[User]
 Dorizzit's team -  RED TEAM

 Spoiler

 Number:  Ein
 Strength:  16
 Dexterity:  8
 Constitution:  8
 Weapons:  Greataxe
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  13
 Attacks:  Greataxe +7 melee (1d12+3)
 Skills:  Climb +9, Jump +9
 Feats:  Weapon Focus (Greataxe), Endurance, Diehard
 HP:  13

 Number:  Zwei
 Strength:  16
 Dexterity:  8
 Constitution:  8
 Weapons:  Greataxe
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  13
 Attacks:  Greataxe +7 melee (1d12+3)
 Skills:  Climb +9, Jump +9
 Feats:  Weapon Focus (Greataxe), Endurance, Diehard
 HP:  13

 Number:  Drei
 Strength:  16
 Dexterity:  8
 Constitution:  8
 Weapons:  Greataxe
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  13
 Attacks:  Greataxe +7 melee (1d12+3)
 Skills:  Climb +9, Jump +9
 Feats:  Weapon Focus (Greataxe), Endurance, Diehard
 HP:  13

 Number:  Vier
 Strength:  8
 Dexterity:  16
 Constitution:  8
 Weapons:  Sickle (x2), Light Crossbow, 10 bolts
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  17
 Attacks:  Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
 Skills:  Tumble +6, Climb +5
 Feats:  Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
 HP:  13

 Number:  Funf
 Strength:  8
 Dexterity:  16
 Constitution:  8
 Weapons:  Sickle (x2), Light Crossbow, 10 bolts
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  17
 Attacks:  Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
 Skills:  Tumble +6, Climb +5
 Feats:  Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
 HP:  13

 Number:  Sechs
 Strength:  8
 Dexterity:  16
 Constitution:  8
 Weapons:  Sickle (x2), Light Crossbow, 10 bolts
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  17
 Attacks:  Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
 Skills:  Tumble +6, Climb +5
 Feats:  Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
 HP:  13

 Number:  Sieben
 Strength:  8
 Dexterity:  16
 Constitution:  8
 Weapons:  Longbow, 20 Arrows, Flail
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  17
 Attacks:  Longbow +6 (1d8), Flail +2 (1d8-1)
 Skills:  Spot +3, Listen +3
 Feats:  Point Blank Shot, Rapid Shot, Run
 HP:  13

 Number:  Acht
 Strength:  8
 Dexterity:  16
 Constitution:  8
 Weapons:  Longbow, 20 Arrows, Flail
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  17
 Attacks:  Longbow +6 (1d8), Flail +2 (1d8-1)
 Skills:  Spot +3, Listen +3
 Feats:  Point Blank Shot, Rapid Shot, Run
 HP:  13

 Number:  Neun
 Strength:  8
 Dexterity:  16
 Constitution:  8
 Weapons:  Longbow, 20 Arrows, Flail
 Armor:  Chain Shirt
 Speed:  30 ft.
 AC:  17
 Attacks:  Longbow +6 (1d8), Flail +2 (1d8-1)
 Skills:  Spot +3, Listen +3
 Feats:  Point Blank Shot, Rapid Shot, Run
 HP:  13

 Number:  Zehn
 Strength:  16
 Dexterity:  8
 Constitution:  8
 Weapons:  Spiked Chain
 Armor:  Half Plate
 Speed:  20 ft.
 AC:  16
 Attacks:  Spiked Chain +6 (2d4+3)
 Skills:  Spot +3, Listen +3
 Feats:  Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
 HP:  13

 Number:  Elf
 Strength:  16
 Dexterity:  8
 Constitution:  8
 Weapons:  Spiked Chain
 Armor:  Half Plate
 Speed:  20 ft.
 AC:  16
 Attacks:  Spiked Chain +6 (2d4+3)
 Skills:  Spot +3, Listen +3
 Feats:  Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
 HP:  13

 Number:  Zwolf
 Strength:  16
 Dexterity:  8
 Constitution:  8
 Weapons:  Spiked Chain
 Armor:  Half Plate
 Speed:  20 ft.
 AC:  16
 Attacks:  Spiked Chain +6 (2d4+3)
 Skills:  Spot +3, Listen +3
 Feats:  Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
 HP:  13

Weapon Total: 549
Armor Total: 2700

Deepblue706's team. -  BLUE TEAM

 Spoiler

 #1-3:  Skirmishers
 Strength: 12
 Dexterity: 14
 Constitution: 8
 Weapons: Longbow (20 arrows), Greatclub, Dagger
 Armor: Chain Shirt
 Speed: 30ft
 AC: 16
 Attacks: +6 Longbow (1d8), +4 Greatclub (1d10+1), +4 Dagger (1d4+1)
 Skills: Listen (+3), Spot (+3), Tumble (+4)
 Feats: Point Blank Shot, Precise Shot, Weapon Focus: Longbow
 HP: 13
 #4-5:  Guardians
 Strength: 14
 Dexterity: 8
 Constitution: 12
 Weapons: Longsword, Longsword, Sling (10 bullets)
 Armor: Half-Plate, Heavy Wooden Shield
 Speed: 20ft
 AC: 19
 Attacks: +5 Longsword (1d8+2), +2 Sling (1d4+2)
 Skills: Balance (+2), Listen (+3), Spot (+3)
 Feats: Diehard, Endurance, Improved Initiative
 HP: 19
 #6-8:  Shock Troopers
 Strength: 14
 Dexterity: 10
 Constitution: 10
 Weapons: Greatsword, Longsword, Sling (10 bullets)
 Armor: Chain Shirt
 Speed: 30ft
 AC: 14
 Attacks: +6 Greatsword (2d6+3), +5 Longsword (1d8+2), +3 Sling (1d4+2)
 Skills: Climb (+6), Jump (+6), Swim (+6)
 Feats: Weapon Focus: Greatsword, Improved Overrun, Power Attack
 HP: 16
 #9-11:  Sentinels
 Strength: 14
 Dexterity: 12
 Constitution: 8
 Weapons: Glaive, Morningstar, Heavy Crossbow (10 bolts)
 Armor: Banded Mail
 Speed: 20ft
 AC: 17
 Attacks: +6 Guisarme (2d4+3), +5 Morningstar (1d8+2), +4 Light Crossbow (1d8)
 Skills: Listen (+3), Heal (+3), Spot (+3)
 Feats: Combat Reflexes, Weapon Focus: Guisarme, Toughness
 HP: 16
 #12:  The Sneakyman
 Strength: 8
 Dexterity: 16
 Constitution: 8
 Weapons: Rapier, Shortbow (20 arrows), Dagger
 Armor: Leather Armor
 Speed: 30ft
 AC: 15
 Attacks: +6 Rapier (1d6-1), +6 Shortbow (1d6-1), +6 Dagger (1d4-1)
 Skills: Hide (+9), Move Silently (+9), Tumble (+6)
 Feats: Skill Focus: Move Silently, Skill Focus: Hide, Weapon Finesse
 HP: 13

Game will be played in the statue arena.

The black areas are walled off. The walls are 50ft high and have a climb DC of 30.

The gray circles are statues. They are perfect representations of the soldiers fighting. They cannot be climbed or destroyed. Every round, the statues on the red side move 5ft towards the statues on blue's side, and vice versa. Treat the statues movement as if the statues rolled a -10 for INT. Anyone caught in front of a moving statue is considered bull rushed, and automatically fails the strength check. Anyone caught between the two center statues when they move together is killed instantly. Once the two statues in the center meet, the statues begin to move in reverse from their normal direction until they reach their starting positions. Then, they go back to normal movement. Repeat the process until someone has won.

[User]
 Rolling initiative.  For convenience, I'll codify my team members as follows:

Ein-Drei: Warriors

Vier-Sechs: Slicers

Sieben-Neun: Archers

Zehn-Zwolf: Guardians

Teams:

Team 1 consists of 2 Warriors, 1 Slicer, and 1 Archer.
Initiative:  (1d20)[ 20 ]

Team 2 consists of 2 Slicers, 1 Warrior, and 1 Archer
Initiative:  (1d20)[ 20 ]

Team 3 consists of 3 Guardians and 1 Archer
Initiative:  (1d20)[ 15 ]

I'll post start locations later, RL calls.

[User]
 I have three groups as well:

 1, 4, 6   and   9  form group One. That's a Skirmisher, a Guardian, a Shock Trooper, and a Sentinel.
Initiaive: (1d20)[ 17 ]
 5, 10, and 11  form group Two. That's a Guardian and Two Sentinels.
Initiaive: (1d20)[ 18 ]
 2, 3, 7 and 8  form group Three. That's two Skirmishers and two Shock Troops.
Initiaive: (1d20)[ 5 ]

So, how are we determining Init? I gave my guardians Improved Initiative in hopes it'd give me better chances of acting first.

And, how do I go about using stealth? #12 is not included in any group, because I'd like to have his location hidden. Let me know what rolls to make.

[User]
 Your groups will use the lowest INIT modifier in the group.  Stealth units must be included in the group.  Their INIT will be know to all, but their actions will be spoilered.  They won't be included on the tactical map.

Your stealth unit will be included in group 2.  All groups must have 4 units.

[User]
 Wait, how can 12 hide?  Shouldn't he be visible, at least at the start?

Also, my group positioning:

Team 1: Warrior in B 10, Greataxe Drawn, Archer in A 11, Bow Drawn, Slicer in A 12, Crossbow Drawn, Warrior in B 13, Greataxe Drawn.

Team 2: Slicer in B 17, Crossbow Drawn, Slicer in B 18, Crossbow Drawn, Archer in B 19, Bow Drawn, Warrior in B 20, Greataxe Drawn.

Team 3: Guardians with Spiked Chains Drawn in squares A 14-16.  Archer in Square B 15.

[User]
 I dunno.

Wait, why are you on the right side (BC, etc)? I thought I was blue team!

[User]
 Placement.

 Group One:  (No Init modifier)
Sent9@Bc10
Guard4@Bc11
Shock6@Bd11
Skirm1@Bd10

 Group Two:  (+1 Init modifier)
Sent10@Bc14
Guard5@Bc15
Sent11@Bc16
Sneak12@Bd15

 Group Three:  (No Init modifier)
Skirm2@Bc18
Skirm3@Bc20
Shock7@Bd17
Shock8@Bd19

[User] Another note (sorry for trip post, but I don't want to keep editting things due to, well, you know): Guardians and Shock Troopers are ready with their best melee weapons available (Longswords and Greatswords, respectively). All others are wielding ranged weaponry.

[User]
 Whoops, my mistake.  I'll fix it.

Edit: two things.

1. do statues block ranged attacks?  I figure they do, but I need confirmation.

2. My teams 1 and 2 move simultaneously with DeepBlue706's group 2, correct?

[User]
 1. Yes, the statues block ranged attacks.

2. Hmmmm..... dang, the rulebook gives no rules on this.  I say do a INIT reroll just for those 3 groups.  The reroll only effects order within those three groups; anyone that rolled higher or lower will still go before or after (respectively) regardless of the reroll.

[User]
 Works for me.

 (1d20-1)[ 4 ]
 (1d20-1)[ 11 ]

[User]
 Okie dokie.

 (1d20+1)[ 10 ]

[User] Ok, let's get this going!

[User]
 Grek.  Sorry.

Group 2.  The Warrior moves to B21 and then to G21.  The rest of the group follows in a line.

[User]
 Group Two:
Sent10@Bc14 to Z14
Guard5@Bc15 to Z15
Sent11@Bc16 to Z 16
Sneak12@Bd15 to Ba5

[User]
 Group 1: In formation, moves upward (same letter, number decreases) 1 space, then forward four spaces.  Final positions:

Warrior: F12

Slicer: E13

Archer: E14

Warrior: F12

[User] Can you give them numbers instead of just saying "warrior" and such?  Makes my life easier.

[User]
 Group 3:

Skirm2@Bc18 to W19
Skirm3@Bc20 to W21, fires Longbow upon warrior at G21
Shock7@Bd17 to X18
Shock8@Bd19 to X20

Skirm3 attack roll  (1d20+6)[ 19 ]
Skirm3 damage roll  (1d8)[ 7 ]

[User]
 Drozzit has informed me, via PM, that he has officially surrendered.

Deepblue706 is the victor!

[User]
 He lost interest, eh?

Well, I'll take the win.

[User]
 Lucky you.

KCiemer is up against you next.  I'll shoot you a PM once I'm done setting it up.


[User]
 Arena Tournament, Round 45:  Caleb Vestrit  vs.  Little Knife Guy
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Caleb Vestrit - Adumbration
 Little Knife Guy - dman11235
 All Combatants, please roll initiative.

[User]
 Initiative:
 (1d20+3)[ 7 ]

Good luck. 😏

 Spoiler

EDIT: Starting at Y 11. With greatsword in hand.

[User]
 initiative:  (1d20+5)[ 25 ]

Starting in B11.

[spoiler]starting with a dagger in each hand

[User]
 Sorry bout the spoiler.  I can't actually see you (pillar in the way) so you should have put that in a spoiler, not that it matters.

Anyways,

 Spoiler
I shall move to F16 and hide  (1d20+15)[ 34 ]  as part of the movement.

End turn.

[User]
 Might as well do it now anyway, I think I'll find out soon enough...

Actions:

 Spoiler
Single move to Q 17.

Round not done yet, LoS required.

[User]
 ref chilepepper

refs only
 Spoiler
Little Knife Guy didn't figure in the -5 to hide because of movement, but Caleb's spot is -5 so there's no way he's going to see LKG.

Caleb
 Spoiler
Your question in the Waiting Room was answered.  If your opponent doesn't have Cover or Concealment, he can't hide.

No LoS.

LKG
 Spoiler
Caleb walks into Q17 from the east.

BTW, your took a -5 to that hide check.  By my calculations, you moved 35'.

 Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty.  When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty.  It’s practically impossible (-20 penalty) to hide while attacking, running or charging.

Caleb's turn continues.

[User]
 Actions:

 Spoiler

Move to F 18.

End of round 1. Now would probably be a good time for LoS again.

[User]
 Round 2

 Spoiler
Yes I did, and forgot to add it.  Sorry about that.  My check is 5 lower than that (just barely....grr.)

My turn:
I activate Travel Devotion, and ready an action to throw a dagger if he comes within 30' of me.

End turn

Stats:

 Spoiler
HP: 9
AC: 18 touch: 16 FF: 13
'ammo':10
saves: 5/8/3
locale: F16

buffs: Travel Devotion 10/10

[User]
 ref chilepepper

Back up just a bit.

LoS is established when Caleb enters F18 and sees LFG in F16.  It is now the beginning of LFG's turn.

[User] Sorry, I thought he was still allowing cover, because I did not see him move past Q17.  That leads me to ask, is he still FF (he hasn't acted since he saw me, he just ended in the first square eliminating cover) or do I have to high tail it out of there?

[User] Perhaps that should be spoilered, or at least explained, since I lack the information to decipher it at this moment? What is FF, by the way?

[User]
 ref chilepepper

 Originally Posted by SRD - Initiative
 Flat-Footed

At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.

A flat-footed character can’t make attacks of opportunity.

 Originally Posted by SRD - Condition Summary
 Flat-Footed

A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

So no, he is not flat-footed because he has acted since initiative.

The first LoS check was in the middle of Caleb's turn.  The information in your LoS check is correct.  You then saw him move to his current position, ending his turn.  Because you didn't have this information when you took your second turn, you may change you actions.

[User]
 My actions then, revised.

 Spoiler
I activate Travel Devotion, not sure if he would know this or not so it goes here just to be safe

You see me go up towards the higher ground, and then at F8 turn right and go out of your sight.

 Spoiler
I continue to H10 and hide ( (1d20+10)[ 29 ] , including the -5)

Should've bought potions of invisibility😳

[User]
 Round two - Caleb

 Spoiler
Free actions to activate Whirling Frenzy and Longstrider shifter ability. Move to F7. By the way, can I continue this move after I get LoS? I still have 20 feet of movement left.

Round not done, LoS required.

Stats:

 Spoiler
HP: 15/15
AC: Full 21, Touch 17, Flat 14.
Rage x/6.
Longstrider x/8.
Weapon: +5/+5, 2d6+9/2d6+9
Saves: Fort +4, Ref +5, Will +0.
Landspeed: 75 feet.
Location: F7

[User]
 ref chilepepper

refs
 Spoiler
No point in making the reactive spot check with a -5

Caleb
 Spoiler
No LoS, and yes you can, since you were asking for a reactive spot.

FYI, when you gain LoS in the middle of a move, you can always change what you're doing at that point, so long as everything is legal.  So it's easier to just state your intended destination.  You could even decide your full route for a double move and just note that if LoS is established, you'll change your move from there.  A ref can then stop you when you see your opponent, or end your turn if you don't.  It makes things move a little faster.

Still Caleb's turn.

[User]
 Round 2, continued

 Spoiler
My apologies. Move to V9, and if I gain LoS at any point on my way there, I'll revise. Thanks for the heads-up.

Stats:

 Spoiler

HP: 15/15
AC: Full 21, Touch 17, Flat 14.
Rage 1/6.
Longstrider 1/8.
Weapon: +5/+5, 2d6+9/2d6+9
Saves: Fort +4, Ref +5, Will +0.
Landspeed: 75 feet.
Location:

Round not done yet.

[User]
 ref chilepepper

When you get to H6 you see LKG in H10.

Still Caleb's turn.

[User]
 If you only had chosen a different route... By 5 feet. 🤨

Ah, well. Move to H9.

Stats:

 Spoiler

HP: 15/15
AC: Full 21, Touch 17, Flat 14.
Rage 1/6.
Longstrider 1/8.
Weapon: +5/+5, 2d6+9/2d6+9
Saves: Fort +4, Ref +5, Will +0.
Landspeed: 75 feet.
Location: H9

End of turn.

[User]
 "Hmm, you kept up with me so far, how about now?"-free action speech

I start to move down (south?), tumbling to avoid AoOs- (1d20+9)[ 10 ]

Route is H11-G13 (end move 1, soft corner so I can take it), then I jump down, tumble check to reduce damage- (1d20+9)[ 25 ]  (if necessary, it looks like it's less than 10') and you lose sight of me (again).

 Spoiler
I make a move as a swift action to jump down (travel devotion) with the above tumble check if needed, then move to F11 and hide  (1d20+15)[ 28 ]  and ready an action to throw a knife if he comes within 30' of me (within LoE, of course).

[User] Take your AoO.  Stupid 1.

[User]
 AoO:
Attack -  (1d20+8)[ 22 ]  (1 BaB + 6 Str mod + 1 higher ground)
Damage -  (2d6+9)[ 12 ]

[User]
 Was that it?

In any event, this map was pretty much against you. I could see no good ways to utilize the sneak attack damage - no hiding places, really.

[User]
 Yes, I was defeated.  Should have remembered to buy potions of invisibility.  I was also banking on my relatively high AC and tumble checks to avoid getting hit, but alas they weren't high enough.

Nit pick though: we were on level ground.

[User] We were? Ah, well, I just figured that the whole thing was a big slope when I read that it was +10 feet in the up-section and -10 feet in down section.

[User] It doesn't matter, you rolled 3 higher than you needed to (you needed an 11: above average).  It's too bad too, since I was about to get a dagger thrown at you.

[User] I have to say I'm sorry I didn't take Travel Devotion. I had all but forgotten it existed. Could've had 210 feet movement a round... 😛

[User]
 High Ref chilepepper
 Caleb is the victor.   Collect your winnings and wipe off that blade.


[User] Roll init, and prepare for battle I have no idea how to edit in images so someone else will have to.


[User]
 Arena Tournament, Round 44:  Snarl  vs.  Grix
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

??? - Snarl
 SoD - Grix
 All Combatants, please roll initiative.

[User]
 Link to the sheet is  here.
 Initiative
 (1d20+3)[ 23 ]

" I will end you, you scaly rat! "

[User]
 With a ring of her bell, tied around her neck, Grix speaks: "Grix shuck nuba cluba wong!''

[roll+initiative]1d20+5[/roll]

Yeah. She doesn't speak common. You don't speak draconic. Fun, eh?

[User]
 Sorry, still getting used to a Thai keyboard.

  initiative  - (1d20+5)[ 17 ]

Edit: right. You're first. For the record, no additional purchases.

[User]
 Turn 1

I ain't buying anything.

 Spoiler

Starting in M2, with my buckler in my off-hand and a vial of acid in the other, I'll open the gates and move to  L8

Your move, short-stuff.

[User]
 Grix, round I

 Spoiler
Start in M25, with heavy crossbow fully loaded.

Move Action: Open Doors.

Standard Action: Ready Action: If LOS is established, I fire the crossbow (at my opponant).

Free Action: Declare Dodge.

Also, as it's just us, and neither of us can really summon anything, can it be assumed that I declare my dodge on you every round?

Battle Stats:

 Spoiler
HP: 7/7
AC: 22 (touch 21, ff 16)
Action Readied.
Buffs: None.
Posiiton: M25

End turn...big stuff.

[User]
 Koto - The round ref

 Also, as it's just us, and neither of us can really summon anything, can it be assumed that I declare my dodge on you every round?

It is preety much standard. Just make sure you have that noted down in your stat spoiler.

Los check !

@Snarl:

 Spoiler
You see the doors of your opponent opening and staying opened. No LOS.

@Grix:

 Spoiler
You see the doors of your opponent opening and staying opened. No LOS.

Game on !

[User]
 I thought I'd posted something a couple days ago, and was too exhausted to notice it never showed up until today. My bad, and with no excuse, I'll have to hope you'll hold off going for a DQ. Anyway:

 Turn 2

 Spoiler
Move to C8, then to G12

[User]
 Grix, round II

 Spoiler
Move to L23

Ready Action to attack if he shows himself.

Done.

[User]
 Round 3

Declaring dodge, I guess.
 Readied action

 Spoiler
Readying an action to throw a vial of acid  at Grix's square  should I see her.

 Other Actions

 Spoiler
Moving to H15.

[User]
 Koto - The tournament ref

@ Snarl:

 Spoiler
Can you explain how you managed to squeeze out 85 feet of movement with your maximum 60 feet speed in round 2?

 Starting in M2, with my buckler in my off-hand and a vial of acid in the other, I'll open the gates and move to L8

 Move to C8, then to G12

Match on hold until question answered.

[User]
 Originally Posted by bayar
   Koto - The tournament ref

@ Snarl:

 Spoiler
Can you explain how you managed to squeeze out 85 feet of movement with your maximum 60 feet speed in round 2?

Match on hold until question answered.

 Spoiler
Stupid friggin' me. I'm guessing that would be a typo. G8 was what I meant. Should I edit the original post?

[User] So...is the question answered? Can I go now?

[User]
 Originally Posted by SoD
 So...is the question answered? Can I go now?

Wait...

  Your friendly antropomorphic ref:

LOS is barely established with Grix in L23 and Snarl in H15.

This happens during Snarl's turn.

[User]
 So it's his turn, right? Oh, no, wait. Readied action: fire crossbow at him.   attack  - (1d20+6)[ 15 ]
  damage  - (1d8)[ 2 ]

[User]
 GM Kyeudo
 Grix is the winner by DQ.

[User] Good Lord. Two wins by DQ in a row. With a monk! Talk about good luck.

[User] Good luck in the next round. I have a feeling Grix would have beat me down anyway.


[User]
 Arena Tournament, Round 45:  Awesomesauce  vs.  Grayven
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Awsomesauce - Bladester
 Grayven - Thrall of Ao
 All Combatants, please roll initiative.

[User]
 Grayven
 Indeed, let the battle commence.

For the glory of  Istus!

Initiative:  (1d20+1)[ 2 ]

 Spoiler
 Grayven holds an alchemists fire in his main hand

[User]
 Grayven
 It would seem the undeniable might of Istus rendered my foe unable to face me in open combat. A pity.

Ref. Only

 Spoiler
 Don't remember where the time limit is explicitly stated, but I believe it's well past the amount required to win this match. Bring on the next challenger.

[User]
 GM Kyeudo

Seems we're calling the matches slow. Must have a few High Refs having log in troubles or something.

 Grayven is the Winner!


[User]
 Arena Tournament, Round 45:  Nathan Von Bolte  vs.  Velis
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Nathan Von Bolte, Esquire - SamtheCleric
 Velis - Jasmine Rhadix
 All Combatants, please roll initiative.

[User]
 here I am....

  initiative  - (1d20+4)[ 23 ]

[User]
 GM Kyeudo

Seems we're calling the matches slow. Must have a few High Refs having log in troubles or something.

 Velis is the Winner!


[User]
 Arena Tournament, Round 38:  Mr. Underhill  vs.  Chile V
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 bayar - Mr. Underhill
 Chilepepper - Chile V
 All Combatants, please roll initiative.

[User]
 Init to win it -  (1d20+2)[ 18 ]

XP fixed, previous race (Mongrelfolk) added to racial traits, purchases pending.

Starting in Z13.

[User]
 Originally Posted by chilepepper
 Init to win it

I hate that quote 🫤 .

Anyway, since my druid will preety much  DIE , and he would still qualify for level 2, I concede the match. GG.

No, seriously ? I just want to make a better druid. This one had...flaws.  But the improved version will be better. Much better <insert mad laughing here> 😏

[User]
 GM Kyeudo
 Chile is the Winner!


[User]
 Arena Tournament, Round 23:  Grock  vs.  Deelar
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Grock - Morbius
 Deelar - emeraldstreak
 All combatants, please roll initiative.

[User]
 Here goes init

  init  - (1d20+6)[ 24 ]

I will have to buy something before we start...

[User]
 Geez Morbius, are you on a Medal-streak?

Back to the issue at hand: emeraldstreak hasn't posted anything in the playground since January.  This is probably going to be another 'wait and get a medal' round.  You just have to wait 6 days and two fights instead of 3 days and one fight.

[User] Sigh, anyway I sent him a message let's see if he will appear here

[User]
 High Ref Paladin Latham

Deelar and his rotten mule are disqualified due to inactivity.

 Grock is declared the winner and recieves 300xp and 300gp


[User]
 Arena Tournament, Round 29:  Jim the Truant  vs.  Lichen
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Maldiem - Jim the Truant
 Bishop_Oz - Lichen
 All Combatants, please roll initiative.

[User]
 well that was quick, ha!
Initiative
 (1d20-2)[ 12 ]

[User]
 Jim is in K6, Heavy Crossbow in hand, psicrystal in pocket, psionically focused.
 (1d20+2)[ 22 ]  Initiative

[User]
 Spoiler

Double move to J8, on the roof (first move action to get to J7, on the ground, second using Up the Walls (EPH) to get to J8 on the roof)

Your turn.

[User]
 For the Refs:

 Spoiler
I'll hide/move silently readying my bow to shoot Jim if I see him and moving to H26 scanning along the edges of the barn/house thingy.
Hide: [roll]1d20+9[/roll]
MS:  [roll]1d20+9[/roll]

Stats:

 Spoiler

Current Location: O21
HP: 8
AC: 17 Touch: 14 FF: 13
Saves: Fort +2 Reflex +6 Will +1

Forgot: you may go.

[User]
 Script bugs....

 Spoiler

Hide:  (d20+9)[ 17 ]
MS:  (d20+9)[ 15 ]

[User]
 LoS is established.  Jim is on the roof at J8 and Lichen just finished moving to H26 all sneaky-like.

@Bishop_Oz:

 Spoiler
I learned the hard way that you actually need cover to hide, the trees don't provide it according to the guy who made the map.  Sorry. ☹

[User]
 For the Refs:

 Spoiler
 So, since I'd had a ready action to shoot Jim, this means I can make my attack now, yes? If so, I'll shoot at him Shot  (d20+5)[ 23 ]

[User]
 For Bishop_Oz:

 Spoiler
I wish I could give it to you with a roll like that but when you hide and move silently you move at only half speed (15ft.) unless you want to take a -5 penalty for swift hiding.  Since you couldn't actually reach H26 without doing so, and seeing as how you wouldn't even see him unless you moved farther back, I will assume that you swiftly double moved to H26 and then saw him.  He is 30ft. up and 5ft. over after all...

[User]
 Noticing Lichen, Jim gives a start, a takes a potshot with his crossbow
 (1d20+1)[ 9 ]  Attack (+2 normally, -2 for one range increment farther away, +1 for fighting from higher ground)
 (1d20+1)[ 18 ]  Confirm a crit, if needed
 (1d10)[ 9 ]  Damage
 (1d10)[ 5 ]  Extra damage from a crit, if needed

He then moves to the other side of the roof.

 Spoiler

Moves to R8.  (That breaks LoS, right?  The roof is sloped.)

EDIT: Done

[User]
 @Refs/Paladin Latham:

 Spoiler
 Fair enough, I wasn't actually expecting to reach H26 on this turn, I assumed I was just moving at 15 and would get to L23-ish this turn. I still intended to shoot him the moment I had LoS

[User]
 @Bishop_Oz:

 Spoiler
You wouldn't have had a standard action left by that point.  And you see your opponent dissapear over the the slope of the roof at M8.  That roof-walker.

@Maldiem:

 Spoiler
How do you get down to R8? did you fall off? 🤨

[User]
 @Refs

 Spoiler

Shoot, I meant Q8, on the roof.  Jim didn't have a sudden bout of Lemming-Syndrome.  Is it possible to revise that?

EDIT: Also, the map is slightly unclear.  Is there a haystack in the starting areas?

[User]
 :ooc:fair 'nuff:/ooc:

For the Refs:

 Spoiler
I'll ready an attack and move to N26 shooting at Jim if I see him

Stats:

 Spoiler
Current Location: H26
HP: 8
AC: 17 Touch: 14 FF: 13
Saves: Fort +2 Reflex +6 Will +1

Edit: Done (whoops)

[User]
 Refs:

 Spoiler

Jim moves back down to ground level (Q7), then double moves to L10, and hides.

 (1d20+10)[ 12 ]  Hide

Done.

[User]
 For the refs:

 Spoiler
 I'll continue to move from N26 to T26, scanning the barn ready to shoot Jim if he makes an appearance.

Stats:

 Spoiler

Position: N26
HP - 8
AC - 17/14/13
Saves - 2/6/1

That'll do, you're up.

[User]
 @Bishop_Oz:

 Spoiler
No LoS

@Maldiem:

 Spoiler
No LoS

[User]
 @Refs:

 Spoiler
This barn is just a stone structure with out any windows, right? Just two doors and a roof?

[User]
 Refs:

 Spoiler

Move to M17, go prone, hide.
 (1d20+6)[ 9 ]  Move Silently
 (1d20+10)[ 26 ]  Hide

Pull the longspear with my other action.

Done

[User]
 For the refs:

 Spoiler
 I'll continue to move from T26 to Z20 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard).

Stats:

 Spoiler

Position: T26
HP - 8
AC - 17/14/13
Saves - 2/6/1

That'll do. And LoS please 🙂

[User]
 @Bishop_Oz:

 Spoiler
No LoS

@Maldiem:

 Spoiler
No LoS

[User]
 @Refs:

 Spoiler

Jim removes his Psicrystal from his pocket, activates its self-propulsion power, and telepathically instructs it to (Edit: *double move*)  move  to the other haystack, M11, and hide.
 Psicrystal rolls
 (1d20+14)[ 26 ]  Hide (+12 for Diminutive, +2 from Dex)
 (1d20+6)[ 18 ]  Move Silently (as in XPH Pg. 207)

Jim himself continues hiding.

Done.

[User]
 For the refs:

 Spoiler
 I'll continue to move from Z20 to Z14 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard).

Stats:

 Spoiler

Position: Z20
HP - 8
AC - 17/14/13
Saves - 2/6/1

LoS please and Done.

[User]
 Ref Terran

@Bishop_Oz:

 Spoiler

No LoS

@Maldiem:

 Spoiler
No LoS

[User]
 @Refs

 Spoiler

Jim reloads his crossbow, while keeping an ear and eye out.
Reactive Listen check
 (1d20+3)[ 20 ]

Done.

[User]
 For the refs:

 Spoiler
 I'll continue to move from Z14 to Z7 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard).

Stats:

 Spoiler

Position: Z14
HP - 8
AC - 17/14/13
Saves - 2/6/1

LoS please and Done.

[User]
 Ref chilepepper

@bishop

 Spoiler

no LoS

@maldiem

 Spoiler

no LoS

[User]
 Refs:

 Spoiler

Jim telepathically instructs his psicrystal to make noise.  It begins a merry psicystal jig, bouncing around whilst inside the haystack.

Jim readies an action; should Lichen come within range of the haystack and begin an attack, he'll manifest Mind Thrust on him.  If he's out of Mind Thrust range (25'), he'll instead fire his crossbow.  Again, only if it looks like Lichen is about to attack Jim's location or his Psicrystal's location.

Done.

[User]
 For the refs:

 Spoiler
 I'll continue to move from Z7 to S1 (move), scanning the barn ready to shoot Jim if he makes an appearance(Standard).

Stats:

 Spoiler

Position: Z7
HP - 8
AC - 17/14/13
Saves - 2/6/1

LoS please and Done.

[User]
 @maldiem

 Spoiler

No LoS.  Your prone position in M17, a hay square, grants total cover to you, but gives everything total cover from you.

Also, Readied actions aren't flow charts.  You name one trigger, and one action, per SRD.  If conditions aren't met when the trigger occurs (such as from being out of range), then you cannot take the action.

@Bishop

 Spoiler

No LoS

[User]
 @Refs, just a Question:

 Spoiler
I'm guessing he isn't going to be on the other side of the building, so I'm going to assume that he's in the barn. I noticed that this barn has some "doors" on it and I was wondering what it would take to open the doors with a Grappling hook from somewhere around E6 for the instance of the "North" door. What I'd intend to do is throw the hook to catch the door in some manner and yank it open. Also, just out of curiosity, how far open will these doors go?

Still your turn Jim.

[User] Looks around. "Hello? Anyone alive?" ...

[User]
 High Ref Paladin Latham

Maldiem is disqualified due to inactivity.

 Lichen is declared the winner and recieves 300xp and 300gp!

[User]
 *Ker-Embarrassed*

Uh... That's what I get for going home for the weekend, I suppose.  Sorry about the anti-climactic-ness.


[User] Sigor glances around


[User]
 Arena Tournament, Round 26:  Doctor Spikenburg  vs.  Andoris
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

Seribo - Doctor Spikenburg
 munimortal - Andoris
 All Combatants, please roll initiative.

[User]
 Two warmages walk into a bar...

initiative  (1d20-2)[ 10 ]

May the best blaster win 😁

[User]
 The same to you

Init:   (1d20+2)[ 17 ]

[User]
 Spoiler
 Start in M24 Move to P23
Ready Action Cast Magic Missle
Missle Damage  (1d4+5)[ 9 ]

your turn sorry

[User]
 I updated my sheet a bit before beginning my first round. My armor got shattered last round so that one is permanently destroyed and leave my shield home today cause I doubt it will be of any use. Also, I bought a little potion that might come in handy.

 Spoiler

move N2 to Q5
standard drink Potion

stats:
AC:17 T:17
HP:9
saves: F3/R5/W1
location: Q5
effect:reduce person 1/10

end of turn1, begin turn2, outer yellow rim becomes shallow water.

[User]
 For Refs

 Spoiler
 Start in P23
Assuming no LOS Move to R21 hiding and moving as silently as possible.
Hide  (1d20+2)[ 6 ]
Move Silently  (1d20+2)[ 4 ]

Passive Spot  (1d20+1)[ 14 ]
Passive Listen (1d20-1)[ 2 ]

If Still no LOS Move to Q19
If LOS will post.

waiting on LOS

[User]
 High Ref Morbius

Seribro

 Spoiler
 What potion did you used?

[User]
 Spoiler
I had a potion? ... *Goes to read his sheet again*
Ah, yes, check. Its reduce person so I am tiny at the moment.
Which is why my AC reads 17. Sorry, forgot to list the effect. Will put it in at my next turn.

[User] Still your move?

[User]
 High Ref Paladin Latham

Seribro, you started on the wrong side of the map.  Please edit your move.

[User] nope, my turns over. Though there were a few technicalities, but they've been put straight now. Your turn.

[User]
 @munimortal:

 Spoiler
No LoS, so I guess you're in Q19

It is Seribro's turn.

[User]
 Ah, sorry, my minds been a bit chaotic the past few weeks... Trying to get it back to full function but it still slips up a bit ever so now and then. Gets kinda confusing some times...

So, its my turn, second half of the second round right?

well in that case:

 Spoiler

move to U6,
standard action: ready to cast spell if I he enters my LoE

Stats:

 Spoiler

stats:
AC:17 T:17
HP:9
saves: F3/R5/W1
location: U6
effect:reduce person 2/10

End of my turn, end of second round, second yellowish rim turns to shallow water and its your turn at the start of round 3

[User]
 High Ref Morbius

Seribro

 Spoiler
 Your action is too generic. You must say what spell you are reading to cast

[User]
 For Refs...

 Spoiler
Start in Q19 Move to O17 as silently as possible
Move Silently  (1d20+2)[ 17 ]
Spot check  (1d20+1)[ 11 ]
Listen check  (1d20-1)[ 16 ]

if No LOS move to P14

If LOS Within 25 ft cast Lesser Orb of Acid
Ranged Touch Attack  (1d20+2)[ 22 ]
Damage  (1d8+4)[ 12 ]

If within 110ft Cast Magic Missle
Damage  (1d4+5)[ 8 ]

your turn if no LOS

[User]
 @ref (response of last round)

 Spoiler
in that case, (widened) empowered maximized magic missile.

@refs now for this turn:

 Spoiler
move if no LoS is established, move to W9
Then, if still no LoS is established, move to W13
If LoS was established, cast widened empowered maximized magic missile

I'll wait with the stats untill LoS has been checked.

[User]
 @muni

 Spoiler

No LoS

@Seribro

 Spoiler

No LoS
Just FYI, Magic missile cannot be widened.  The Widen spell feat only applies to Burst, emanation, line, or spread spells.  Magic missile is none of those.

[User]
 for refs..

 Spoiler
 Start in P14 Move to O12
Ready Action Counter spell
Spellcraft Check  (1d20+8)[ 26 ]

End turn

[User]
 ref chilepepper

@munimortal

 Spoiler
no los

@seribro

 Spoiler
no los

[User]
 omfg... Just discovered I made a mistake during character creation. Was supposed to have taken sudden enlarge spell instead of sudden widen... I'm an idiot...

Well, anyways, since I still don't seem to have LoS, I'll just continue along the line I have been going so far.

@refs

 Spoiler
double move to R9

stats:
AC:17 T:17
HP:9
saves: F3/R5/W1
location: R9
effect:reduce person 4/10

end of turn 4, beginning of round 5, second green rim becomes shallow water.
Your turn.

[User]
 Initiate Ref Talic

@Dr Spikenburg

 Spoiler

No LoS

@Andoris

 Spoiler

No LoS

[User]
 refs...

 Spoiler
Start in 012 Move to P9
Ready Action Counter spell cast
Spellcraft Check  (1d20+8)[ 15 ]

Your turn

[User]
 Spoiler
If still no LoS is established, move to R13
If still no LoS is established by then, ready action to cast a maximized empowered magic missile
If LoS does gets established, either before or after my move, I just cast the pimped up magic missile right away

waiting for LoS check before officially ending my turn

[User] LoS is established when Andoris hops up to O9 with Doctor Spikenburg in R9.  munimortal may either take a different action at the end of his turn or keep the same action.

[User]
 Well lets hope this does the trick, i will stop at O9, and cast Lesser Orb of Acid

Ranged Touch  (1d20+2)[ 18 ]
Damage  (1d8+4)[ 6 ]

[User]
 You burn me badly... Just not badly enough... can you somehow dodge a maximized empowered magic missile? If not, you now take (4+4)x1.5=12 damage. Or should the empowering be applied before the warmage edge? In that case, you take (4+1)x1.5+3=10 damage.

At any rate, you wake up with a very nice nurse above you, in a specially prepared room in the arena's temple and you realize you've just been resurrected after your head was blown off.

[User]
 High Ref Paladin Latham

Unless you went for some form of Coup De Grace after your foe was disabled (thus ending the match), Andoris was reached by medical personnel before dying from blood-loss.

 Doctor Spikenburg is declared the winner and recieves 300xp and 300gp

[User] is there a chance to earn roleplaying exp with the nurse?

[User]
 ref chilepepper
Nice try, but no.


[User]
 Arena Tournament, Round 26:  Clamber  vs.  Xerxes
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Xerxes - king_korath
 Clamber - Stimpus
 All Combatants, please roll initiative.

[User]
 init  (1d20+4)[ 24 ]
I hope I finally get to fight someone.

[User]
 Clamberer

Good luck, im reserving the right to purchase something in response to yours.

  Initiative  - (1D20+5)[ 8 ]

[User]
 Spoiler
start in B10, activate burst and drink a potion of shield of faith +2

your turn
stats

 Spoiler
ac24
hp 12
speed 40ft
psionically focused

[User]
 Clamberer

Okay then im buying nothing. :)

 Spoiler

Move from X10 to T10 (Taking 10 on the climb check allowed even when threatened and auto succeeding) And hiding on the top.
  Hide  - (1D20+5)[ 23 ]

 Stats

 Spoiler

AC; 19
HP; 12
Speed; 50ft
Ready an action - loose a bolt on LoS and LoE.
  Attack  - (1D20+5)[ 7 ]
  Damage  - (1D6)[ 5 ]
 Reactive rolls;

 Spoiler

  Spot  - (1D20-3)[ 10 ]
  Listen  - (1D20-1)[ 13 ]

[User]
 @stimpius

 Spoiler
please edit your coordinate, you just jumped into the lava pool

@king korath

 Spoiler
No LoS, but that aint exactly surprising I guess

[User]
 Clamberer

To refs

 Spoiler

My bad - i meant T10 - they look similar on this.

[User] Hey - im going on holiday tomorrow till Friday, this is just to say if i dont post by then this is why, if you want to take the win then do but i would prefer if you didn't just because i warned you. I understand if you want to take the win - and ill meet you again in the final if you do want to.

[User] If the refs allow I can wait.  I won every match I fought this round by default so I what to be able to fight someone.

[User]
 High Ref Paladin Latham

So be it. The game is on hold until next weekend. (officially and everything!)

[User]
 Clamberer

Okay im back, and its your go, i finished my turn - and refs check my second spoiler please. :)

[User]
 Spoiler
move to F6 and draw my mind blade

your turn
stats
 Spoiler

ac24
hp 12
speed 40ft
psionically focused

[User]
 High Ref Paladin Latham

Clamberer is disqualified for inactivity.

 Xerxes is declared the winner and recieves 300xp and 300gp.


[User]
 Arena Tournament, Round 29:  Xirif  vs.  Brichter
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Neftren - Xirif
 stupnick - Brichter
 All Combatants, please roll initiative.

[User]
 Brichter

Initiative Roll
 (1d20+5)[ 6 ]

EDIT: HAHA  what an inititive roll

[User] (1d20+6)[ 18 ]  for Init.

[User]
 For Refs:
 Spoiler
Move to L9

Edit: Stupnick's turn.

[User]
 Brichter

For Ref's

 Spoiler

Drink Potion of Shield of Faith

Stats'

 Spoiler

HP: 11
AC: 27, T: 21, F: 19
Effects: Shield of Faith 1/10

Your Turn

[User]
 For Refs:
 Spoiler
Will move to N15

Your turn.

[User]
 Brichter

For Ref's

 Spoiler

Ready Action, attack him when he get's in range with my rapier

Stats

 Spoiler

HP: 11
AC: 27, T: 21, F: 19
Effects: Shield of Faith 2/10

EDIT: sorry, your turn

[User]
 For Refs:
 Spoiler
Will move to P18 and designate my opponent as the intended recipient of my stance, gaining +2 AC against him.  I will also ready an action to use the Shadow Blade Technique maneuver against him, when he enters any square within 10 feet.

Your turn.

[User]
 Brichter

For Ref's

 Spoiler

Maintain my Ready Action, attack him when he get's in range with my rapier

Stats

 Spoiler

HP: 11
AC: 27, T: 21, F: 19
Effects: Shield of Faith 3/10

your turn

[User]
 Ref Terran

No LoS

Xirif's up.

[User]
 Sorry. Hang on.

For Refs:
 Spoiler
Maintain Readied Action

End Turn.

[User]
 Brichter

For Ref's

 Spoiler

Maintain my Ready Action, attack him when he get's in range with my rapier

 C'mon, im waiting here for ya... Where are you at???

Stats

 Spoiler

HP: 11
AC: 27, T: 21, F: 19
Effects: Shield of Faith 4/10

your turn

[User]
 Creeping up on you from behind.

For Refs:
 Spoiler
Maintain Readied Action

[User]
 Brichter
 well if your that scared of me.. just give up...

ok.. fine.. tell me where you are, and i will come and get you.

Refs:

 Spoiler

Maintaining same readied action

stats

 Spoiler

HP: 11
AC: 27, T: 21, F: 19
Effects: Shield of Faith 5/10

[User]
 Funny.  I wonder if we're both running around the building in a clockwise direction...?

For Refs:
 Spoiler
Maintain readied action.

Your turn.

[User]
 High Ref Paladin Latham

stupnick is disqualified for inactivity.

 Xirif is declared the winner and recieves the listed rewards.

[User] Wait... what??!!!

[User]
 bah.. go away for the holiday weekend... figuring i could post this morning.. and they update the comic.. so i wans't able to post till now, when i get home from work..

well congratz


[User] Mistake Thread!  Disregard!

[User]
 damn...I gotta fight his characters...that is scary...he minmaxes anything...Summoner that cant actually fight...now a guy that can fire a crossbow with deadly accuracy, but cant hit the broad side of the barn with his rapier...and has lowsy spot/listen checks...

Still thinking what to buy...

[User] Ah MAN!! I set this up in a mad flurry of updating and put you against the wrong opponent!  Disregard this tread!

[User] I don't minmax everything, and Z can too fight, he actually attacked in his latest match so ha :p


[User]
 Arena Tournament, Round 26:  Yoshi  vs.  Grumph
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Mavian - Yoshi
 Amazinggameguru - Grumph
 All Combatants, please roll initiative.

[User] Initiative -   (1d20+4)[ 11 ]

[User]
 Initiative
 (1d20+1)[ 3 ]

[User]
 It would appear that I go first.

I'm going to pick up another 10 shuriken.

 Yoshii - Round 1.

For Refs:

 Spoiler

Using my Carmedine Monk feat to increase my speed.

Actions:

 Spoiler

Double move to F15.

Stats for refs:

 Spoiler

Hp: 5
AC: 21.  Touch: 19
Speed: 40
Position: F15
Shuriken Used: 0

[User]
 Grumph Round 1

Actions:

 Spoiler
Moving to M21 with a move action and taking a total defense action.

Stats for Ref:

 Spoiler

HP: 16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position: M15

[User] No LoS established

[User]
 Yoshi - Round 2

 Spoiler

Move Action - F15 up the curve to J17

Standard Action - If I have LoS after the move, I'll throw a Shuriken at him.
Attack  (1d20+6)[ 16 ]
Damage  (1d6+1)[ 6 ]

If I don't have LoS I'll ready an action to throw a Shuriken at him if he enters LoS

End of Turn

Stats:

 Spoiler

Hp: 5
AC: 21. Touch: 19
Speed: 40
Position: J17
Shuriken Used: 1 of 15

[User]
 Sir Paladin Latham

Yoshi easily spots Grumph in M21 before he finishes his move at J17.  Even from his vantage point Yoshi still has to contend with cover and the fact that his foe is a TANK.  His shuriken bounces off harmlessly.

[User]
 The small projectile bounces harmlessly off of Grumphs armor and he grins moving to the left.
Action:

 Spoiler
moving to f20

Stats for Ref

 Spoiler
HP: 16
AC: 21 Touch: 15 FF: 20
Speed: 20
Position: F20

[User]
 Ref Paladin Latham

Yoshi is at J17, Grumph is at F20.

[User]
 Yoshi - Round 3

I'm going to move to G20, and wing another shuriken at his head.

Attack:  (1d20+6)[ 12 ]
Damage:  (1d6+1)[ 4 ]

End of Turn:

Stats:

 Spoiler

Hp: 5
AC: 21. Touch: 19
Speed: 40
Position: G20
Shuriken Used: 2 of 15

[User]
 Moving quickly Grumph makes his way up the slope where he can see his opponent better.
Double move to E15

Stats for Ref

 Spoiler
HP: 16
AC: 21 Touch: 15 FF: 20
Speed: 20
Position: E15

[User]
 Yoshi - Round 4

Move To G15

And bounce another one off of his armor.

Attack Roll  (1d20+6)[ 26 ]
Damage  (1d6+1)[ 4 ]

Stats:

 Spoiler

Hp: 5
AC: 21. Touch: 19
Speed: 40
Position: G20
Shuriken Used: 3 of 15

[User]
 Oooh, Potential Crit.  If I hit you again you take an extra point of damage :p

Confirm -  (1d20+6)[ 17 ]

Nope, Just the 4 then.

[User]
 Grumph roars in pain and surprise at the blow,  Time to finish this off
Pressing forward he moves to G18 and sets himself for any further attacks
Stats for refs:

 Spoiler

Full defense action
HP: 16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position: G18

[User]
 The halfling is going to flash a devilish smile and wave before taking off again.
"Gotcha good that time"

Yoshi - Round 5

Double move from G15 going east and hopping down off the hill at J15

Move for Refs:

 Spoiler

G1 to U17.  The  height at J15 to K15 is 10 feet so a jump check to not take damage  (1d20+10)[ 11 ]  vs DC15.

[User]
 @Refs:

 Spoiler

Well, that sucked.
Falling Damage  (1d6)[ 6 ]  unless I can also use a tumble check to negate in which case  (1d20+8)[ 20 ]

[User]
 @Mavian:

 Spoiler
You cannot use both Jump and Tumble on one fall because only one can be made in a move action according to the SRD.  Unless you've taken damage elsewhere you are merely at 0hp and thus disabled but still capable of fighting.

[User]
 @Paladin

 Spoiler

True, but I can still bow out of the match as dead.  Which is what I'm doing.  I'll just take the rest of my action and keel over at -1.

[User] Edit: My bad. 😦

[User]
 GM Kyeudo

Sorry, Paladin, but I checked the SRD and the only limitation to both Jumping down and Tumbling to reduce falling damage is that you can only use each once per fall. They are not mutualy exclusive.

Yoshi is still in this match. Please continue.

[User] Well in that case you see the halfling shaking himself off after hitting the ground, and running wobbily towards the east, disappearing at U19

[User]
 Grumph Round 5
Grumph moves to I17 and takes a full defense action

 Spoiler

Full defense action
HP: 12/16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position: G18

[User]
 Originally Posted by Mavian
 Well in that case you see the halfling shaking himself off after hitting the ground, and running wobbily towards the east, disappearing at U19

By disappear did you mean go under water since all of that green went underwater at the start of round 5 so only half move.

[User]
 We don't have LoS at the moment, so you can hide your location if you like, but  since I was going to re-establish it this round, it's up to you.

Yoshi - Round 6

 Spoiler

Up around the hill from U18 to S13

Yoshi comes back into sight climbing the opposite hill and stops at S13

[User]
 Actually, I stayed on the Light Green that didn't disappear until the start of round 6.

 By disappear did you mean go under water since all of that green went underwater at the start of round 5 so only half move.

[User]
 Grumph Round 6
Grumph moves to G14 and takes a full defense action

 Spoiler

Full defense action
HP: 12/16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position:G14

OOC:  The light green in U19 disappeared at the start of round 5 so any movement on that color of green would have been double cost and at the start of this round would have had sharks attacking from it.

[User] Gah, the map has too much tiny writing.  I'll redo my move.

[User]
 Okay, I recalculated my movement rates in the first round my movement would end in R19

At the start of round 6 I would be shark bait.
Shark Attack:  (1d20+4)[ 5 ]
Damage:  (1d6+1)[ 3 ]

Then:
Swim Check:  (1d20)[ 8 ]

If that succeeds I end up in U17

[User]
 Actually, you may roll a percentile first to see if any shark tries to take a bite out of you in the specific round. This time it was a miss any ways, but keep it in mind for the next few rounds (its going to take a bit before you reach "dry land")
for uninjured participants, there is only a 40% chance of getting attacked each round

((And yes, if the map stays in the system after this tournament, I'll see to it that it gets some easier to read writings))

[User] I think we are waiting on your round 7 actions

[User]
 I'm going to float defensively.

Sharks:  (1d100)[ 15 ]  <40 equals bites
Attack:  (1d20+4)[ 5 ]
Damage:   (1d6+1)[ 2 ]

Swim Check:  (1d20)[ 16 ]

[User]
 Grumph Round 7
Grumph moves to G10 and takes a full defense action

 Spoiler

Full defense action
HP: 12/16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position:G10

[User]
 Yoshi - Round 8

Sharks:  (1d100)[ 36 ]  Sharks attack < 40
Attack:  (1d20+4)[ 7 ]
Damage:  (1d6+1)[ 3 ]

Yoshi will once again float Defensively

Swim Check:  (1d20)[ 17 ]

Stats:

 Spoiler

Hp: 6
AC: 25. Touch: 23
Speed: 40
Position:R17
Shuriken Used: 3 of 15

[User]
 Grumph Round 8
Grumph holds in G10 and takes a full defense action

 Spoiler

Full defense action
HP: 12/16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position:G10

[User]
 Round - 9

Sharks:
At attack if <40  (1d100)[ 88 ]
Attack:  (1d20+4)[ 16 ]
Damage:  (1d6+1)[ 6 ]

Yoshi:

Float Defensively in R17 yet again.

Swim Check  (1d20)[ 4 ]

End of Turn:

Stats:

 Spoiler

Hp: 6
AC: 25. Touch: 23
Speed: 40
Position:R17
Shuriken Used: 3 of 15

[User]
 Grumph Round 8
Grumph holds in G10 and takes a full defense action
I think with a 4 you might be sinking defensively :)

 Spoiler

Full defense action
HP: 12/16
AC: 26 Touch: 20 FF: 20
Speed: 20
Position:G10

[User]
 There isn't actually a DC for treading water that I've seen.  Only for attempting to move.

Round 10

Sharks: >40  (1d100)[ 57 ]
Attack:  (1d20+4)[ 19 ]
Damage:  (1d6+1)[ 6 ]

Yoshi Round 10:

Float defensively in R17.

End of Turn:
Stats:

 Spoiler

Hp: 6
AC: 25. Touch: 23
Speed: 40
Position:R17
Shuriken Used: 3 of 15

[User]
 ref chilepepper

Actually there is a DC for treading water.  I'm fetching the SRD link now.
 http://www.d20srd.org/srd/skills/swim.htm

 Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.

You must succeed at a swim check if you are in water, moving or not.  If you succeed, you MAY move at 1/2 speed...

edit: Since the lowest DC is calm water at DC10, a swim check of 4 means you go underwater.  You can use the SRD link to resolve the failed swim check.  If you need a high ref to sort anything out, post in the waiting room.

[User]
 High Ref Paladin Latham

Due to inactivity, amazinggameguru is disqualified.

 Yoshi is declared the winner and recieves this match's loot.

[User] Doh, I hate winning this way.

[User] sorry about that guys, I thought that we were actually waiting on his swim checks after we found out that he failed one and has to make them every round he is in the water


[User]
 Let's see, what have we here...

A frozen plain appears behind the old mage.

 Spoiler
Play  Tundra .

Life: 20
Cards in hand: 6
Lands: Tundra

[User]
 Draw. Play a land (plains). Tap land for 1 mana. Play Children of Korlis.

Life: 20

In play:
Children of Korlis
(tap) Plains

Bleh, just can't get myself to RP right now

[User]
 Draw, play another Tundra.  Your turn.

Life: 20
Cards in hand: 6
Lands: Tundra x2

[User]
 Draw. Play a land. Tap land for 2 mana. Play Knight of the Holy Nimbus. Attack with Children of Korlis. End turn.

Life: 20

In play:
Knight of the Holy Nimbus
(tap) Children of Korlis
(tap) Plains x2

[User]
 Tap both Tundras and play Counterspell for the Knight of the Holy Nimbus.

Draw, Play  Dromar's Cavern , returning one Tundra to hand.  End turn.

Life: 19
Cards in hand: 6
Lands: Tundra, Dromar's Cavern

[User]
 Draw. Play a land. Tap land for 2 mana. Play Spirit Loop. Attack with Children of Korlis. End turn.

Life: 21

In play:
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x2
Plains

Graveyard:
 Knight of the Holy Nimbus

[User]
 Draw, play Tundra, end turn.

Life: 18
Cards in hand: 6
Lands: Tundra x2, Dromar's Cavern

[User]
 Draw. Play a land. Tap land for 2 mana. Play Amrou Scout. Attack with Children of Korlis. End turn.

Life: 22

In play:
 Amrou Scout
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x2
Plains

Graveyard:
 Knight of the Holy Nimbus

[User]
 Play Counterspell for Amrou Scout.

Draw, play another Dromar's Cavern, returning a Tundra to hand.  End turn.

Life: 17
Cards in hand: 6
Lands: Tundra, Dromar's Cavern x2

[User]
 Draw. Tap land for 2 mana. Play Knight of the Holy Nimbus. Tap land for 2 mana. Attach Spirit Loop to Knight of the Holy Nimbus. Attack with Children of Korlis. End turn.

Life: 23

In play:
 Knight of the Holy Nimbus
-- Spirit Loop
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x4

Graveyard:
 Knight of the Holy Nimbus

[User]
 Draw, play Tundra, play  Kismet .  End turn.

Life: 16
Cards in hand: 5
Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped)
Cards in play: Kismet

[User]
 Draw. Tap land for 3 mana. Play Outrider en-Kor. Tap land for 1 mana. Attach Detainment Spell to Knight of the Holy Nimbus. Attack with Children of Korlis and Knight of the Holy Nimbus. End turn.

Life: 26

Hand:
Empty

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x4

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Draw, play  Reflecting Pool .  Tap 2 Tundra for UU, play  Stasis .  End turn.

Life: 13
Cards in hand: 4
Lands: Tundra x2 (tapped), Dromar's Cavern x2, Reflecting Pool
Cards in play: Kismet, Stasis

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x1

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x4

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap Reflecting Pool to maintain Stasis, draw, end turn.

Life: 13
Cards in hand: 5
Lands: Tundra x2 (tapped), Dromar's Cavern x2, Reflecting Pool (tapped)
Cards in play: Kismet, Stasis

[User]
 Draw. Play land. End turn.

Life: 26

Hand:
Hidden x1

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x5

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap Dromar's Cavern to maintain Stasis, draw, play Reflecting Pool, end turn.

Life: 13
Cards in hand: 5
Lands: Tundra x2 (tapped), Dromar's Cavern x2 (1 tapped), Reflecting Pool x2 (1 tapped)
Cards in play: Kismet, Stasis

[User]
 Draw. Play land. End turn.

Life: 26

Hand:
Hidden x1

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x6

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap Dromar's Cavern to maintain Stasis, draw, end turn.

Life: 13
Cards in hand: 6
Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (1 tapped)
Cards in play: Kismet, Stasis

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x2

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x6

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 At end of your turn, tap my last land to play  Rescue , returning Stasis to hand.

Untap.

Draw, tap Tundra, play Stasis, end turn.

Life: 13
Cards in hand: 6
Lands: Tundra x2 (tapped), Dromar's Cavern x2, Reflecting Pool x2
Cards in play: Kismet, Stasis

Yes, there is more to this deck, I just haven't drawn it yet.

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x3

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x6

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap cavern to maintain Stasis, draw, end turn.

I am starting to get annoyed at how consistently I am not drawing certain cards.

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x4

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x6

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap cavern to maintain Stasis, draw.  Play  Nimbus Maze .  End turn.

Life: 13
Cards in hand: 7
Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2, Nimbus Maze
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue

[User]
 Draw. Play a land. End turn.

Life: 26

Hand:
Hidden x4

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap Reflecting Pool to maintain Stasis, draw.  Discard  Idyllic Tutor , end turn.

Life: 13
Cards in hand: 7
Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (1 tapped), Nimbus Maze
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x5

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap Reflecting Pool to maintain Stasis, draw.  Discard  Idyllic Tutor , end turn.

Life: 13
Cards in hand: 7
Lands: Tundra x2 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x6

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 At end of your turn, tap Nimbus Maze and play Rescue on Stasis.

Untap.

Draw, play Tundra.

Tap 2 Tundra, play Stasis.  Pay 1 life and discard Counterspell (removed from game) to cast  Force of Will  to counter Stasis.  Tap Tundra and Dromar's Cavern to cast  Arcane Denial  to counter Force of Will.  Next turn I get to draw 3 extra cards.  Hopefully that will get me what I'm waiting for a little faster.

Life: 12
Cards in hand: 3
Lands: Tundra x3 (tapped), Dromar's Cavern x2 (1 tapped), Reflecting Pool x2, Nimbus Maze
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial

[User]
 Draw. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout

[User]
 Tap cavern to maintain Stasis.  Draw 4 cards, play  Hallowed Fountain , paying 2 life to have it not tapped.  End turn.

Life: 10
Cards in hand: 6
Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2, Nimbus Maze, Hallowed Fountain
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial

[User]
 Draw. Discard Gaze of Justice. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice

[User]
 Tap Reflecting Pool to maintain Stasis.  Draw, play Nimbus Maze, end turn.

Life: 10
Cards in hand: 6
Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (1 tapped), Nimbus Maze x2, Hallowed Fountain
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial

Come on, invisiblecastle, any  one  of no less than  six  cards remaining in my library would allow me to finish this...

[User]
 [QUOTE=AgentPaper;4617650]Draw. Discard Gaze of Justice. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice  x2

[User]
 Tap Reflecting Pool to maintain Stasis.  Draw, end turn.

Life: 10
Cards in hand: 7
Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2, Hallowed Fountain
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial

[User]
 Draw. Discard Gaze of Justice. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice  x3

[User]
 Tap Nimbus Maze to maintain Stasis.  Draw, discard Kismet, end turn.

Life: 10
Cards in hand: 7
Lands: Tundra x3 (tapped), Dromar's Cavern x2 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (1 tapped), Hallowed Fountain
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet

[User]
 Draw. Discard Detainment Spell. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice  x3
 Detainment Spell

[User]
 Tap Nimbus Maze to maintain Stasis.  Draw, play Dromar's Cavern, returning a Tundra to hand, discard Kismet, end turn.

Life: 10
Cards in hand: 7
Lands: Tundra x2 (tapped), Dromar's Cavern x3 (2 tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet

[User]
 Draw. Discard Outrider en-Kor. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice  x3
 Detainment Spell
 Outrider en-Kor

[User]
 Tap Dromar's Cavern to maintain Stasis.  Draw, play Tundra, end turn.

Life: 10
Cards in hand: 7
Lands: Tundra x3 (2 tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet

[User]
 Draw. Discard Zealot il-Vec. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x7

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice  x3
 Detainment Spell
 Outrider en-Kor
 Zealot il-Vec

[User]
 Tap Tundra to maintain Stasis.  Draw, play  Land Cap , end turn.

Life: 10
Cards in hand: 7
Lands: Tundra x3 (tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x2 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain, Land Cap
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet

Edit: If you don't mind, I'll just keep doing turns until something significant happens, then tell you how many cards to draw and discard.

[User]
 Draw. Play a land. End turn.

Life: 26

Hand:
Hidden x7

In play:
(tap)  Outrider en-Kor
(tap)  Knight of the Holy Nimbus
-- Spirit Loop
-- Detainment Spell
(tap)  Children of Korlis
-- Spirit Loop
(tap) Plains x8

Graveyard:
 Knight of the Holy Nimbus
 Amrou Scout
 Gaze of Justice  x3
 Detainment Spell
 Outrider en-Kor
 Zealot il-Vec

Edit: Fine by me.

[User]
 Tap Land Cap to maintain Stasis.  Draw, play Reflecting Pool, end turn.

Life: 10
Cards in hand: 7
Lands: Tundra x3 (tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x3 (2 tapped), Nimbus Maze x2 (tapped), Hallowed Fountain, Land Cap (tapped, depletion counter)
Cards in play: Kismet, Stasis
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet

If you don't mind, I'll just keep doing turns until something significant happens, then tell you how many cards to draw and discard.

[User]
 Tap Reflecting Pool to maintain Stasis.  Draw, play Hallowed Fountain, pay 2 life, end turn.

Tap Hallowed Fountain to maintain Stasis.  Draw, play Hallowed Fountain, pay 2 life, end turn.

At end of your turn, tap both remaining Hallowed Fountains and cast  Boomerang  on Stasis.

Untap

Tap 11 lands to play Stasis and three  Iron Maiden s.  You are now taking 9 damage per turn, and I have enough lands already in play to maintain Stasis for 4 more turns.

Life: 6
Cards in hand: 3
Lands: Tundra x3 (tapped), Dromar's Cavern x3 (tapped), Reflecting Pool x3 (tapped), Nimbus Maze x2 (tapped), Hallowed Fountain x3, Land Cap
Cards in play: Kismet, Stasis, Iron Maiden x3
Graveyard: Counterspell, Counterspell, Rescue, Idyllic Tutor, Idyllic Tutor, Rescue, Force of Will, Arcane Denial, Kismet, Kismet, Boomerang

[User] Cheese....


[User]
 The old Lich walks into your chamber a black bolt of negative energy sealing the door, he wears a black cloak, and carries a scthye a hand of pure white bone points at you, and says  ASK NOT FOR WHOM THE BELL TOLLS< THE BELL TOLLS FOR THEE!
And suddenly the room turn into a giant chamber, and a black goop surrounds the liches feet, a swamp appearing underneath him, and a xzombie goblin appeaered a horrible rotting corpse resembling the rouges grandfather.

 Spoiler

play a swamp
tap swamp
play zombie cannible
life totals: Fanboy: 20 Agent: 20
Cards in play: swamp, Zombie cannibal
 http://sales.starcitygames.com//card...p?product=3787
Btw this decks a little out of date, it's mostly standard though.
Hand: 5 hidden.

[User]
 An island rose out of the sea.

 Spoiler
Play an Island. End turn.

Life: 20

Hand:
Unknown x7

Cards in play:
Island

Graveyard:

[User]
 Untap, Upkeep draw.

The Avatar of death rose his hand, and from the polluted water rose another swamp, and on this swamp the zombie canibal leaopt at you a fevered look in its eyes its teeth sinking it to your oh so delicious felsh.

 Spoiler

play a swamp
tap swamp
swing with zombie cannibal
life totals: Fanboy: 20 Agent: 19
Cards in play: swampX2, Zombie cannibal
Hand: X5

[User]
 The island grew, a mountain forming in it's center.

 Spoiler
Play a Mountain. End turn.

Life: 19

Hand:
Unknown x7

Cards in play:
Island
Mountain

Graveyard:

[User]
 😩 I can tell this is going to be hell, although you may be hurtin in a couple turnds if you dont get something.

IC:
Death rose his hand, and another swamp apperared and from that swamp came his lieutenet the lord of the undead.
Inspired by the apperance of the lieutenet the zombie continued mauling you with renewed ferocity.

 Spoiler

Untap, Upkeep, Draw
play a swamp
tap all my swamps
play lord of the undead
swing with zombie cannibal
life totals: Fanboy: 20 Agent: 17
Cards in play: swampX3, Zombie cannibal, and Lord of the undead.
Hand: X4

[User]
 A forest grew on that island, next to the mountain, and the first sliver slithered out of the ground. It was the first of legions to come.

 Spoiler
Draw. Play a Forest. Tap land for 1 blue 1 red 1 green mana. Play Homing Sliver. End turn.

Life: 17

Hand:
Unknown x6

Cards in play:
Homing Sliver
(tap) Island
(tap) Mountain
(tap) Forest

Graveyard:

[User]
 Death laughed at this ecuse for a monster. (seriously dude you should have sliver cycled for might sliver.), and the zombie cannibal rushed at the man again regardless of the sliver.

 Spoiler

play a swamp
swing with zombie cannibal
life totals: Fanboy: 20 Agent: 17
Cards in play: swampX3, Zombie cannibal, lord of the undead
Hand: X5

[User]
 The island grew, and with it, so too did sliver horde. It would not be long before none could stop them. The first sliver called out to it's friends, and soon more would come. Even then, another, smaller sliver came, this one with a stinger on it's back, dripping with poison. As it came, the first sliver mutated instantly and also grew a stinger.

 Spoiler
Draw. Play an Island. Tap land for 1 green mana. Play Virulent Sliver. Tap land for 3 mana. Cycle Synchronus Sliver for  Gemhide Sliver . End turn.

Life: 15

Hand:
Unknown x5

Cards in play:
 Virulent Sliver
 Homing Sliver
(tap) Island x2
(tap) Mountain
(tap) Forest

Graveyard:
 Synchronus Sliver

[User]
 Death laughed at the man did he really think he could kill him with the living no matter he thought.
Another swamp intruded on the oceans water the shores now covered in a murky black, and from these polluted water emerged a troop of zombies their hunger obvious.
The cannibal zombie would have rushed in if it had not been for his lieutenet the best offense is a good defence.

 Spoiler

Play a swamp
Play scathe zombies
End turn
life totals: Fanboy: 20 Agent: 17
Cards in play: swampX4, Zombie cannibal, lord of the undead, and scathe zombies.
Hand: X5

[User]
 The swarm grew, and as it grew, it only sped it's growth. As the sliver reinforcements came, all the slivers began to sprout gems from their hides, attracting even more slivers. Another sliver joined the pack on it's own, increasing their speed tenfold.

 Spoiler
Draw. Tap land for 1 green 1 red mana. Play Gemhide Sliver. Tap land and Homing Sliver for 3 mana. Cycle Darkeark Sliver for Sliver Legion. Tap Virulent Sliver for 1 white mana. Play Sidewinder Sliver. End turn.

Life: 15

Hand:
Unknown x3
 Sliver Legion

Cards in play:
 Sidewinder Sliver
 Gemhide Sliver
(tap) URL="http://sales.starcitygames.com//carddisplay.php?product=45484"]Virulent Sliver[/URL]
(tap)  Homing Sliver
(tap) Island x2
(tap) Mountain
(tap) Forest

Graveyard:
 Synchronus Sliver
 Darkheart Sliver

[User]
 Death sighed as he racked hios mind, and smiled wickedly the gem hide slivers, seemed to have caused a most strange, and most worrying development the had granted hte others the ability to produce mana, and he just could'nt have that.
Another swamp came into existance. (making that my sixth.)
And from the polluted waters strechted great tentacles claiming both the gem hide sliver, and the virulent sliver before the tentacles came at YOU, wrapping around you legs, and draining the life from you. (6 damage to the gemhide, )

 Spoiler

play a swamp
tap swampsX6
play corrupt
 http://sales.starcitygames.com//card...?product=49600
life totals: Fanboy: 26 Agent: 17
Cards in play: swampX6, Zombie cannibal, lord of the undead
, and scathe zombies.
Graveyard: Corrupt
Hand: X4

[User]
 The swarm was delayed by the corruption of the original gemhide, but only temporarily. Already a replacement was on it's way, and the swarm would grow unstoppable.

 Spoiler
Draw. Tap land for 3 mana. Cycle Firewake Sliver for Gemhide Sliver. End turn.

Life: 15

Hand:
Unknown x3
 Sliver Legion
 Gemhide Sliver

Cards in play:
 Sidewinder Sliver
(tap)  Virulent Sliver
(tap)  Homing Sliver
(tap) Island
(tap) Mountain
(tap) Forest
Island

Graveyard:
 Synchronus Sliver
 Darkheart Sliver
 Gemhide Sliver

[User]
 Death laughed as he remembered a spell, and from his current swamps, and from them came another scathe zombieszombie. The scathe zombies, and the origanl cannibal charged the man ripping through quite a few things to et to him.(Why cant i draw a Korlash? ): )

 Spoiler

life totals: Fanboy: 26 Agent: 17
SWING WITH THE CANNIBAL ZOMBIE AS WELL AS THE FIRST SCATHE ZOMBIE!
Cards in play: swampX6, Zombie cannibal, lord of the undead
, and scathe zombiesX2
Graveyard: Corrupt
Hand: X4

[User]
 As the reinforcement gemhide came, all the slivers once again began to produce mana-infused crystals. As they did, the main sliver legion arrived, and the power of the slivers grew unstoppable.

 Spoiler
Draw. Tap land for 1 green 1 blue mana. Play Gemhide Sliver. Tap land for 1 red 1 blue, and slivers for 1 green 1 red 1 white mana. Play Sliver Legion. End turn.

Life: 15

Hand:
Unknown x4

Cards in play:
 Sliver Legion  11/11
 Gemhide Sliver  5/5
(tap)  Sidewinder Sliver  5/5
(tap)  Virulent Sliver  5/5
(tap)  Homing Sliver  6/6
(tap) Island
(tap) Mountain
(tap) Forest
Island

Graveyard:
 Synchronus Sliver
 Darkheart Sliver
 Gemhide Sliver

[User]
 I'm sorry to do this to you agentpaper but if I dont handle this bloddy thing I'm over, and I do have 8 creature kill spells in my deck.
Death fliches in surprise as he sees the massive sliver legion arrive, the thing was huge, hen eeded to take it down he pulled out a crystal ball, and from it came the Winnowers the slayers of eyeblights, and thus they slew the mighty Legion of slivers, and the zombies began their attack once again.

 Spoiler

Play a swamp.(Thats all I've drawn.😦)
Play eyeblights ending, targeting the  (yes i'm packing that.)
Swing with scathe zombies, and a zombie cannible.
end turn.
Cards in play.
Zombie cannible x1 Scathe zombies x2, and a lord of the undead
Swamp X7
life totals are up to suggestion right now as I cant remember what poison does.

[User]
 As the mighty legion fell, another sliver came, and the remaining host began to move with lightning speed. The battle would end soon, one way or another.

 Spoiler
Draw. Tap land for 3 mana. Cycle Telekinetic Sliver for Reflex Sliver. Tap 1 land and 3 slivers for 4 mana. Play Reflex Sliver. End turn.

Life: 4

Hand:
Unknown x4

Cards in play:
 Reflex Sliver
(tap)  Gemhide Sliver
(tap)  Sidewinder Sliver
(tap)  Virulent Sliver
 Homing Sliver
(tap) Island x2
(tap) Mountain
(tap) Forest

Graveyard:
 Synchronus Sliver
 Darkheart Sliver
 Gemhide Sliver
 Sliver Legion

[User]
 Finnaly something of quality thats NOT a swamp or creature kill.
From the black tides Emerged Deaths Champion Who goes by many names but there is one you cant deny. My name is Korlash! Hi everybody!
My freinds all call me old scratch, and I'am a capricorn, my turn ons are Romantic walks, and killing the undborn. (song is Rofl.)

 Spoiler

Play Korlash Heri to blackblade
Swing with The cannible zombies, and scathe zombies.
cards in play:
Swamp X7, Lord of the undead, Scathe zombies X2, Korlash, and a Cannible Zombie.
 http://sales.starcitygames.com//card...?product=45627
Life: Me 20/ You ??

[User] I fold, nothing I can do to win at this point. Would loose next turn.


[User]
 Arena Tournament, Round 43:  Strit Acora  vs.  Frank the Tank
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Strit Acora - Curtis
 Frank the Tank - Mushroom Ninja
 All Combatants, please roll initiative.

[User] Initiatve:  (1d20+1)[ 17 ]

[User]
 High Ref chilepepper
 Curtis is the winner.


[User] AgentPaper, make your move...

[User]
 The wastes stretched into the distance, a small rebel camp in their center. It was a new construction, one that would form the core of the new resistance.

 Spoiler
Play 1 land.
End turn.

Cards in play:
Plains

Graveyard:

[User]
 A forest appears some distance from the camp, with a discernible village sitting high in the trees.

 Spoiler
Draw a card, play Treetop Village (Comes into play tapped).

End turn.

[User]
 As another rebel encampment rose up, a mysterious shrouded figure, riding on a horse, began to patrol the area between it and the forest. No attack would pass him.

 Spoiler
Play 1 land. Play Knight of the Holy Nimbus.
End turn.

Cards in play:
 Knight of the Holy Nimbus
(tap) Plains x2

Graveyard:

[User]
 A giant tree arises by the village, and a druid exits the village.

 Spoiler
Draw, play Pendelhaven.  Tap Treetop and Pendelhaven to play Leaf Gilder.

And Treetop Village

End turn.

[User]
 The rebel encampment expanded yet again, and as it did, yet another mysterious figure came out of the mists. He flickered in the sun, seeming a shadow of a true being. There were whispers that he could not be killed, as any weapon that touched him went straight through him without causing harm. His own weapons were not so limited, however. His spikes were real, and they were deadly.

The knight rode out to the forest, and it was clear he meant to wage war. He led the rebels in the assault, and it was clear none could stand in his way.

 Spoiler
Play 1 land. Play  Zealot il-Vec . Attack with Knight of the Holy Nimbus.
End turn.

Cards in play:
Zealot il-Vec
(tap) Knight of the Holy Nimbus
(tap) Plains x3

Graveyard:

If you block with the elf, she dies and you take no damage. Otherwise, you take 2.

[User]
 The Knight strikes with his force.

The forest expands, and suddenly is filled with life.

 Spoiler
Take the damage.

On my turn:

Draw and play Forest.  Tap Forest, Pendelhaven, Leaf Gilder, and Treetop Village to play Harmonize.

Draw three cards, end turn.  I have to discard a card, but that will have to wait until FF sends me some more draws.

[User]
 The rebel encampment grew even larger. The rebellion was going even better than planned. As it did, the amrou rebel force that the Knight of the Holy Nimbus had led began training under the shadow, and soon none not of the desert could block their raids, and they became known as the elite force, the Amrou Seekers. As they completed their training, the Knight of the Holy Nimbus led yet another raid against the forest. It seemed the forest had drawn in to contemplate it's actions, but this merely left them open to a surprise attack. The elf druid never saw the spike that killed him.

 Spoiler
Play 1 land. Play Amrou Seekers. Attack with Knight of the Holy Nimbus and Zealot il-Vec, re-rout Zealot damage to deal 1 damage to Leaf Gilder. End turn.
End turn.

Cards in play:
Amrou Seekers
(tap) Zealot il-Vec
(tap) Knight of the Holy Nimbus
(tap) Plains x3
Plains

Graveyard:

Nobody to block, so you take 2 damage from KotHN, and Leaf Gilder dies from Zealot il-Vec.

[User]
 Spoiler
Life:  16
Waiting for draws from FF.  I'll make a second post when they come.

[User]
 The forest grew once more, and a pair of druids exit the forest.

 Spoiler
Discard a Leaf Gilder at end of last turn.

Draw, play Forest.  Tap Forest and Pendelhaven for Devoted Druid.  Tap Treetop Village and Forest to play Leaf Gilder.

In play (Tapped):  Forest x2, Pendelhaven, Treetop Village
In play (Untapped):  Devoted Druid, Leaf Gilder


[User]
 Arena Tournament, Round 45:  Awsomesauce  vs.  Little Knife Guy
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Awsomesauce - Bladester
 Little Knife Guy - dman11235
 All Combatants, please roll initiative.

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

This time I won't be so unlucky!  (please have mercy on me Murphy!)

I will buy a MW tool of tumble (grippy shoes that let me, you know, accelerate quickly and stuff).  No more failing tumble checks!  And selling one dagger so I'm not over weight...

 Spoiler
start in B10, as well, two daggers in hand

[User]
 GM Kyeudo
 Little Knife Guy is the Winner!

[User] wow, didn't even know there was a match, I thought the refs where ignoring my charicter so I started on another one lol srry bout that dude


[User]
 Arena Tournament, Round 39:  Glunk  vs.  Yorick
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Yorick - edroux
 Glunk - SoD
 All gladiators please roll initiative

[User]
 I'm busy at work today and I'm going to have to consider my purchases very carefully if I want to have a chance at victory here, so I'll post again later for those, but you can have my initiative now.

 (1d20+2)[ 5 ]

[User]
 That's fine, no rush. Who knows, I might find something worthwhile to spend my 2 gp on.

  initiative  - (1d20+2)[ 11 ]

[User] I've been home sick with the stomach plague the last couple days.  I'll take some time when I get to work tomorrow to pick out some purchases.  Odds are it'll be a psionic tattoo or two of some variety.

[User] Nah, that's fine. Take your time. And psionic tattoos? Well, why not? They seem to be the item of the round.

[User] Alright, I'm gonna pick up a potion of levitate and a psionic tattoo of compression.  400g total.

[User]
 Glunk, round I

Start in B13, with great falchion in hand  inside a locked gauntlet .

''Gruh, I will water orc orc you to death, bookhead!''

Double move to J12.

Battle stats:

 Spoiler
HP: 18/18
AC: 15 (touch 12, flat footed 13)
Buffs: None.
Position: J12.

Your turn.

Edit: sorry, both gauntlets were sold.

[User]
 Start in Y13, rapier and buckler ready, potion held in my buckler hand.

 Spoiler

Potion of Levitate

Single move to T12.

Ready action:

 Spoiler

If he moves more than 40 feet, I will move.

End turn.

Stats:

 Spoiler

HP: 15/15
AC: 16
Position: T12

[User]
 Glunk, round II

Single move to O8.

Ready Action:

 Spoiler
If he comes within line of charge, I rage

Battle Stats:
 Spoiler
HP: 18/18
AC: 15 (touch 12, flat footed 13)
Buffs: None.
Position: O8.

Your turn.

[User]
 Yorick Round 2
I'ma drink my potion and float up 20 feet.

End turn.

Stats:

 Spoiler

HP: 15/15
AC: 16
Position: T12, 20ft up
 levitate  (1/30)

[User]
 Glunk, round III

''Oh [bad word].''

Double move to T12.

 Spoiler
HP: 18/18
AC: 15 (touch 12, flat footed 13)
Buffs: None.
Position: T12.

[User]
 Yorick Round 3

Standard action to throw my rapier at Glunk.
Attack:
 (1d20-1)[ 11 ]
Damage:
 (1d6+2)[ 4 ]

Move action to float up 20 feet.

Free action to give Glunk the 1 finger salute.

End turn.

Stats:

 Spoiler

HP: 15/15
AC: 16
Position: T12, 40 feet up

[User] I noticed this match on the "needs to be disqualified post" and wanted to speak up about it.  SoD mentioned a while back that he'd be traveling and wouldn't be posting regularly for some time, so if nobody (ie - Sam, who's waiting on this match to finish) minds, I don't mind delaying the DQ.

[User]
 Thanks for putting it off. I am now finished traveling, so here I am, in all my glory.

 Glunk, round IV

''Grah! I will cut your finger off!''

Ready Action:

 Spoiler
If he pulls out a ranged weapon, single move to P12

 Spoiler
HP: 18/18
AC: 15 (touch 12, flat footed 13)
Buffs: None.
Position: T12.

[User]
 No worries. 🙂
 Yorick Round 4
"I certainly think not!"

Ready bow and attack.
Attack:
 (1d20+3)[ 23 ]
Damage:
 (1d8)[ 2 ]

End turn.

Stats:

 Spoiler

HP: 15/15
AC: 16
Position: T12, 40 feet up

[User]
 And to confirm:
Attack:
 (1d20+3)[ 9 ]
Damage:
 (2d8)[ 8 ]

Edit:  Well, crud.

[User]
 Readying your bow triggers my readied action:

 Originally Posted by SoD
 If he pulls out a ranged weapon, single move to P12

So, I beleive that puts me out of harms way.

Edit: bugger. A miss/type in my readied action...I meant P10...ah well, that's an arrow in me (damn it!). I'll have my turn soonish.

[User]
 Glunk, round V

Move to P10.

Done.

[User]
 Yorick Round  5

I will clamber along the face of the column that I'm adjacent to and then the giant glass wall at half my move speed, all the way to P12.

End turn.

Stats:

 Spoiler

HP: 15/15
AC: 16
Position: P12, 40ft up
 levitate  (4/30)

[User]
 Glunk, round VI

Move to J 10.

Stats:
 Spoiler
HP: 8/18
AC: 15 (touch 12, flat footed 13)
Buffs: None.
Position: J10.

Done.

[User] Can you be in J10?  There's a big piece of glass in that square.

[User]
 Sorry, J11.

My typings all over the place, sorry. Changing from a Finnish keyboard to an Australian is a larger change than you'd expect.

[User]
 J11 doesn't really work for me.  Can you be in L11 instead? 😉
 Yorick Round 6
I'll clamber along at half speed to Q7

End turn.

Stats:

 Spoiler

HP: 15/15
AC: 16
Position: Q7, 40ft up
 levitate  (5/30)

[User]
 Glunk, round VII

Move to A12.

Ready Action:

 Spoiler
Readied Action: If he shoots at me with his bow,  five foot step  move five feet behind Glass pillar (A11).

Done.

[User]
 High Ref chilepepper

First of all...
SoD, refs

 Spoiler
Just a minor technicality:  You can't take a "five foot step" in a round you moved in.  So technically, since you moved, you can't ready an action to take a 5' step.  You can however ready an action to move, and then only move 5'.  You just can't take an actual " 5' step ".  I hope that makes sense.

Secondly, when you  Ready an Action , that is a visible action and must be stated outside of spoilers if LoS is established.  It should look like so:

Ready an Action
{spoiler} I'll do X if Y happens {/spoiler}

Glunk has a readied action right now.  Play continues, Yorick's turn.

[User] Appologies, it is now fixed for wording.

[User]
 High Ref chilepepper
 Glunk is the victor.  Insert clever remark here.


[User]
 The goblin shaman waves his hand, and from the dusty earth sprouts a mountain of great peroportions, and from one of the many caves leaps, a goblin with an odd face, and strange fantacism.

 Spoiler

Play a mountian
Tap mountain
play mog fantaic (if you dont know this one you deserve to die a stabbity death.)
Cards in play/; MOuntian, Mogg Fanatic
Hand: 5 hidden.

[User]
 A plain stretches into the distance.

 Spoiler
Draw. Play a Plains. End turn.

Life: 20
Hand:
Unknown x7

In play:
Plains

Graveyard:

[User]
 This deck has like 12 first, and second turn plays believe me.

Another mountian sctrecthes into the distance, and from the caves, emerges a war marshal from the caves, and with him comes his escort.

 Spoiler

play a mountian, play mogg war marshal
swing with mogg fanatic
End turn.
card in play: Mogg Fanatic, Mogg warmarshal, Token, Mountain X2

[User]
 A plain mountain rises in the center of the plains, and a sliver slips out of a cave.

 Spoiler
Draw. Play a Mountain. Tap land for 2 mana. Play Cautery Sliver. End turn.

Life: 19
Hand:
Unknown x6

In play:
 Cautery Sliver
(tap) Mountain
(tap) Plains

Graveyard:

[User]
 The goblin shaman sniggers at the sliver hat came out of the the mountain.
He then foucued his energies on making sure he marshal kept formation, and had the marshal, and the mogg fanatic charge, the man, but no before a swamp came into being.

 Spoiler

Pay the echo cost on Mogg warmasrhal
Swing with mog war marhsal, and mog fantaic.
Play a swamp.
Cards in play: Mogg Warmarshal, mogg fantic mountain X2, mogg fanatic, and a swamp.
life totals: Me 20/ Him ???

[User] Block the war marshal.

[User]
 KAy, the war marshal dies, and is replaced by another goblin, before damage goes the the stack, I sac my mogg fanatic tio deal one damage to cautery sliver killing it.
life totals: 20/18

[User]
 With the fall of the first sliver, more began to come out of the cave. A forest grew, and the slivers began to inhabit it.

 Spoiler
Draw. Play a Forest. Tap land for 3 mana. Play Homing Sliver. End turn.

Life: 18
Hand:
Unknown x5

In play:
 Homing Sliver
(tap) Forest
(tap) Mountain
(tap) Plains

Graveyard:
 Cautery Sliver

[User]
 Untap, Upkeep draw, The old swhaman smiles, and a new mountain emerges, and from the caves comes a new being held in stasis by magical forces.
(suspend greater gargadon for 4 mana has ten turns left until it comes out)
And the two tokens just sit there.

 Spoiler

Play a mountian
suspend greater gargadon for 10
Go ahead.
Cards in ppaly: same as before.

[User]
 The sliver let out a series of shrieks, calling out to it's brethren.

 Spoiler
Draw. Tap land for 3 mana. Cycle Dormant Sliver for Gemhide Sliver. End turn.

Life: 18
Hand:
Unknown x5
 Gemhide Sliver

In play:
 Homing Sliver
(tap) Forest
(tap) Mountain
(tap) Plains

Graveyard:
 Dormant Sliver
 Cautery Sliver

[User]
 The goblin shaman shouted a loud an ornate chant, and from gthe swamps came a knucklebone witch, and a mountain arose, and from there came a bolt of fire that struck your sliver./ Then the tokens charged him.

 Spoiler

Play knuckle bone witch
 http://sales.starcitygames.com//card...?product=47413
play a mountain
Play incenerate
Cards in play: Mountain x3 Swamp X2 Knuckle bone witch, tokens X2
life totals Me 20/ You 16
Gargadon 9 turns left.

[User]
 Spoiler
Draw. Tap land for 2 mana. Play Gemhide Sliver. End turn.

Life: 16
Hand:
Unknown x6

In play:
 Gemhide Sliver
(tap) Forest
(tap) Mountain
Plains

Graveyard:
 Homing Sliver
 Dormant Sliver
 Cautery Sliver

[User]
 The goblin shaman shouts, and another mountain apperas, then in a flash it all disapers The greater gargadon emering from its stasis With a roar it charges you, trampling over your gemhid sliver (if you block.'

 Spoiler

Sacrifice 8 permanents to greater gargadon.
Bringing him in to play
Swing for 9
Life totals": 20/ ??
Cards in play: Greater Gargadon

[User]
 Gemhid blocks, and dies.

Draw. Tap land for 3 mana. Play Gemhide Sliver. Play Screeching Sliver. End turn.

Life: 16
Hand:
Unknown x6

In play:
Screeching Sliver
Gemhide Sliver
(tap) Forest
(tap) Mountain
(tap) Plains

Graveyard:
Homing Sliver
Dormant Sliver
Cautery Sliver

Edit: Where is he getting trample from? If he has trample, I don't block then.

[User]
 Kay, you take 0
 damage.
play a mountain sorry.

[User]
 Screeching Sliver blocks, and dies.

Draw. Tap land and Gemhide Sliver for 4 mana. Play Dormant Sliver. Play Vesuva as a Plains. End turn.

Life: 16
Hand:
Unknown x5

In play:
Screeching Sliver
Gemhide Sliver
(tap) Forest
(tap) Mountain
(tap) Plains
(tap) Vesuva (W)

Graveyard:
Screeching Sliver
Gemhide Sliver
Homing Sliver
Dormant Sliver
Cautery Sliver

[User]
 I'm gonna play another mountain, then I'm going to attack with greater gargadon.

 Spoiler

Life totals ME 20/ you ???
Cards in play: Mountain X2, Greater gargadon

[User]
 No block, take 9 damage.

Draw. Tap Vesuva for 1 mana. Play Sidewinder Sliver. Draw. Tap Gemhide for 1 mana. Play Mindlash Sliver. Draw. Tap Dormant Sliver. Play Screeching Sliver. Draw. Play Terramorphic Expanse. Tap Terramorphic Expanse for a Island. End turn.

Life: 5
Hand:
Unknown x5

In play:
Screeching Sliver
Mindlash Sliver
Sidewinder Sliver
(tap) Dormant Sliver
(tap) Gemhide Sliver
(tap) Island
Forest
Mountain
Plains
(tap) Vesuva (W)

Graveyard:
Screeching Sliver
Gemhide Sliver
Homing Sliver
Dormant Sliver
Cautery Sliver

[User] Ap, ap ,ap Response to your playing sidewinder sliver I'ma gonna blast the only other USEFULL sliver gemhide with an incenerate.

[User] Did you just retroactively play a mountain? Sorry, you said you just attacked, so you have 1 mountain.

[User]
 I draw, and smile the greater gargadon charges this time with renewed ferocity as another mountain apperas.
(I have to wait for you to declare you block.)

[User] Block with Screeching Sliver.

[User]
 Before damage goes on the stack I play Fury charm giving him +1/+0, and trample here's the card.😏
Thats what you get for gloating.
 http://sales.starcitygames.com//card...?product=44272
I was going to use it to save the knuckle bone witch, and a mountain but hey it comes, and goes I acutally made this deck to combo with a goblin ringleader, and goblin shaprshooter a long time ago i just updated it to time spiral back when i was bored, and wanted to paly with some freinds.
Heck kncukle bone is the only lorwyn card in here.

so screching slivers a 2/2 right, you take 8 damage.

[User] What happens if I pay 1 and sac the screeching? Screeching sliver is gone, so you can't deal damage. No damage, no trample roll-over. But big guy there is still blocked.

[User] What are you sacking him to?

[User] sac for mana, silly. Read the OOC post. It doesn't quite work. Trample still deals damage somehow.