 Goblin Token x6 (T, Attacking), Khalni Heart Expedition

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders, Rampant Growth, Goblin Ruinblaster, Goblin Offensive, Mountain, Harrow, Mountain, Mountain, Goblin Offensive

Exile: Ib Halfheart

Hand: 0

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

After Combat Resolves End Turn.

[User]
 Indeed, but a bit headstrong.
One of the goblin minions is frozen by the Guildmage's spell, and another is blocked by the prismatic wall. The remaining four hit home, but Ib Halfheart is met along the way by the Azorius Guildmage.
 You shall not pass.

(Tap one of the goblin tokens before it attacks with Guildmage's effect. Guildmage blocks Ib Halfheart, and both are destroyed. Wall of Denial blocks another token.)

 (d44)[ 26 ]

Out of the pools of mana emerges a cloud of motes, a flock of miniscule faeries. Laughing and tittering, they join the solemn Baneslayer Angel in attacking.
(Make Faerie Conclave into a creature, and Faerie Conclave and Baneslayer Angel attack.)

Life: 17

Hand: 2

 Spoiler

Wall of Denial
Counterspell

Field:
Hallowed Fountain x3
Tundra x2 (tapped)
Faerie Conclave (tapped)
Mystic Gate

Wall of Denial (0/8)
Baneslayer Angel (5/5, tapped, attacking)

Graveyard:

 Spoiler

Mystic Gate
Path to Exile
Echoing Truth
Azorius Guildmage x2
Baneslayer Angel

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Mystic Gate
5.	Mystic Gate
6.	Celestial Colonnade
7.	Celestial Colonnade
8.	Celestial Colonnade
9.	Celestial Colonnade
10.	Reflecting Pool
11.	Reflecting Pool
12.	Kabira Crossroads
13.	Kabira Crossroads
14.	Kabira Crossroads
15.	Faerie Conclave
16.	Faerie Conclave
17.	Amulet of Vigor
18.	Amulet of Vigor
19.	Amulet of Vigor
20.	Amulet of Vigor
21.	Path to Exile
22.	Path to Exile
23.	Path to Exile
24.	Counterspell
25.	Counterspell
26.	Counterspell
27.	Echoing Truth
28.	Echoing Truth
29.	Jace, the Mind Sculptor
30.	Jace, the Mind Sculptor
31.	Grand Arbiter Augustin IV
32.	Grand Arbiter Augustin IV
33.	Grand Arbiter Augustin IV
34.	Baneslayer Angel
35.	Wall of Denial
36.	Wall of Denial
37.	Wall of Omens
38.	Wall of Omens
39.	Wall of Omens
40.	Mother of Runes
41.	Mother of Runes
42.	Mother of Runes
43.	Azorius Guildmage

[User]
 Hit by the Baneslayer and the Faries from the conclave, " To the bold go the spoils. We will see how this will work out. "

 (d60)[ 60 ]

Again, the Lady Druid spins her staff, " Let me show you the power of nature. " Again she slams her staff upon the ground. Green energy dissolving the forest around her as two mountains burst forth. The Valakut blasts forth dumping it's power upon the baneslayer. Snapping her fingers the green energies she had left into the forest not so long ago burst forth creating two more moutains. The Valakut erupts blasting the Blue Mage.

(I play Harrow, sacrificing my Forest. When the two mountain come into play, I deal 3 damage to Baneslayer twice. Destroying Baneslayer, then I remove two quest counters and sacrifice Khlani Heart Expo and put two more mountains into play. Dealing 6 damage to you.)

Life: 4

Field: Mountain x9, Valakut (T), 1/1 Goblin Token x5,

Graveyard: Harrow, Mountain, Keldon Marauders, Mountain, Harrow, Keldon Marauders, Rampant Growth, Goblin Ruinblaster, Goblin Offensive, Mountain, Harrow, Mountain, Mountain, Goblin Offensive

Exile: Ib Halfheart

Hand: 0

Deck

 Spoiler
1-4 Forest
5-8 Terramorphic Expanse
9-12 Valakut, The Molten Pinnacle
13-26 Mountain
27-30 Goblin Offensive
31-32 Ib Halfheart, Goblin Tactician
33-36 Feldon's Cane
37-40 Goblin Ruinblaster
41-44 Expedition Map
45-48 Keldon Marauders
49-52 Rampant Growth
53-56 Khalni Heart Expedition
57-60 Harrow
61-64 Akki Raiders

End of Turn.

[User]
 Blue slams his staff on the ground at the exact moment that Tialait does. The forest dissolves, but a wave of arcane energy sweeps over the mountains that try to rise up, suppressing them.
 Not strong enough, milady.

(Counterspell Harrow.)

 (d43)[ 20 ]
 It's been fun, but it ends now. Let's finish this.
Baneslayer Angel raises her sword for the final attack.

Life: 17

Hand: 2

 Spoiler

Wall of Denial
Amulet of Vigor

Field:
Hallowed Fountain x3
Tundra x2
Faerie Conclave
Mystic Gate

Wall of Denial (0/8)
Baneslayer Angel (5/5, tapped, attacking)

Graveyard:

 Spoiler

Mystic Gate
Path to Exile
Echoing Truth
Azorius Guildmage x2
Baneslayer Angel
Counterspell

Deck:

 Spoiler

1.	Tundra
2.	Tundra
3.	Hallowed Fountain
4.	Mystic Gate
5.	Mystic Gate
6.	Celestial Colonnade
7.	Celestial Colonnade
8.	Celestial Colonnade
9.	Celestial Colonnade
10.	Reflecting Pool
11.	Reflecting Pool
12.	Kabira Crossroads
13.	Kabira Crossroads
14.	Kabira Crossroads
15.	Faerie Conclave
16.	Faerie Conclave
17.	Amulet of Vigor
18.	Amulet of Vigor
19.	Amulet of Vigor
20.	Path to Exile
21.	Path to Exile
22.	Path to Exile
23.	Counterspell
24.	Counterspell
25.	Counterspell
26.	Echoing Truth
27.	Echoing Truth
28.	Jace, the Mind Sculptor
29.	Jace, the Mind Sculptor
30.	Grand Arbiter Augustin IV
31.	Grand Arbiter Augustin IV
32.	Grand Arbiter Augustin IV
33.	Baneslayer Angel
34.	Wall of Denial
35.	Wall of Denial
36.	Wall of Omens
37.	Wall of Omens
38.	Wall of Omens
39.	Mother of Runes
40.	Mother of Runes
41.	Mother of Runes
42.	Azorius Guildmage

[User] The mountains fade as the Lady is stricken down, " Good duel, Blue Mage. Had you not stopped my Harrowing spell you would have met defeat. " The druid walks over to her opponent and gives him a hug, " We should duel again sometime. "


[User]
 Player or DM only. All other will be stalked.

After saying that, them man gets up and leaves.

 Spoiler
you might want to roll a spot check. Also, mind linking me to your character?

[User]
 Quiller leans back into his chair.  "Well that went about as well as can be expected."

 Spoiler

Spot: [Roll]1d20+6[/roll]

[User]
 Spoiler
Well apperently that didn't work.
 (1d20+6)[ 26 ]
On a side note, character sheet sent by PM.

[User]
 Spoiler
not sure what you're looking for, but there isn't much relevant hidden in the tavern.

You notice two pickpockets working their way through the crowd.

[User]
 Wanting to keep his valuables on hand, and realizing that he had a bit of time before meeting with his new employers Quiller decides to get himself a room so he can get a bit of shut eye before midnight, as he may not get the chance later. Waving over one of the serving girls,  "Who do I speak to get set up with a room."

 Spoiler

 not sure what you're looking for, but there isn't much relevant hidden in the tavern.

 you might want to roll a spot check. Also, mind linking me to your character?

You asked so I made a spot check, wasn't looking for anything in particular.

[User] "A room? We've got a couple for rent in the back. It's one gold per night, not including meals. Shall I get you a key?"

[User] "Yes please, also a glass of cider if you have any"  After getting his room Quiller take some time to nap, and prepare's his things before meeting with the cloaked gentleman.

[User]
 The cider is one silver.

The gentleman meets you at exactly midnight.

"Now then, I actually have several tasks that need doing around town. What are your specific skills?" He asks. Although no longer in the shadowy corner of the tavern, you still cannot distinguish his features. Something about his voice is still a little off.

[User] "I am a sorcerer of some small amount of skill. Primarily focusing in ray spells and striking from stealth. I also am decently skilled finding traps, disabling them though is often still beyond my abilities. In addition to this many of my spells focus on disabling targets, when non lethal solutions are preferred."

[User] His voice seems pleased at this news. "Sounds like you're a one-person kidnapping team. How does 2,000 gold for successfully taking a merchant alive and able to be questioned at a later date sound? If you have moral qualms about kidnapping, know that he will not be killed if he cooperates, and he is known in certain circles to be helping to fund a street gang with the money it takes to get magical gear so they can cause trouble for his rivals. Oh, and you can loot his house willy-nilly while you're in it."

[User] Quiller stops for a moment to consider to proposition before answering the man.  "I'm In just tell me what I need to know. Location, bodyguards, schedule, if you have any info on them, and Ill get right to work."

[User]
"His house is on Wundschul Street, at the corner of Starplan. He sells leathercrafts from the countryside. He has a pair of dwarven bodyguards with him, I don't know what they can do, but they both wear banded mail. I haven't been scouting out the man's schedule and movements, that's part of what I'm paying you for. His name is Josiah Rocht.

 Originally Posted by Rizban
   The Town Crier

The most up to date news in the city!

 King Alben Rosen has announced the engagement of Isolde Rosen, his only child, to Archduke Wolfram Rocholl, the heir designate to Aldhaven.

 Rumors of King Alben's failing health seem to be gathering strength, though the royal family continues to deny them.

   A minor noble's home has continues to be under some sort of befuddling curse that seems resistant to normal means of removal. He's now offering a 20,000gp reward to the person or persons who can rid his home of the enchantment.

 A gnomish dignitary has recently in the city to begin negotiations of an alliance between the gnomish nation and the Kingdom of Aldhaven.

 Registration for the next semester at the Aldhaven Royal University of Scientific Esoterica begins immediately.

 Rumors have begun circulating that ancient ruins have been found buried just outside of the city walls. The farmer who owns the land is allowing people to pay a small fee to enter into them and keep whatever relics they can recover.


[User]
 There was nothing. This nothing covered all of time and space; there was nothing that wasn't nothing. Then, from the nothingness, came something. A void, a void of ideas and possibilities, and from these ideas and possibilities, the gods themselves were formed. But the gods didn't come into existence alone, and a dead, blank world came with them. The gods looked upon it's dead seas and rotting lands and each decided that it would be theirs, a place to put al the ideas and possibilities.

 Spoiler

OOC: For all intents and purposes each quadrant counts as one inch for the purposes of what you can do with it.

 Powers

 Spoiler

{table=head]Power|1st age points|2nd age points|3rd age points
Shape Land|3|5|8
Shape Climate|2|4|6
Create Race|22|6|15
Create Subrace|12|4|10
Command Race|8|4|3
Command City|6|4|2
Advance Civilization|10|5|6
Advance City|8|4|5
Purify Civ. +1 Align|5|3|4
Corrupt Civ. -1 Align|4|3|3
Purify City, +1 Align|4|3|3
Corrupt City, -1 Align|3|2|2
Event|10|7|9
Create Order|8|6|4
Command Order|4|3|2
Create Avatar|10|7|8
Command Avatar|2|1|1
Catastrophe|10|10|10
[/table]

[User]
 Shexux

The first of the gods to come to full awakening opens its "eyes" and "stands" in the void.  It looks around, first at the other gods, then at the world below.  It is Shexux.  A name.  A name without meaning, but it is the being's name, without a doubt.  After this first realization, information, and knowledge flood the being's mind.  It knows things; things that do not exist, but will; things that should not exist, but will; things that cannot exist, but shall remain hidden in the labyrinthine depths of the deity's mind.  Unconscious effort is exerted on Shexux's form, altering his body to a humanoid but indistinct shape in the eyes of the other gods.

Turning his eyes away from the newly formed earth for the first time, Shexux gazes up into the endless void above him.  It was...disheartening.

  One day, those-that-shall-be will gaze into this...sky.

Shexux looks at its "hands," and feels the power brimming within his body.  He then looks at the shapes of his awakening brethren.

  I will wait to change the earth itself until others have had their say.  But...I shall give the gazers something to look upon.

With a wave of its non-distinct arm, Shexux casts thousands of bright points of light into the sky, which whirl about and affix themselves, seemingly at random.

  There.  Now to wait.

[User]
 A handful of the stars cast into the sky seem to strike something in the darkness.  Their path are altered and take shape.  They seem to outline something, perhaps a giant cat's head, with pointed ears.  The two brightest stars glow where its eyes would be.

Shaking himself free of the stars, but leaving them in their newfound shapes, Dufran wandered the not-so-dark sky.  The lights of the stars occasionally show parts of his shadowy form....a orange patch here, a stripe there...only his glowing yellow eyes can be clearly seen at all times, but there are easy to loose among the stars.

  What to make of these orbs?   He thought to himself.    They disturb the beautiful dark that I've lurked through for so long.  They are not unpleasant, and they certainly have a potential.   He batted at one with a paw, sending in careening into another with an explosion.    Perhaps I will play with them later.

The Tiger turned to the humanoid shape that has taken form and presented itself to the cosmos.  Seeing the opportunity to act to shape the world below, Dufran needed no further prompting.  He roars ferociously, shaking the heavens and the earth below.  So mighty is his roar that the land quakes, breaking apart under his ferocity.

Please with his work, the Tiger paces in the darkness, eagerly waiting to see what the other unknowns might try.

 Spoiler

Making a rift between the lands to seperate the western part into a large island or mini-continent.  The rift occurs at P12, Q12, and R12, using all 9 of my points.

[User]
 A being woke. It looked at the cat and humanoid around it, and then at the sphere below.

  What is a cat and what is a humanoid, and how do I know these others look like those things?   the being thought.

The creature, who had the shape of a cloud, looked around at the the shining spheres of light around and decided that he could bring shape to those shining orbs. He took one tendril and grabbed a few of these "stars" as he had instinctively knew they were called, and put them into the shape of what he somehow knew were a snake, a dragon, and a humanoid with a spear.

  One to represent lies, one for power, and the other for the society   the void shaped being thought. He looked at the new constellations and then grabbed some more stars, in order to a boat being sailed by humanoids to the to the night sky.  There now, the sky is done, and the world below is ready to be made. I wonder what the others will make.

[User]
 From destruction is born chaos, and from chaos is born ending. There must be balance against the chaos,  might laid bare against destruction. Patient is eternity, for eternal is its foe.

Metator, herald of perfection, who's plans are like the turning of wheels within wheels stretched out his hand, and the world answered.

 Spoiler
Shape Land: L15, M14, M16, N15 Create Mountains


[User]
 Once again thieving the same old map, and even going as far as quoting the whole thing from Saph. Who will dare to challenge me? Is it your? Or you? Or perhaps you, in the back?

EDIT: A new map, courtesy of Tidesinger, yoink.

  {table=head] |A|B|C|D|E|F|G|H| I |J|K|L
 1 | S |||||||||||
 2 |W|W|W|W||||||||
 3 ||||||||||||
 4 |||||W|W|W|W| D |W|W|W
 5 ||||W|W|||||||
 6 |||W|W||||||||
 7 ||W|W|||||  F  ||||
 8 |||||||  F  |  F  |  F  |||
 9 ||||||||  F  ||||
 10 |W|W|W|W||||||||
 11 ||||W||||||||
 12 | S ||||||||||[/table]
Underlined S is start locations, W is walls, D is a door, F is a f****ng pillar of magma.

EDIT 2: Buff rounds - hours/level buffs only, and only a few preparation rounds and only if the opponent demands them.

[User]
 I'm interested in doing this with a new character, once it's approved by Tide ("new" meaning "not Larion the Shadowcrafting Gnome with +42 to Hide checks" 😉).

Hours/level  and greater  duration buffs, if that's okay. No buff rounds is fine by me, but I want all of my long-duration spells.

[User]
 Excellent. Greater buffs will do fine with the hours/level. Shall we begin then? If I may be so bold to choose my starting position, I'll take the southern side.

Initiative:
 (1d20+4)[ 22 ]

Buffs (obs only):

 Spoiler
- Metaphysical weapon, augmented to 13 pps. Duration: 13 h, Effect: +3 enhancement to weapon.
- Greater Precognition, 11 pps.

PP left: 170.

[User]
 "Good luck."

Initiative:  (1d20+13)[ 27 ]

(Observers)

 Spoiler
Buffs:
Contingency: Dimension Door: If a creature approaches, teleports, or is summoned to within 15 feet of me by a creature other than myself who is not under my control.
Overland Flight
Superior Resistance
Heart of Fire
Heart of Earth
Heart of Water
Heart of Air
Nondetection
False Life
Protection from Evil
Mage Armor

Nerveskitter cast during initiative.

[User] Okay, you get to act first, I think. 🙂

[User]
 Okay. A DC 20 or so Listen check (might be higher, I don't know if the penalties from two different stone walls stack or not) will reveal the sound of spellcasting to your north. If you make the check, you can roll Spellcraft to identify the spell being cast (see the spoiler).

 Spoiler
Improved Invisibility

Observers:

 Spoiler
Standard action: As above.
Move action: Fly to B6.

[User]
 Listen check:
 (1d20+6)[ 24 ]

For clarity's sake, shall we write down "End of Turn" to signify that it's the other guy's turn?

EDIT: I won't bother rolling for the Spellcraft. No ranks.

[User]
 Sure. Do you care to make the Spellcraft check? It's DC 19. EDIT: Got it. Okay.

(End of turn)

[User]
 All right.

My action(s) (obs only):

 Spoiler
Manifest Defensive Precognition as a standard action, augmented to 13 pps. Gain +5 insight bonus to AC and saves. Current AC: 28.

Manifest Offensive Precognition as a swift action, augmented to 13 pps. Gain +3 insight bonus to attack rolls.

Move to D9.

PP left: 170 - 26 = 144. Burn, my precious ones,  burn !

Oh, and cookies to any observer that can recognize what base class I'm using. I will be very surprised if anyone gets it in one go.

End of turn. Let me know if you have LoS to anywhere outside of the second wall from you. (The space where the magma pillar is.)

[User]
 (Observers)

 Spoiler
Move to A8.

I do now. What do I see?

Also, can you see invisible creatures?

(Turn not over, waiting on intel).

[User]
 Description:

You see what appears to be a redhaired man in chainmail, wielding a spiked chain in two hands. He also has a wide variety of mix and match clothing, such as gloves, bracers, a cloak, and an amulet. One of the most notable features is, however, that he is floating approximately 1 foot up in the air.

Listen check (do I get one?):
 (1d20+6)[ 25 ]
Spot check:
 (1d20+6)[ 22 ]

No method of detecting invisible creatures at this moment. I have a feeling that this is about to get interesting.

[User]
 Since I'm flying, I'm not sure that you have much of a shot at hearing anything.

What square is your character in?

[User]
 D9, sorry about the delay.

In any case, the spot check DC for detecting invisible creatures is 20, and even flying creatures are not silent. (Rustle of clothes, breathing, etc.)

[User]
 (I'm sorry about the delay too; after the first half hour of the backup, I decided to just go to bed, since the kids were doubtless going to wake me up early exactly as they did.)

That's reasonable enough. It will be immaterial anyway, as you'll have a square to target once I cast here, and I'll retain total concealment in any case.

A flicker of movement catches your eye in square D9, just before a wave of force rushes toward you. It looks almost like a group of unicorns charging you, and hits like one too.

 (1d20+9)[ 23 ]  to hit your touch AC
 (1d8+8)[ 11 ]  for damage
 (1d20+9)[ 20 ]  to hit your touch AC
 (1d8+8)[ 10 ]  for damage
 (1d20+9)[ 15 ]  to hit your touch AC
 (1d8+8)[ 16 ]  for damage

If one of these hits, make a check to avoid being bull rushed backwards (DC 21). If more than one hits, add +2 to the DC for each additional hit.

This isn't the end of my turn, but I need to see what happens before I make my next move.

[User]
 Copycat.  :P

 Spoiler
Also, you're supposed to play the 'My Little Pony' theme when you cast that spell.  It's traditional.

[User]
 What else am I going to do, when the enemy is right between me and a big column of 20d6 no-save, no-resist, half-immunity fire damage?

 Spoiler
I prefer the William Tell Overture, mostly because it dredges up a whole bunch of childhood associations with the Lone Ranger. Don't even ask, I have no idea how all that combines to make sense.

[User]
 The first two hit, but only the second deals any damage: the first unicorn is deflected by an immaterial force, protecting the redhaired man.

I presume that these are Strength checks.

Rolls (obs only - I would like to keep these secret to prevent metagaming):

 Spoiler
1st:
 (1d20+4)[ 23 ]
2nd:
 (1d20+17)[ 29 ]

For the second roll, I expend my psionic focus to use Fate mantle ability that adds manifester level to a d20 roll. (+13)

Another reason for keeping this in spoilers is becouse I would hate to have to explain without revealing too much how I can A) reroll a failed check as an immediate check B) add +4 insight bonus to a roll retroactively.

Immediate action to negate the damage on the first attack with Enhanced Elan resilience, using 3 pps.

Going to edit results in a moment.

EDIT: Both checks succeed. Care to name your square? I did roll very well on my listen/spot checks.

EDIT 2: In hindsight, this may seem suspicious to you, but I can't be bothered to go through the loops of editing the whole post while maintaining the original rolls. The spoilers at the moment contain important information of my character, but I can reveal you this much.

I got a total of 23 on my first roll, with a modifier of +4. On the second: 29, with a modifier of +17. Yes, it works. The explanation is in the spoilers for your reading after the match. 🙂

[User]
 All right then! Nice move, whatever you're doing (right now, I'm guessing some kind of elocator psy-gish build, and that you negated the damage with elan trickery, but my character has no Knowledge: Psionics and won't abuse my conjectures).

You see an outline of an elven man in square A8, as he runs through the casting motions of another spell. A blood-red chain of pure force appears in square D8 and lashes out at you, attempting to trip you.

Melee touch:  (1d20+12)[ 30 ]
If hits, opposed check for trip:  (1d20+15)[ 27 ]
If successfully trips, melee attack, -4 to your AC for being prone:  (1d20+12)[ 18 ]
If hits, damage:  (2d6+10)[ 15 ]

End turn.

[User]
 Interesting - so far I've counted a move action, a standard action, and another standard action. My guess would be Belt of Battle, probably.

The touch attack hits, and Dasher - my character - is tripped. The melee attack misses.

Turn pending, just a minute.

[User]
 Move action, swift action, and standard action, actually.

Also, if it matters, Cavrin is floating 10 feet above the ground.

[User]
 Wait - forgot to roll for the check, just becouse I need a natural 20. Going to roll anyway.

Resist trip:
 (1d20+4)[ 17 ]

[User]
 Let's see... I had hoped it would not come to this, but I guess it did. Bloody spellcasters.

Dasher's eyes glow for a moment, and the chain that just tripped him so winks out. He also falls to the ground.

Action:

 Spoiler
Manifesting Null Psionics field defensively, DC 21:
 (1d20+16)[ 34 ]

PP left: 130.

If this fails, I'll manifest Fate of One as an immediate action to reroll the check:
 (1d20+16)[ 36 ]

Then, with a thin smile, he gets up, dusting his coat. End of Turn.

[User]
 "You have a certain talent, then. Interesting."

Cavrin snaps his fingers, and another rush of unicorns charges you, followed by yet another as the outline appears focused briefly. He then retreats behind the wall.

Unicorn Arrow 1:
Touch attack:  (1d20+9)[ 20 ]
Damage:  (1d8+8)[ 11 ]
Touch attack:  (1d20+9)[ 12 ]
Damage:  (1d8+8)[ 12 ]
Touch attack:  (1d20+9)[ 13 ]
Damage:  (1d8+8)[ 16 ]

Same bull rush DC as before.

Unicorn Arrow 2:
Touch attack:  (1d20+9)[ 25 ]
Damage:  (1d8+8)[ 12 ]
Touch attack:  (1d20+9)[ 25 ]
Damage:  (1d8+8)[ 14 ]
Touch attack:  (1d20+9)[ 20 ]
Damage:  (1d8+8)[ 9 ]

Ditto re: bull rush.

 Spoiler
Swift action: Use Residual Magic to quicken Melf's Unicorn Arrow.
Standard action: Another Melf's Unicorn Arrow.
Move to D3, breaking contact.

Note that the Unicorn Arrows are instantaneous conjurations, and therefore ignore antimagic/null psionics. Also, end turn.

[User]
 Either spontaneous caster with some access to Sudden Quicken, or a prepared caster with several unicorn arrows prepared.

The 1st, 4th, 5th and 6th hit. 56 damage taken, total, still up.

Opposed strength checks - I have a feeling I made a dread mistake there, but I'll see it through.

Strength #1:
 (1d20+2)[ 18 ]
Strength #2:
 (1d20+2)[ 13 ]
Strength #3:
 (1d20+2)[ 17 ]
Strength #4:
 (1d20+2)[ 17 ]

EDIT: Unless the effects come very soon, I'll be gone - off to sleep.

[User] I'm afraid you did make a mistake. The first bull rush (21 beats 18) pushes you back one square, to E9. The second bull rush (25 beats 13) is sufficient to push you back 3 squares, into the pillar of lava at G9, which (I believe) counts as "total immersion" for purposes of calculating damage. You therefore take  (20d6)[ 73 ]  fire damage on top of the damage from the Unicorn Arrows.

[User] Game over, then. Too bad my items are destroyed too. 😛

[User]
 Heh. Too bad, I guess. 😛 I couldn't risk getting caught in the psionics field, though, and those 3 unicorn arrows are my only instantaneous conjurations that actually do damage.

Good game. Were you an elan wilder/elocator, by any chance?

[User] Ardent, actually. And if I hadn't used the Null psionics field, he would still be alive - even if he had been bullrushed to that pillar of magma.

[User] Oh, he absolutely would have been, because I would've only used the one Unicorn Arrow (since otherwise the free quicken would've been wasted). He would also have been blinded, assuming he didn't have more than 200 hp.


[User] Hi, this won't count for the test of spite, but I think we can enjoy this anyway, unless you disagree: -plain arena -2 buff rounds and all day buffs.


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

 XP Award:  300 XP
 GP Award:  300 GP

 Peon  - Talic
 The Sandman  - AlterForm

 All Combatants, please roll initiative.

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

Debating Purchases.

[User]
 Sorry Talic, got a little caught up in McToughy vs Dense.

  Init  - (1d20+7)[ 17 ]

[User] No Purchases, though I may buy in response.

[User] Sandman makes no purchases. Initiative is yours, Talic.

[User]
 Now, a will save of -4 versus an enchanter.  I'm pretty sure I've lost this, but Peon will spend no gold until he can buy his own farm (and three more, and a town hall and barracks).  After all, he has a world to dominate.

 Peon, Round 1, First to Act:

 Spoiler
Begin in: N2
Disposition: Wielding a Heavy Pick ('cause this match is Mine(d) ) *Groan*
Move: Open the Mass double doors
Move: from N2 to R5.

Done.  As your door must be closed, it's not yet possible for LOS.

Stattage:
 Spoiler
Location: R5
In Hand: Minin' Pick (Heavy Pick)
HP: 6 (Rageclaws)
AC: 12 (+2 Dex)
Special Abilities: He's a freakin' commoner!

[User]
 Peon - Round 1

Hidden Actions

 Spoiler
Begin in N25. Scythe in both hands. Will leave familiar and spellbook outside the arena.
Move: Open the double doors.
Standard: Ready an action to cast Daze if Peon comes within 25 ft.

Status

 Spoiler
3/3 HP
AC 10 (1 DEX, -1 Noncombatant), Touch 10, FF 9
Spells

 Spoiler
==Level 0==
[]Daze
[]Daze
[]Daze
[]Daze
==Level 1==
[]Sleep
[]Sleep
[]Magic Missile
[]Magic Missile

 End Turn

[User] Peon, round one?  😏

[User]
 High Ref PsiDog

Peon

 Spoiler
No LoS

The Sandman

 Spoiler
No LoS

[User]
 Peon, Round 2, First to Act:

My Turn:
 Spoiler
Move: V9
Ready Action:
 Spoiler
Move if I detect opponent performing any action that would provoke an Attack of Opportunity.

Done.  LOS is doubtful, but possible.

Stattage:
 Spoiler
Location: R5
In Hand: Minin' Pick (Heavy Pick)
HP: 6 (Rageclaws)
AC: 12 (+2 Dex)
Special Abilities: He sure plays a mean pinball!

[User]
 High Ref PsiDog

LoS Check

Peon

 Spoiler
No LoS
You saw your opponent's door open.

The Sandman

 Spoiler
No LoS
Your opponent's door is standing open.

[User]
 Sandman - Round 2

Hidden Actions

 Spoiler
Move: 30 ft to R22
Standard: Read action to  Cast Daze  if  Peon approaches within 20 ft

Status

 Spoiler
3/3 HP
AC 10 (1 DEX, -1 Noncombatant), Touch 10, FF 9
Position: R22
Spells

 Spoiler

==Level 0==
[]Daze
[]Daze
[]Daze
[]Daze
==Level 1==
[]Sleep
[]Sleep
[]Magic Missile
[]Magic Missile

LoS possible, but otherwise:

 End Turn

[User]
 High Ref Mavian

LoS Check

Peon

 Spoiler
No LoS

The Sandman

 Spoiler
No LoS

[User] No change; Peon is up.

[User]
 Peon, Round 3, First to Act

 Spoiler
Move from V9 to S13.  Ready an action:
 Spoiler
Move if I detect opponent performing any action that would provoke an Attack of Opportunity.

Done, pending LOS. (if LOS established, I may change actions).

Statalicious!
 Spoiler
Location: R5
In Hand: Minin' Pick (Heavy Pick)
HP: 6 (Rageclaws)
AC: 12 (+2 Dex)
Special Abilities: Behold! It is Spartacus!

[User]
 High Ref PsiDog

Peon

 Spoiler
No LoS

The Sandman

 Spoiler
No LoS

[User]
 Sandman - Round 3

Hidden Actions

 Spoiler
Ready Action:

 Spoiler
Action: Cast Daze
Trigger: Peon comes within 20 ft

Status

 Spoiler
3/3 HP
AC 10 (1 DEX, -1 Noncombatant), Touch 10, FF 9
Position: R22
Spells

 Spoiler
==Level 0==
[]Daze
[]Daze
[]Daze
[]Daze
==Level 1==
[]Sleep
[]Sleep
[]Magic Missile
[]Magic Missile

Readied Action: Daze if Peon comes within 20 ft

LoS before Peon I end my turn please.

[User]
 Peon, Round 4, First to Act:

 Spoiler
Move: From S13 to N12.
Ready:
 Spoiler
Move if I detect opponent performing any action that would provoke an Attack of Opportunity.

Done.

Statticus:
 Spoiler
Location: N12
In Hand: Minin' Pick (Heavy Pick)
HP: 6 (Rageclaws)
AC: 12 (+2 Dex)
Special Abilities: I may be the Cowardly Lion here!

[User]
 Ref Mav:

LoS established when Peon reaches Q12, he may revise his move from this point.

@Talic

 Spoiler

Something doesn't work with the way you've readied your action... How do you determine if it would cause an AoO.  Such as if your opponent takes a five foot step, how would your character know that he wasn't actually taking a move action?

[User] Sandman is in R22, and has a readied action.

[User] Oh yeah, I guess that's kind of important...  my bad.

[User]
 First things first...  I believe the rulings on readied actions have been that the act of readying is visible.  The state of having a readied action is not.  Precedent is Kyeudo's original ruling, wherein it was stated that Readying is a Standard Action, and is thus visible.  This also indicates that it's only visible when announced, which is similar to movement only making noise when you move (and at other points of the turn, you're relatively silent).

Second, @Refs:
 Spoiler
How do I distinguish a 5 foot step from a move action?  Simple.  They each have to be announced as such.  If I were 5 feet away, how would I make that distinction?  Simple.  One provokes.  My opponent is making guarded movement with a 5 foot step or the withdraw action (first square only).  My opponent is not guarding himself with a regular move.

In other words, I know what he's doing when he does it because I see it.  It is a valid trigger, and is pretty specific.  I really hate Readied actions where you say "if my opponent does anything".  Yeah, they work, but I prefer to be more elegant in my timings.  Virtually any offensive action my opponent can do provokes, as does any action that gets him in position to do so.  I may not be able to to tell when my opponent is casting a spell without a spellcraft check...  But I can tell when my opponent is distracted enough to provoke an AoO.  A 1 int animal can do that.

[User]
 Interesting. I guess I never saw anything to suggest otherwise. No point in changing it now, but I'll keep that in mind for the future.

Maybe it should be noted in the Waiting Room's rules?

[User] BUMP for Peon

[User]
 Provided everything above is good, I continue with my turn as originally posted.

Move to N12, and Ready the same action.

[User]
 I don't think Sandman has LoS to N12...so...yeah. Sorry about how long it took me to make this post, though.

 Sandman - Round 4

Hidden Actions

 Spoiler
Ready Action:

 Spoiler
Action: Cast Daze
Trigger: Peon comes within 20 ft

Status

 Spoiler
3/3 HP
AC 10 (1 DEX, -1 Noncombatant), Touch 10, FF 9
Position: R22
Spells

 Spoiler
==Level 0==
[]Daze
[]Daze
[]Daze
[]Daze
==Level 1==
[]Sleep
[]Sleep
[]Magic Missile
[]Magic Missile

Readied Action: Daze if Peon comes within 20 ft

 End Turn

[User] LoS is broken when Peon leaves O12

[User]
 Peon, Round 5, first to act

Hidden actions:
 Spoiler
Move to J15.  Ready an action to move if my opponent does anything that would provoke an AoO.

Done Pending LOS.

[User]
 LoS Re-established when Peon reaches J14

Sandman is in R22

[User]
 Continue to J15, Ready the same action.

Done.

[User]
 Sandman - Round 5

Ready an Action

 Spoiler
Ready Action:

 Spoiler
Action: Cast Daze
Trigger: Peon comes within 20 ft

Status

 Spoiler
3/3 HP
AC 10 (1 DEX, -1 Noncombatant), Touch 10, FF 9
Position: R22
Spells

 Spoiler
==Level 0==
[]Daze
[]Daze
[]Daze
[]Daze
==Level 1==
[]Sleep
[]Sleep
[]Magic Missile
[]Magic Missile

Readied Action: Daze if Peon comes within 20 ft

 End Turn

[User]
 Peon, Round 6, first to act
 Move  to K21.
 Ready an action:
 Spoiler
Move if opponent does anything that would provoke an AoO (regardless of whether or not he's threatened at the time).

Done.

Stats:
Location: K21
In Hand: Minin' Pick (Heavy Pick)

 Spoiler

HP: 6 (Rageclaws)
AC: 12 (+2 Dex)

Analysis of my move/his move: Let's see if he does the stand and ready bore me to death tactic.  He's got short range punch, and I doubt he's readying a medium range spell, like MM, or it'd already have been fired.  Sleep's too long a cast time, so if he's going for a standard action?  I'm guessing Daze, as it's on his standard loadout.  Possibly Color Spray, but I'll go with the longer range of the two.  That's Daze at 25 feet.  So, I'll need to stay greater than 25 feet + Five foot step, if I'm gonna force a trigger (if he's canny, he'd defensive cast from 30, when he knows the melee character has a readied action.  That makes 30 unsafe... Especially since he can 5FS + cast on his turn, bringing the range of his longest range incapacitator from 25 to 30 feet.), but no more than 35, if I'm gonna be able to capitalize with my movement.  35 feet it is.  My movement range is greater than his cast range for any spell I'd actually worry about.

[User]
 Bah, the action economy is against my favor and I don't think I can change its parity. Time for a Leeroy Jenkins.

 Sandman - Round 6

Free: Drop scythe in current square.
5 ft step to S22
Sandman then casts a spell
Spellcraft DC 16

 Spoiler
Sleep. It will come into effect next round, giving Peon 1 round to do as he will. Can't be avoided; the Fullround casting time (and strange timing for coming into effect) of sleep makes it awkward to use without something to tie up your enemies (even daze only buys the 1 round of free time). Bah, 20% chance of victory. Sandman gets retired once he dies horribly.

Done. Nothing needed from Peon at the moment.

Status:
Position: S22
Holding: Nothing

 Spoiler
3/3 HP
AC 10 (1 DEX, -1 Noncombatant), Touch 10, FF 9
Position: S22
Spells

 Spoiler
==Level 0==
[]Daze
[]Daze
[]Daze
[]Daze
==Level 1==
[x]Sleep
[]Sleep
[]Magic Missile
[]Magic Missile

[User]
 High Ref PsiDog

Hmm. The match has been waiting on Peon a week. Even the DQ notice is almost two days old.

DQ on Peon.
The victory goes to The Sandman.


[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] Can I smash the door open? Is my lamp filled up? If not I refill it and use the torch to light it.

[User]
 The door is a thick slab of metal. Very heavy, very sturdy, contains lead. It slides sideways into the wall. Has a small indentation to help you grip it when doing so. In RAW-land, they can only be open or closed, nothing in between.
I suppose you could try smashing it if you want, but that will certainly take a long time with your offense.  I personally recommend just sliding it open.

I assume the lantern comes with oil.  Do you take the torch off the wall to light the lantern?

[User] Light the lantern with the torch and open the door.

[User]
 You grab the torch to light the lantern, and

 Spoiler
The lantern lights.  Seems safe enough.

The door slides open easily, revealing an unlit hall running to the south and east.
To the east: After 10', the corridor splits north and south. After 30', there's a door on the north wall.  After 60', the corridor splits north and south again.  After 80', the corridor ends and turns south.  There is a door in the east wall of the corridor.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

Shall I assume you swing the light from your bullseye lantern down each path at intersections?

[User] Yes you can assume that. Can I use my pole but still use my lantern?

[User]
 Sure, you can hold the pole in one and the lantern in the other.  Just remember that you'll need both of your hands free to wield your greatsword.

Now's probably a good time to ask how you're proceeding with poking and whatnot.  (What are you poking?  How hard?  That sort of thing.)

[User] Poke hard enough to trigger pressure plates on the bottom and sides 10ft away from me. Do this every 5ft. Go east.

[User]
 Ok.  The corridors are 5' wide and 10' tall.  Do you poke the walls higher than 5' or just low to the ground?
Do you poke down corridors you're not travelling at intersections?

[User] Just low to the ground. I do poke down corridors.

[User]
 You make it to the 4-way intersection and look around.
Looking south, there's a door to the east after 15'. The corridor turns west after 20'.
Looking north, the corridor turns east after 20'.
The East passage still goes beyond your vision.

5' south of the intersection, your poking

 Spoiler
Triggers a pit trap.  There's a 5'-wide hole blocking the corridor.  It's 20' deep.

10' east of the intersection, your poking

 Spoiler
Triggers a pit trap.  There's a 5'-wide hole blocking the corridor.  It's 20' deep.

It looks like you can easily jump over it by taking 10.

[User] Go east and take 10 after the pit trap triggers. Resume poking maneuver until I'm near the door.

[User]
 As you press on the floor just past the door,

 Spoiler
You trigger a trap, spurting acid at you.

  Attack  - (1d20+8)[ 13 ]  (vs FF Touch AC)
  Acid  - (1d3)[ 2 ]

Other than that, you've made it to the door.  What now?

[User] Put the pole back in, and leave the lamp near the door (facing it). Take out greatsword and open the door.

[User]
 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.  You're outside A5 south.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative:  (1d20+1)[ 15 ]

[User]
 Initiative:  (1d20+7)[ 21 ]

 Spoiler
Maneuvers (Go to next highest if same result, restart at 1): [roll]1d5[/roll] [roll]1d5[/roll] [roll]1d5[/roll]

[User]
 Gah Maneuvers: (Go to next highest or restart at 1 if same result)

[roll0]
[roll1]
[roll2]

[User]
 Remember that you can't preview post when you're using  the roller or the [roll] tags get absorbed.

Also, to avoid favoring the earlier slot crusader maneuvers, you should roll against the number of maneuvers available.  For example:
[roll0]
[roll1]
[roll2]

It's your go whenever.

Edit: apparently I fail at noparse tags.  Roll this for maneuvers:
1d5
1d4
1d3

[User]
 Maneuvers:

 (1d5)[ 1 ]
 (1d4)[ 4 ]
 (1d3)[ 1 ]

Edit: Gee what are the chances? Can I use a swift action before/after a full-round action?

[User] Yes.  That's what boost maneuvers are for after all.

[User] Do I have charging minotaur or vanguard strike?

[User] You've been granted Crusader's Strike, Vanguard Strike, & Charging Minotaur.  The extra granted maneuver feat allowed you to have 3 granted at combat start.

[User]
 Distracting ember on the lizard thing, move up and whack it with Crusader's strike. I do deal damage as part of Crusader's Strike right?

Attack:  (1d20+5)[ 13 ]
Damage: (2d6+1)[ 8 ]
Healing:  (1d6+1)[ 3 ]

[User]
 You don't have Distracting Ember readied, if I'm reading your sheet correctly.  On your swordsage side, you learn more maneuvers than you can ready.  On your sheet, you readied Burning Blade, Moment of Perfect Mind, Mighty Throw, & Clinging Shadow Strike.  With Adaptive Style, you can change which maneuver's are readied as a full round action.  You can instead use Burning Blade in place of Distracting Ember.

Yes, crusader's strike does the normal damage of your attack.

[User] Doh thought I had it readied. Swift for Martial Spirit instead. (I can do this right)?

[User]
 Yes, you can do that.  You can also keep a stance active outside of combat, starting with the stance you want.  (For future reference)

However, your strike misses.

The lizard guy breathes a gout of flame at you that clings to you even as it singes your flesh.
  Fire  - (1d3)[ 3 ]  (Ref. save for 1/2, minimum 1)

If you take any damage (I see no evasion or fire resistance), you're  entangled .  You're limited to half-speed, can't run/charge, etc.

[User]
 Spoiler
Maneuvers:
 (1d4)[ 2 ]
 (1d3)[ 1 ]
 (1d2)[ 2 ]

Reflex: (1d20+4)[ 12 ]

Whack the lizard thing with clinging shadow strike using swift for burning blade. Ready move to chase after him. (DC 15 FORT or take 20% miss chance for one round on ranged and melee attacks)

Attack: (1d20+1)[ 4 ]
Damage: (2d6+1)[ 10 ]   (1d6)[ 6 ]
Fire: (1d6+1)[ 4 ]

[User]
 Some rules issues:  (None of them really affect what happens.  More of a FYI)

 Spoiler

-During combat, maneuvers you've been granted remain granted.  You're granted one additional maneuver each round from those that are readied, ungranted, and unexpended.  So you still have Vanguard Strike and Charging Minotaur granted.  You'd roll 1d2 between Stone Bones and Douse the flames.  Next round, you'll be granted the other.  If this is still going on, the round after that, all your expended crusader maneuvers will be recovered, and you'll be granted up to 3 maneuvers.

-Also, readying an action is a standard action, even if it's a move action that's readied.

Since you used only swordsage maneuvers and the lizard guy isn't moving, we'll just carry on.

You miss, again.  You also failed that save.  Also, also, you take ongoing fire damage.    Fire  - (1d6)[ 2 ]
The fire and entanglement will last for  (1d4-1)[ 3 ]  more rounds.

The lizard guy, smirks and speaks in a raspy voice that obviously doesn't see much use.
 C-can't hit me?

Then he breathes another burst of fire at you.
  Fire  - (1d6)[ 1 ]  (Ref. save for 1/2)

[User]
 Forgot I had steely resolve at all >_>.

Maneuvers:  (1d2)[ 1 ]

Attack with vanguard strike.

Attack:  (1d20+2)[ 11 ]
Damage:  (2d6+2)[ 5 ]

[User]
 Ongoing fire damage & entanglement will last for 2 more rounds.
  Fire  - (1d6)[ 4 ]
 Another m-miss.
He breathes on you again.
  Fire  - (1d6)[ 4 ]

[User]
 One hp!

Whack with stone bones.

Attack:  (1d20+2)[ 13 ]
Damage:  (2d6+2)[ 13 ]

Edit: And that drops me into -4. I may need more STR instead of DEX.

[User]
 Yup.  Dead.  You're welcome to fix him up and retry of course.  Some suggestions:

Yes, if you're relying on whacking things, then +1 strength doesn't normally cut it.  I think you can drop your Charisma to 8, since (if I'm not forgetting anything) it's not helping you.  The crusader features that depend on charisma do nothing if you don't have a charisma bonus.  If you make swordsage level 2, then you can get away with a lower dex.  Hmmm... it seems you slipped through with a  34 point buy .

Maneuvers that can help you hit things:
 Distracting Ember : Free flanking for one round.  Keep that one readied.  Use it when you're using crusader's strike to help ensure the hit.
 Shadow Blade Technique : Roll 2 attack rolls.
 Mighty Throw : Trip an opponent with a +4 on the check.  Don't throw them out of your reach so that you can get your AoO when they stand.  Probably more situational than the others.

Remember that charging gives you an attack bonus.  Combine that with distracting ember and that's +4 to your attack roll.

[User] As it turns out, I forgot I had stone power all along...

[User] But Stone Power can only be used with the attack action, the full attack action,  or a Stone Dragon strike.  And you still need to hit things.  Free HP will definitely help with your longevity, though.

[User]
 Meatshield Mk II START!!!

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] Take out pole, open door, resume poking. (Same as mentioned earlier).

[User]
 The door slides open easily, revealing an unlit hall running to the south and east.  It is dark.
I'm guessing, you also want to pull out your lantern? 😛

Once you do that,
To the east: After 10', the corridor splits north and south. After 30', there's a door on the north wall. After 60', the corridor splits north and south again. After 80', the corridor ends and turns south. There is a door in the east wall of the corridor.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

[User] Yes I take out my lantern. Head east continuing to poke for traps.

[User]
 You make it to the 4-way intersection and look around.
Looking south, there's a door to the east after 15'. The corridor turns west after 20'.
Looking north, the corridor turns east after 20'.
The East passage still goes beyond your vision.

5' south of the intersection, your poking

 Spoiler
Triggers a pit trap.  There's a 5'-wide hole blocking the corridor.  It's 20' deep.

10' east of the intersection, your poking

 Spoiler
Triggers a pit trap.  There's a 5'-wide hole blocking the corridor.  It's 20' deep.

It looks like you can easily jump over it by taking 10.

You are allowed to use whatever you've learned on previous lives. *hint hint*

[User] Just want to make sure I don't fall into the pit. Take 10, go to door, prepare for action by putting pole, putting lantern in safe place, and drawing greatsword. Open the door. (Going east).

[User]
 I'm going to assume that you know better than to push on the acid-trapped square  this time .

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!
Initiative:  (1d20+1)[ 2 ]

[User]
 Uh I autowin initiative?

Maneuvers:
 (1d5)[ 3 ]
 (1d4)[ 1 ]
 (1d3)[ 2 ]

[User]
 Yes.  It's your go.
You've been granted Stone Bones, Crusader's Strike, and Douse the Flames.

[User]
 Swift for distracting ember, move up and initiate shadow blade technique (choose highest).

Attack:  (1d20+8)[ 10 ]   (1d20+8)[ 14 ]
Damage:  (2d6+6)[ 14 ]

Edit: What's my consolation prize for consistently getting rolls below 10 on a d20 several times in a row?

[User]
 Both rolls miss.

The lizard guy breathes a gout of flame at you that clings to you even as it singes your flesh.
  Fire  - (1d3)[ 1 ]  (Ref. save for 1/2, minimum 1)

If you take any damage (I see no evasion or fire resistance), you're entangled. You're limited to half-speed, can't run/charge, etc.

[User]
 Maneuver:  (1d2)[ 2 ]

Swift to Martial Spirit, Initiate Stone Bones Stone Power for 5.

Attack:  (1d20+1)[ 14 ]
Damage:  (2d6+6)[ 16 ]

[User]
 Stone Power (like Power Attack) is limited by your Base Attack Bonus.  So that attack was at a +3 bonus (+6 -2 entangled -1 stone power) for 16.

You drive your blade into the creature rendering it unconscious.  You heal the 1 point of damage you've taken with Martial Spirit, and gain 2 temporary hit points even as you take ongoing fire damage:   Fire  - (1d6)[ 4 ]

Fire & entanglement will last for  (1d4-1)[ 3 ]  more rounds.

You may Coup de Grace or Crusader's Strike.

[User]
 I hit him with Crusader's strike. (Autohit since he's helpless yes?)
Heal:  (1d6+1)[ 6 ]

[User]
 No, helpless gives heavy penalties, but it's only auto-hit if you're taking a Coup de Grace (which would heal you 2hp for martial spirit, but you probably want Crusader's Strike).  Roll the attack anyway just to humor me.  (Don't forget you're entangled)

Ongoing fire: (1d6)[ 6 ]
2 more rounds to go.

[User] Attack:  (1d20+4)[ 16 ]

[User]
 *ding* 150XP & a set of chainmail.

  Fire  - (1d6)[ 2 ]
  Fire  - (1d6)[ 2 ]

[User] Ouch 10 hp damage. Go back for lantern, pick it up and open the door at E1.

[User]
 Yeah, I'd have waited until the damage set in before finishing him off.  Stabilize him untrained if you don't think he'll survive.

Outside the door, the corridor goes west and east.
To the east, the corridor runs 20' before turning south. There's a door to the north in the corner.
To the west, the corridor  runs beyond your sight . It branches to the north after 10' and branches to the south after 30'.

Edit: Silly cut-n-paste.  You've got a bulls-eye lantern.  To the west, it also branches north after 50'.  It ends 60' from you, where it turns north.

[User] Go east doing my poking maneuver. :p

[User]
 You go 20' east to the end of the corridor.  There is a door on the north wall.
To the south, the corridor goes 20' before ending in a T-intersection.

[User] Open the door at the north wall while checking for traps.

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

{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.  You're just outside C5.

[User] Ignore the chest, prodding my way around it carefully. Go to D1 North and open it.

[User]
 You find nothing in the room.  Obviously because you're ignoring the contents of the room.

To the east, the path goes 5' and turns south.
To the west, the path goes 25' and ends in a T-intersection.

[User] Go east do i find anything?

[User]
 Oh.  Whoops.  Forgot to mention that there's a red & white bullseye on the hallway floor just outside the D1 north door.  I blame it on having been slashed in the face with a wooden sword just an hour before I wrote that post. (My lack of posting since then has been primarily from the icepack over my face.😛)

Around the corner, the hallway goes 30' south and turns east.  The D2 door opens into here 10' along the way.  It branches to the east across from the D2 door.

[User] There seems to be a reference to a map but is it the previous one or was it forgotten?

[User]
 Hopefully more clear:
When you looked out the north door of the chest room, I should have mentioned the bullseye on the ground right in front of you.  Looking around the corner to the east reveals the other side of the east door to the chest room.

I'll give you a map after you get a little further.

[User] Go inside the room while carefully avoiding the the bullseye.

[User]
 Map: You started in room 12.  You killed a man/thing in room 14.  You're ignoring a chest in room 7.  I marked the location of the bulls-eye since I'm apparently having difficulty being coherent.

Uploaded with  ImageShack.us

[User] OK go east carefully avoiding the bullseye (This is assuming that I go out the door). Poke for traps (Don't touch the bullseye). Then go south.

[User]
 By east, do you mean the path straight across from the east door of room 7?

You go 10' east and turn north.
The corridor runs 40' and turns east.  It branches east at 10' and west at 20'.

[User] Yeah I did mean east of the bullseye. Go east after 10'.

[User]
 You go 10' north and turn east.  The corridor runs 15' and stops at a door in the east wall.  It branches north at 10'.

You go 10' to the intersection.  The branch runs a straight 30' north and ends in a T-intersection.  There's also the door I just mentioned at the end of the hallway 5' east.

[User] Go down the corridor until I see the door (using the pole to try and trip traps), put pole and lantern in place facing the door and open it while drawing out greatsword.

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

{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6||1|[/table]
There is a door at A5, which you're outside of, and C5.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiatve:  (1d20+3)[ 22 ]

[User]
 Initiative:  (1d20+6)[ 17 ]

Hmm can I jump to hit him?

[User]
 It spews a line of acid at you.
  Acid  - (3d4)[ 8 ]  (Reflex save for 1/2)
Then skitters over to C4, still 15' over the ground.

If you survive the acid, you're welcome to try jumping.  If I'm reading things correctly, you need to jump 2' up without a running start for DC16?

[User] Reflex:  (1d20+3)[ 21 ]

[User]
 You make the save, but it's still enough damage to knock you out, isn't it?  If so, that's game.

You're welcome to try again and hope for some better rolls.  The maxed duration on that entangling breath attack really cut into your hp and you never got a chance to heal it off.

[User] Think I'll have another go at it.

[User]
 *pushes reset button*

 Meatshield Mk II START!!!  (Take 2)

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] Light lamp, take out pole, etc... Open the door. Poke at ground and tiles 5-10ft up for traps.

[User]
 The door slides open easily, revealing an unlit hall running to the south and east.
To the east: After 10', the corridor splits north and south. After 30', there's a door on the north wall. After 60', the corridor splits north and south again. After 80', the corridor ends and turns south. There is a door in the east wall of the corridor.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

Going the same way? Or trying to find different opponents?

[User] Go same way, trip the pit traps and avoid the acid trap.

[User]
 You open two pit traps, jumping one of them.

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 (you are here) and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative:  (1d20+1)[ 15 ]

[User] Initiative:  (1d20+6)[ 22 ]

[User]
 You won initiative.

Edit: and that's Crusader's Strike, Charging Minotaur, & Stone Bones.

[User] Maneuvers:  (1d5)[ 1 ]  (1d4)[ 1 ]  (1d3)[ 3 ]

[User]
 Use distracting ember and charge.

Attack:  (1d20+10)[ 16 ]
Damage:  (2d6+6)[ 12 ]

[User]
 *ding* 150XP

And that's the way you do it.  Now let's see if you can keep that up. 😛

Now what?

[User] Pick up pole and lantern, go to E1 door (poking along the way) and open it.

[User]
 Outside the door, the corridor goes west and east.
To the east, the corridor runs 20' before turning south. There's a door to the north in the corner.
To the west, the corridor runs 60' before turning north. It branches to the north after 10', branches to the south after 30', and branches north after 50'.

[User] Go east poking for traps, set pole and lantern down facing door, open door.

[User]
 No traps found.  You see the corridor goes 20' south and ends in a T-intersection.

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]

 An ancient copper dragon is doing it's best to look inconspicuous squeezed into this small room.

The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

[User] There was a dragon somewhere? :p Ignore the chest and go out the D2 door, poking for traps along the way. (Yes I did pick up the lantern and pole).

[User]
 The hallway goes north, south, and east.
To the north, it runs 10' and turns west.  The bullseye is around the corner.
To the south, it runs 20' and turns east.
To the east, it runs 10' and turns north.
Going 10' east, 10' north, and 20' east takes you to the bug construct.

[User] Go north and west, avoid the bullseye, poke for traps.

[User]
 You go 10' north, 30' west (jumping the bullseye)

The corridor goes north and south from here:
It runs 10' north and ends in a T-intersection
It runs 20' south and turns west.  There's a red notecard on the wall in the corner.

[User] Go south and ignore the notecard.

[User] Okay, the corridor runs 10' west and turns south.  There's a door leading north in the corner.

[User] Go west turning south, when the door is seen, put pole down and the lantern facing the inside of the door, draw greatsword, assume martial spirit. Open the door.

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||1||
4||||||[/table]
There are doors at A3 and F4 south.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative:  (1d20)[ 5 ]

You're outside F4 south.

[User]
 Autowin initiative.

Maneuvers:
 (1d5)[ 2 ]
 (1d4)[ 1 ]
 (1d3)[ 1 ]

Swift: Distracting Ember
Charge with Greatsword

Attack: (1d20+10)[ 11 ]
Damage: (2d6+6)[ 13 ]

Edit: Great a Nat 1.

[User]
 It attempts to claw you.
  Attack  - (1d20+4)[ 11 ]    Dmg  - (1d4+1)[ 2 ]
  Attack  - (1d20+4)[ 22 ]    Dmg  - (1d4+1)[ 2 ]

Edit: And since you charged, they both hit.  But at least I rolled minimum damage. 😛

[User]
 Tis only a -2 AC Penalty.

Attack with Crusader's Strike, Stone Power for 1

Attack: (1d20+5)[ 15 ]
Damage: (2d6+6)[ 13 ]
Healing: (1d6+1)[ 2 ]

[User]
 *shush* Of course, I was looking at the right line for your AC! 😳

He's pretty badly hurt, but he still has the strength to respond.  And he seems stronger somehow.
  Attack  - (1d20+5)[ 21 ]    Dmg  - (1d4+2)[ 5 ]
  Attack  - (1d20+5)[ 7 ]    Dmg  - (1d4+2)[ 4 ]

Edit: And you can only stone power with an attack, full attack, or initiating a Stone Dragon maneuver.  You can't use it with Crusader's Strike

[User]
 Shadow Blade Technique take highest, activate burning blade.

Attack:  (1d20+6)[ 26 ]   (1d20+6)[ 16 ]
Damage:  (2d6+6)[ 14 ]
Fire:  (1d6+1)[ 3 ]

[User]
 Both hit, and you threaten a critical.  He is very dead even without rolling the shadow blade or the critical damage.

*ding* 150XP
No loot

[User] Pick up lantern and pole, use pole to poke for traps along with lantern, sheathe greatsword before doing all this, and go to A3 door and open it.

[User]
 The corridor goes north and west.
To the north, it goes 10' and turns west.
To the west, it goes 10' and turns south.

[User] Go west poking for traps, turn south.

[User]
 You go 10' west and turn south.  The corridor runs 20' and ends in a T-intersection (That's the long east-west corridor just north of the entangling fire breath guy's room)

As you start poking 10' down the southwards path,

 Spoiler
You trigger a trap.

Acid splashes towards you.
  Attack  - (1d20+8)[ 24 ]  (vs FF Touch AC)
  Acid  - (1d3)[ 1 ]

[User] Go down the intersection poking for traps.

[User]
 You go 20' south to the long east-west corridor without further incident.  10' to the west, the corridor turns north.
20' to the east, the corridor branches south.  40' to the east, the corridor branches north (towards the south door of the room you were just in).  Further to the east are doors to the fire-breath guy and chest rooms, and a path south.  Just look at the map.

 Map:

 Spoiler
You have just gone west and south from the west door of room 16.

Uploaded with  ImageShack.us

[User] Go 20' east, set pole and lantern facing door, then open door, drawing greatsword.

[User]
 20' East and turning south is a corridor.  The doors are the little rectangles extending into the hallway.

The  corridor goes 10' south and turns west.  Not much there.

10' east of this intersection, poking the floor:

 Spoiler
The floor drops out.  Another 5' wide pit.


[User]
 The city of Isheri. A beautiful region, filled with yellow and pink blossoms, murals carved of glowing alabaster, buildings of rich maroon hardwood. Citizens live in safety, protected from harm by Takhis. Truly, it is a para -

"The gates are under siege!" Well, there is the  occasional  bit of excitement. The call goes up, soldiers rushing to arms, hunters taking up their bows and spears to defend the city, others retreating to safety or following along for unknown reasons. You find yourselves amid the chaos - watching from a window, caught amid the folk on the cobbled streets, avoiding the horned beasts employed as mounts by the militia or the odder creatures employed by hunters.

[User]
 Watching as the group of soldiers runs up the road, Bedlam quickly packs up his little set up and moves towards a certain alley that thieves use.

Sliding his case into a part of the wall, he pulls out a suit of armor and quickly pulls it on, weighing his options.

 'I could go help, and possibly get credit. But then, it's the guards. They don't like people in my profession...'  He thinks as he slips his sword belt on.

 "Alright. I'll help from the shadows."

[User]
 Looking out from the window of his innroom, Griskmithak observes the frantic commotion outside.

" What's this? An attack? Intriguing... "

His claws trace the glorious symbol of Tephra hung about his neck.

" Perhaps...they would give a reward to those who would aid the defense of their  precious  city? Yes-yes...It is decided! I shall see what help I can give them! "

He hops off of the footstool he had been standing upon, and pauses to ascertain his weapons are properly secured. Nodding thoughtfully, the kobold hurries from the room.

[User] The gray-haired goblin called Hrutenx rushes towards the gate himself. It's been weeks since he's had difficulty with a kill, and Hrutenx is itching for a challenge. " Finally... a little action never hurts. "


[User]
 Map is an 80ft cube, players starting in opposing corners.

Buffing is all day + 2 rounds.  Round 1...FIGHT!

For any spectators, buffing

 Spoiler

All day:  Inertial Barrier augmented to +14 (20pp)
Round 1: Schism, quickened vigor (expend focus) (50hp) (20pp)
Round 2: Defensive Precog. overchanneled and augmented to +7, schism: Force Screen, no augment. (19pp)

Total spent: 59pp

[User]
 Buffing:

 Spoiler
Round 1: Potion of Heroism
Round 2: Potion of Cat's Grace

I've sent my sheet to Tavar but pending that, Initiative?
 (1d20+1)[ 20 ]

[User]
 Aak!  Forgot to roll initiative 😳

Initiative!:  (1d20+11)[ 21 ]

 Spoiler

Also rolling overchannel damage
 (3d8)[ 17 ]

[User] Mistake on my sheet, should have been +3 initiative, not +1 so I actually scored 22

[User] You rolled initiative?

[User] In my first post, it was in a spoiler but I've removed the tags.

[User]
 Ok then; your go first.

You see a rather short, bald halfling standing in the corner, watching you.

[User]
 Standing opposite you you see a heavily muscled minotaur standing over 8' tall and holding a mighty curved sword.

(note: this assumes I'm in the SE corner and you're in the NW corner.)

Renkorr moves 40' North along the Eastern wall and pulls a flask from the pouch at his belt.

[User]
 The halfling eyes you distainfully, and then suddenly shrinks down in size, now being no bigger than a house-cat, and his skin ripples with ectoplasm before settling into form.

 Spoiler

Schism manifesting freedom of movement, psionic (7pp)
Swift manifesting augmented compression (2 sizes, 1min/lvl) (14pp)
Standard: Overchannel Augmented Thicken Skin (+7) (18pp)

Total spent: 59+7+18+14 = 98

[User] The minotaur drinks the from the flask before moving the remaining 40 feet to the NE corner

[User]
 The halfling calls over to the minotaur "Hey, was your father the bull, or your mother?"
He walks 20' south, and the nearby area is briefly coated with shimmering ectoplasm.

 Spoiler

Standard: Offensive Precognition (Augmented to +7)(18pp)
Schism: Offensive Prescience (Augmented to +5)(9pp)

Spending: 98+9+18 = 125spent

[User]
 Rather than reply the minotaur bellows in rage before moving 20 feet South and 20 feet West.

 Spoiler
Ready an action: fire breath if the halfling comes within range

[User]
 The halfling stands still as he takes a moment to steel himself for the assault to come before bursting into action and sprinting towards you and attacking.

Attack:
 (1d20+40)[ 57 ]  Dagger 1
 (1d20+40)[ 41 ]  Dagger 2 MISS, nat 1
 (1d20+35)[ 39 ]  Iterative 1.1
 (1d20+35)[ 43 ]  Iterative 2.1
 (1d20+30)[ 41 ]  Iterative 1.2
 (1d20+30)[ 38 ]  Iterative 2.2
 (1d20+30)[ 45 ]  Tentacle 1
 (1d20+30)[ 50 ]  Tentacle 2 Crit Threat

If hit:
 (1d2+26)[ 27 ]  Dagger 1
 (1d2+26)[ 28 ]  Dagger 2
 (1d2+26)[ 28 ]  Dagger 1.1
 (1d2+26)[ 28 ]  Dagger 2.1
 (1d2+26)[ 28 ]  Dagger 1.2
 (1d2+26)[ 27 ]  Dagger 2.2
 (2d8+21)[ 31 ]  Tentacle 1
 (2d8+21)[ 25 ]  Tentacle 2

(Feel free to make your AOOs)

 Spoiler

Quickened: Form of Doom
Swift: Psionic Lion's Charge (Augmented to +15 damage)

Spending 33 PP, totaling 158

[User]
 (1d20+30)[ 41 ]  Crit confirm
If confirm, extra damage
 (2d8+21)[ 28 ]

[User]
 I would make the AoO and use my readied action but you just KOed me 😦.

I must be even worse at building than I thought 😛.

Would you mind doing this again after I make some changes? I want to see if i can improve on this.

[User]
 Well, you get both your AOO and readied action before my stuff goes off even.

Also, yeah, a little rebuilding could be good for us both.  I kinda optimize a bit in my spare time (never did a psionic character before though), so it could be a bit of the experience gap.

[User] Yeah, I've never really tried to optimise before.