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

Life: 20

Hand:
Unknown x6

In play:
Forest

Graveyard:

[User]
 Draw, play an Island, end turn.

Life: 20
Hand: 7
In play: Island
Graveyard:

You still haven't answered, Extended or Legacy?

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

Life: 20

Hand:
Unknown x

In play:
Gemhide Sliver
(tap) Forest x2

Graveyard:

[User]
 Since you haven't answered, I'll say it's the Legacy version.

Draw, play an Island, end turn.

Life: 20
Hand: 7
In play: Island x2
Graveyard:

[User]
 Draw. Play a Forest. Tap land and Gemhide for 3 mana. Play Homing Sliver. End turn.

Life: 20

Hand:
Unknown x4

In play:
(tap) Gemhide Sliver
(tap) Forest x2
Forest

Graveyard:

Erm, use whichever is more recent.

[User]
 That would be Extended.  Ok, then.  In that case:

Counter Homing Sliver with  Mana Leak

Draw, play an Island, end turn.

Life: 20
Hand: 6
In play: Island x3
Graveyard: Mana Leak

[User]
 Draw. Play a Swamp. Tap land and Gemhide for 4 mana. Play Basal. Play Screeching Sliver. End turn.

Life: 20

Hand:
Unknown x2

In play:
Screeching Sliver
Basal Sliver
(tap) Gemhide Sliver
(tap) Forest x2
Forest
(tap) Swamp

Graveyard:

[User]
 Counter Basal Sliver with  Mana Leak

Draw, play an Island, tap all 4 and play  Fledgling Mawcor , end turn.

Life: 20
Hand: 5
In play: Island x4
Fledgling Mawcor

Graveyard: Mana Leak

[User]
 Draw. Tap Screeching Sliver for red and 2 forests. Play Homing Sliver. Tap Gemhide Sliver, Forest, and Swamp. Play Basal Sliver. End turn.

Life: 20

Hand:
Unknown x1

In play:
Homing Sliver
Basal Sliver
(tap) Screeching Sliver
(tap) Gemhide Sliver
(tap) Forest x3
(tap) Swamp

Graveyard:
Basal Sliver
Homing Sliver

[User]
 Draw, play an Island, tap all 5 and play  Pirate Ship .

Tap Fledgling Mawcor to deal 1 damage to Gemhide Sliver, killing it.

Life: 20
Hand: 4
In play: Island x5 (tapped)
Fledgling Mawcor (tapped), Pirate Ship

Graveyard: Mana Leak

[User]
 Draw. Tap 2 Forests and a Swamp. Cycle Gemhide Sliver for Dormant Sliver. Play an Island. Tap Forest and Island. Sacrifice Screeching Sliver for 2 mana. Play Dormant Sliver. Draw a card. End turn.

Life: 20

Hand:
Unknown x1

In play:
Dormant Sliver
Homing Sliver
Basal Sliver
(tap) Forest x3
(tap) Swamp
(tap) Island

Graveyard:
Screeching Sliver
Gemhide Sliver x2
Basal Sliver
Homing Sliver

[User]
 Draw, play an Island.

Tap Fledgling Mawcor and Pirate Ship to deal 2 damage to Basal Sliver, killing it.

Life: 20
Hand: 4
In play: Island x6
Fledgling Mawcor (tapped), Pirate Ship (tapped)

Graveyard: Mana Leak

[User]
 Draw. Tap 2 Forests. Play Gemhide Sliver. Draw. Tap 2 slivers. Play Gemhide Sliver. End turn.

Life: 20

Hand:
Unknown x1

In play:
Gemhide Sliver x2
(tap) Dormant Sliver
(tap) Homing Sliver
(tap) Forest x3
(tap) Swamp
(tap) Island

Graveyard:
Screeching Sliver
Gemhide Sliver x2
Basal Sliver
Homing Sliver

[User] Tap 2 Islands to counter Gemhide Sliver with  Mana Leak .  How does this alter your turn?

[User]
 Tap all lands to pay the cost. Draw a card. Tap 2 slivers to play Gemhide Sliver. Edited my post to reflect.

I'm gunna post each step one at a time from now on...

[User]
 Seeing that you paid to ignore Mana Leak, tap another 2 Islands to play  Rites of Refusal , discarding an Island.  Without the Gemhide Sliver in play yet, you have no remaining mana sources to prevent the counter.

Draw, tap 3 Islands and play  Prodigal Sorcerer .

Tap Fledgling Mawcor and Pirate Ship to deal 2 damage to Dormant Sliver, killing it.

Life: 20
Hand: 1
In play: Island x6 (3 tapped)
Fledgling Mawcor (tapped), Pirate Ship (tapped), Prodigal Sorcerer

Graveyard: Mana Leak, Mana Leak, Rites of Refusal, Island

[User]
 Draw. Tap 2 Forests. Play Gemhide Sliver.

Life: 20

Hand:
Unknown x2

In play:
Homing Sliver
(tap) Forest x2
Forest
Swamp
Island

Graveyard:
Screeching Sliver
Gemhide Sliver x3
Basal Sliver
Homing Sliver

As stated, posting one part at a time. So act now if you're gunna react to this.

[User]
 Let's see, you started last turn with one card in hand.  You drew, played a card, and had it countered so you never got to draw for it coming into play.  You should, again, have only 1 card in hand at the start of this turn.  So, you can play the Gemhide Sliver and should have only 1 other card, not 2.

I'm not countering this one.

[User] Last turn I had 3. I tried to play 1, it got countered. The second I tried to play never got to try, so I ended with 2 that turn. This is why I'm posting one at a time now, heh.

[User]
 Originally Posted by AgentPaper
 Draw. Tap 2 Forests and a Swamp. Cycle Gemhide Sliver for Dormant Sliver. Play an Island. Tap Forest and Island. Sacrifice Screeching Sliver for 2 mana. Play Dormant Sliver. Draw a card. End turn.

Life: 20

Hand:
Unknown x1

In play:
Dormant Sliver
Homing Sliver
Basal Sliver
(tap) Forest x3
(tap) Swamp
(tap) Island

Graveyard:
Screeching Sliver
Gemhide Sliver x2
Basal Sliver
Homing Sliver

This is the end of turn I'm talking about, which I did not interfere with, and I just double checked the whole progression to that point and it is correct.  This is followed by a draw, the countered Gemhide Sliver, a draw, and your latest Gemhide that I just said I wouldn't counter.  That's two cards going into your hand and two going out, leaving just one.

I suspect you may have forgotten to undo the draw when I countered.

Edit: This is the draw I suspect you didn't undo when I played the second counter.

 Originally Posted by AgentPaper
 Tap all lands to pay the cost. Draw a card. Tap 2 slivers to play Gemhide Sliver. Edited my post to reflect.

I'm gunna post each step one at a time from now on...

[User] I didn't forget anything. I have the correct amount of cards in my hand. I've been keeping track of my side of the table in a program.

[User]
 Well, if your program says you have 2 cards in hand besides the Gemhide Sliver you just played, you messed up somewhere.  Card count for you for the game so far:

Start 7, Play 1, End 6
Draw 1, Play 2, End 5
Draw 1, Play 2, End 4
Draw 1, Play 3, End 2
Draw 1, Play 2, End 1
Draw 1, Cycle 1, Play 2, Draw 1, End 1
--Draw 1, Play 1, End 1
Draw 1, Play 1, waiting

The line marked with -- is the turn with so much drawing that was prevented by me countering the first sliver.  You should have exactly 1 card still in your hand.

[User]
 Ok, if we want to backtrack to that, then we need to re-play all of those turns...Or we could just continue as is. I still think I've got everything in order.

I found the issue. I wrote in that I had drawn a card my first turn, when I didn't. When I went back to upkeep, I counted that in drawing a card. So, I drew a card since I thought I had not drawn that turn. Got rid of the offending card, which I will be drawing next turn anyways. Go ahead. (I have one card other than the gemhide I am trying to play)

[User] "Re-play" as in starting the game over?  That hardly seems necessary.  Simply reading your own posts will confirm the list I posted, and discarding one card at random should be a reasonable fix, I think.

[User]
 Just post your reply already.

And see edit above if you need to know why I had the extra card. (which is now gone)

[User]
 Ok, glad we figured that out.  No counter, Gemhide Sliver is in play.

Edit: typo.

[User] Tap land and homing sliver to play Dormant Sliver.

[User] No counter for that either.  Draw your extra card for getting it into play, but I believe you are all tapped out now.

[User] Indeed. End turn.

[User]
 Draw, tap 5 Islands and play  Mawcor .

Tap Fledgling Mawcor, Pirate Ship, and Prodigal Sorcerer to deal 2 damage to Dormant Sliver and 1 to Gemhide Sliver, killing both.  End turn.

Life: 20
Hand: 1
In play: Island x6 (5 tapped)
Fledgling Mawcor (tapped), Pirate Ship (tapped), Prodigal Sorcerer (tapped), Mawcor

Graveyard: Mana Leak, Mana Leak, Rites of Refusal, Island

[User] Fold. Yet another deck that I have nothing that can deal with it. Bleh.


[User]
 The arid sand all but scarred the feet of the gladiators in the 100 foot wide circle that was their arena.  Crowds surrounded them jeering at whomever they thought to be dead soonest.  One was a small runty boy, he'd never last, and the other had a laughable claw... or so they thought.  Standing on opposite sides of the midpoint of the circular arena they stood, 50 feet away from one another - the wall being 25 feet behind them.  The fight was about to commence...

 Cyanic
Move 1)  Preparation

Will you...
A)  Head towards the rear wall.
B)  Charge your opponent pincers snipping.
C)  Attempt to gather water for your water attacks in the arid arena.  (A percentile roll - roll a d100 if you choose this... a 22 or lower and you succeed.)  Percent:   22
D)  Stay still and wait.

[User]
 C
 (1d100)[ 5 ] . Pulling water  out  of my opponent, if possible. It doesn't have to be done aggressively. It could just be stripping the condensation from his skin as he sweats.

[User] bump bump bump bump dah dump bump bump bump bump bump BUMP BUMP!

[User] Yeah, I'm still here too.

[User]
 (sorry, broken computer!!)

Water beads up through the arena into the claw of the crab-man, his ammunition now ready.

 Thanos
Turn 1:  Preparation

You notice the sand, the light light sand below your feet.  Time has come to fight, what will you do?

A)  Walk towards your opponent, using your glove to kick up sand on the way.
B)  Shoot sand straight up into the arena to block your crabbish opponent's view.
C)  Wait for the enemy to strike.

[User] Walks towards my opponet to kick sand up with the way. This gives me both active mobility, and cover.

[User]
 Sand shoots everywhere as "Bighead" walks down the arena.  The sand billows up high into the coliseum and some people are very unhappy about it!  An orc on the 4th row gets sand in his ale and up his britches.  He decides to throw the now crusty drink bottle at Thanos in what a 6th row, and very drunk, dark elf begins calling "the bestuh play of this 'ere match."  "Boo" is the most widely heard word throughout the arena.  It isn't Halloween.

 Cyanic
Move 2:  Intimidation

The sand makes it hard to see, will you...
A)  Stagger towards your opponent.
B)  Back towards the wall.
C)  Shoot your water supply in the form of rain to combat the sandstorm.
D)  Shoot a blast of water directly at your opponent with (12%) chance to hit.

[User] C . Definitely C.

[User]
 The sky looks crazy!  It appears as if a storm is brewing!!

 Thanos
Turn 2:  Overcast

You continue sludging along towards Cyanic.  Do you...

A)  Pick up the bottle, now with a jagged edge, with your special glove powers and keep it floating nearby.

B)  Leave the bottle and keep walking.

C)  Hunker down for the storm, keeping the bottle within sight.

[User]
 C.
Easily.

[User]
 Cyanic
Turn 3:  Storm Front

Your opponent appears to be cowering in fear with a serrated glass bottle near him.  The sky is adorned with your water, which you can control, that is made much heavier by the sand specs that many of the droplets contain.

The two of you are 30 ft away.

You...

A)  Collect the sandy water droplets into one hovering mass of water.

B)  Surge all the water at your opponent in one massive and stormy blast.

C)  Let the water drop peacefully now that the sand is no longer a problem, and shield your face with your prominent claw to protect from any potential bottle attacks.

D)  Walk towards him while he is hunkered down.  (Get to a range of 10 feet)

[User] B. Absolutely.

[User] I"mah Chargin My Bumpzoar! :shoop To Whoop!:


[User]
 Red crimson liquid flowed downward from the long gaping shoulder wound, staining the warriors winter wool garments. The liquid dripped slowly from the warriors hand as he slowly fell forward over the mare's mane, his hand dangling at the mounts side left a light trail of blood across the whiteness of the snowcapped mountain. A trail that would be gone in matter of minutes due to the strong upper wind carrying and depositing new amounts of snow over the area. This fact was hard pressed upon the warriors mind for he knew he had to reach the villa to let someone know about the robed figures and the creatures that stalked the night, he had to warn them for he was the only one that made it out. He gasped the reins tighter in his hand as he jilted the mount to move faster for he was growing short of time and the city of Red Barrel stood just below him, he could see the small pin points of light from the inhabitants homes.

The thundering of the heavy mounts huffs could now be heard by the warrior as the snow became thinner. The warm air now carried the strong scent of the evergreen pines indicating to the warrior that he was at least half way down the mountainside, but with the coming of the warmth, the blood began to flow faster causing him to fear that he would not make it there in time. Reaching back, the best he could, he managed to pull free a piece of parchment from the mounts side pack. Spreading the parchment out he began to draw a map indicating the location of this atrocity.

The pines turned to various other types of trees and the ground began to level out as the warrior entered into the forest that lived at the base of the mountain range. He knew now that he was only a short span away from the port city. The smell of the ocean was heavy here, another supporting sign that he was almost there. His blood written parchment clasped tightly in his fingers. His eyes, barely able to stay open, focused upon the horizon, hoping to see the city soon.

The warrior grasped the reins tighter as the walls of the city stood before him. His eyes fell upon the guards as he approached the gate. His breath was rasp and the word danger slipped over his chapped lips. He continued to mutter this warning as the guards pulled him from his mount. The last words escaping from his lips were... They have been freed....

The atmosphere of the inn was everything you expected it to be. There were barmaids brisking about serving the thirst patrons, bringing them food and cheer. There were bards singing of tall tales and heroes of fame and legend. Finding a place to sit, you began to relax and let the days stress flow from your body. The food and cheer of your order placed before you.

The laughter, the giggles, the singing of the bards came to a stop as the door to the inn flew open and two city militia escorted the Constable into the inn. His sharp features were toppled by an expression of Grimness. Taking center floor he began. “There be danger!” His voice took on a heavy tone, one of authority to get everyone's attention. “We are in the need of strong adventures.” his eyes moved about the patrons, sizing them up. “The City of Red Barrel offers pay for any adventurer whom wishes to sign up.” he looked over the room once more. “I can not go into detail here, for anyone who wishes to join may come talk to me at the Constables office in one hour. “ he turned away and began to head to the door but stopped and added, “This should only interest the strong ones, for it is very dangerous.” he moved on out of the inn and headed to his office hoping that there would be a good turn out....

occ. This Rp is freeform style but based on AD&D game mechanics


[User]
 The sails flutter as a sharp wind flashes across the deck of  The Vagabond.  You've come to like the way these sudden gusts would carry the salt into your lungs. It's refreshing to be on the sea, feeling like you're going somewhere.

It had been ten days, a whole tenday, without stopping once in port. On a merchant ship like this, one would think that Old Man Jeffrey would want to stop in every port possible in order to try to sell his inventions. Jeffrey started as a tinkerer, and a damn good one at that. He was always against using magic to solve problems, and seemed to hold spite for those who leaned on it. He always said things like,  "Magic won't be 'round forever boys, pick up a sword and shield and guard properly."  Fat lot of good that does you in this world.

Mostly, his inventions are useless. Little trinkets that move on their own or special boxes with hidden compartments to store stuff. Really, most of his sales were to unsuspecting nobles who needed some sort of entertainment to fill the gaps between the five meals of their day.

The reason for being on this ship, well, cash. You've run right out of it. That cruel realization rears its ugly had once more, kicking down the high you'd just gained from the breeze. Jeffrey makes his way over to you.

 "I know I hired you as guards, but it'd be nice if you did something to clean the ship too. It's rather dirty and a couple of my crew are under the weather, what do you say to an extra five gold in your pocket just to clean the ship?"

That's right, a couple of the crew had gotten sick because we hadn't gone to port. Stupid Jeffrey, what is he thinking. The weather's clear. Hell, you can even see that the waves have a nice chop from that gust, why are we still here?

 "Well? What do you say to some extra coin?"

[User]
 Mercutio leans against the railing, enjoying the salty spray upon his face. Now  this  was freedom. Sailing the open seas, he could make a living out of it. That is if he didn't have to do mundane jobs such as cleaning the ship as well.

Merc does a quick check of his coin purse. Yup still just the two gold pieces. Still facing the sea, the Drow signals to Muriel in Hand Cant.

  How much prestidigitation did you prepare today?

Without waiting for response from his partner, Merc spins on his heels, his trademark grin stretching from ear to ear.

 "My dear Jeffery, a good day to you! Now we are always appreciative of gold, but what would you say to a little wager?"

[User]
 Muriel

Muriel leaned out over the railing of The Vagabond, enjoying the feel of the wind in her face. Her long black dress fluttered in the strong gusts, the wisps of cloth floating out behind her like blood over water. Closing her eyes, she simply took a moment to feel the sea air.

That was really the only good part of being on this damned ship. Being away from the stenches and troubles of land. She certainly wasn't here for the captain's company. In fact, if Mercutio hadn't been so picky about the jobs they took, they wouldn't even have to be here.

Not like Windbags pays us all that much anyways...

Speak of the devil. She could hear the old geezer's footsteps approaching behind her. And smell his stench. She scowled, not turning around as he made his offer.

What do I look like, a cabin boy?

She signaled back to Mercutio,  I have Grease prepared. I refuse to do this man's dirty work for such a low fee. Wager or not.

The scowl stuck, her morning ruined.

[User]
 "Whatcha mean? A wager?"

The old man leaned to the right slightly, placing a hand upon his leg.

[User]
 Merc's smile flattens for a split second when he see's his partner's response. As his eyes were toward Muriel, he spots a very colorful bird in the distance. Twas a very pretty bird, all the colors of the rainbow with a white belly. He had always wanted a pet bird, possibly a parrot that he could teach to say words like some sailors he had met. Maybe one day he get one.

Mercutio realized he had drifted off into thought for a long time again and attempted to make a quick recovery.

 "What? Sorry spaced out there for a second, pretty bird and whatnot." his smile reappears, "Sure thing I clean up, need the cash anyway. But what do you say to paying 10 gold pieces, my captivating captain?"

Behind his back, the drow signals to Muriel,

  Fine then, I shall have all the earnings to myself and share none with you.

In a childish fashion. Well, as childish as you can express in a sign language.

 Spoiler

  Diplomacy  - (1d20+12)[ 30 ]

[User]
 Muriel

The woman simply gave him a flat stare and went back to staring out to sea.

[User]
 Jeffrey's eyes show confusion and just a bit of suspicion. Mercutio's words do not help.

 "Where I'm from, that's not called a wager, boy. That's called begging for payment."

He looks back for a second, toward starboard, before continuing his words.

 "Whatever, just get her clean. We're going to be at sea for one more day before port."

He tosses ten gold pieces on to the floor, walking away with a swift turn of his heel.

[User]
 "Ah ha!"  Mercutio quietly exhults to himself,  "My gambit worked! Not a wager in your eyes maybe, oh Captain of Cakes. But I still get the better end of this deal."

With that, the actor picks up his gold, grabs a mob and bucket, and begins to scrub the decks.

[User]
 Muriel

In Undercommon.  "What in the nine hells do you mean by Captain of Cakes? Has the sea air gone to your head."

[User]
 Still scrubbing the floor, Mercutio replies back in Undercommon,

 "Was a character in one of the plays I did back in my theater days. Fat old captain of a ship who is easily fooled by the hero. And here in lies the lesson my dear. If you play an annoying enough fool, people will give you money to go away and shut up."

[User]
 Muriel

Turning her head slightly to stare at the retreating emaciated back of Jeffrey, and back to Mercutio.

"  He's not fat though...  " she muttered under her breath.

[User] Mercutio shrugs. Still scrubbing the deck.

[User]
 Mercutio makes short work of the deck, finding himself done in about an hour. Standing as he finishes and returning the supplies to their proper place, Mercutio returns to Muriel on the deck of  The Vagabond.

It was midsun now, and the heat was evident, the freshness of the previously welcome ocean spray had somewhat dissipated and been replaced by the quite unwelcome feeling of clothing sticking to ones back. The humidity created by a sea environment was starting to  not  pay off.

[User]
 Rolling one of his newly earned coins across his fingers, Mercutio leans his back against the railing and says to Muriel,

 "You know? I've been wondering, why haven't we stopped in the last tenday? I imagine thats why there's been so much sick that I just scraped off the deck. I figure a man such as him would want to stop at port and sell his goods at any chance he gets"

[User]
 Muriel

Muriel gives a shrug, clearly not caring.  "Ask Windbags."

[User] Flipping the coin into the air with his thumb, Mercutio says,  "Grand idea!"  Catching the coin he strolls to the Captain's cabin and knocks on the door.

[User]
 The door opens, the captain wearing a pair of spectacles. Behind him is well-decorated room. A large roundtable is the predominate feature. and it sports quite a map on its surface. Over to the side is a desk, filled with a seeming endless amount of parchment and ink. The room was well lit, a sky light letting in more than enough light. The whole room seems to be made of wood, and feels like it is older than it probably truly is.

 "You finish the deck, Mercutio? What do you want now? More payment?"

[User]
 Leaning against the door frame the drow asks,

 "Cap'm I been meaning to ask, Why haven't we stopped in any port town in the past tenday? I'd figured you for the kind of Captain that would love to stop at each and every opportunity to sell his wares. So what gives?"

[User]
 "Truth is, I've entangled myself quite heavily in a project that requires fresh sea water. The water near ports often has all manners of debris in it. So, it's completely unusable for this purpose. Sorry I can't say more lad, but I wouldn't want you stealing my ideas, would I?"

The captain turns back to the room, sitting at the desk, motioning for Mercutio to close the door.

[User]
 Ignoring the captains motions, Mercutio continues,

 "Oh come now Jeff. I'm not the type to steal others' ideas. Sure I might borrow one or two and tweak them to my satisfaction, but never steal no. I'm just the curious type."

 Spoiler

  Diplomacy  - (1d20+12)[ 15 ]

[User]
 "In my trade, the curious type are most commonly snoops and thieves. Now, close the door and do something productive, before I dock your pay!"

The captain tears off his spectacles as he says this and points outward toward the deck.

[User]
 Defeated, Mercutio raises his hands in surrender. He closes the door and returns to his spot on the rail next to Muriel.

 "Says he needs copious amounts of sea water that 'isn't sullied by ports' or some such for his newest project. Then told me to get out and do something productive."  Merc takes a deep satisfied breath and smiles.  " I suppose there's nothing more productive for a ship guard to do than sit and guard the ship. Wouldn't you agree?"

[User]
 Muriel

Muriel quickly conceals her trepidation when she learns Mercutio was questioning the captain on his motives. She hadn't thought of that. If he learned the man was less than the honest-if-annoying tinker he thought he was... Well, it would be annoying to deal with.

Aloud, all she says is,  "Productive indeed."

[User]
 "Aye, productive."

The third voice is a somewhat familiar one, it was Two-Dagger Jim, the first mate and head enforcer on the boat. When a crewmate wasn't doing their proper job, Jim would discipline them appropriately. A tall man, roughly six feet high, and sporting quite the ragged jacket over his slim frame. He twirled daggers in both hands at almost all times. Seems that he was the usual guard as well.

In the recent days that you've been aboard, Jim had given you quite a hard time. You suspect it has to do with captain seeking your help over his. Quite an inferiority complex.

 "But, do you know what would be more productive? Helping out in the kitchen, washing the deck, or maybe, you know, staying in your quarters when you have nothing better to do? One-eye is up in the crow's nest. Trust me, you'll know if there's something to guard against in this sea. For now, get off Jeff's deck and get yourself into the hold."

The daggers stop at this last line, and promptly reverse direction, spinning faster than they were.

[User]
 Muriel

Muriel turned around, smiling sweetly at Jim.  "Indeed. We should all strive to be as productive as you. Although however well intentioned it is, I am afraid the wind you are creating with those knives isn't enough to make the ship go any faster. Even combined with that mouth of yours."

She shook her head sadly.  "Ah well, keep up the good work."  Turning to Mercutio, she inclined her head towards the hold.  "Let's leave Too Daft to his guarding. I'm sure he can handle any carp who try and attack the ship."

Her tinkling laughter echos around the deck as she saunters off.

[User]
 Mercutio's smile grows impossibly wide at Muriel's comment. Leaning towards Jim he says,

"You know Jimbo, there I times when I absolutely love that woman and praise the day I met her."

With a chortle, the drow makes his exit back to his and Muriel's shared quarters.

[User]
 Somehow, the two seem to get away with their comedy, despite the infuriated expression on Jim's face, he seems far too shocked to say anything. The two are already on their way toward the rear door which leads into the hold.

Calling the place "shared quarters" would've been overly generous, but the place did its job nicely. Mercutio and Muriel had their own set of hammocks conveniently located next to some rather large and old crates. Undoubtedly, these items had never sold. The cannons were centered at the portholes on the starboard side, and the place was primarily a common area for the crew, as well as their quarters. A couple boxes lined the place, the more popular items, but it didn't distract from its primary purpose. A stairwell near the center of port side led into the storage hold, where the majority of products were stored. Despite the dank and dark atmosphere of the hold, the place was a temporary home. Of course, it helped that Aera, the ship's navigator, knew how to play the lute.

This day, the storage hold was being reorganized. Boxes were being moved in a flurry, and some were being thrown out. Luckily, Mercutio and Muriel's hammocks weren't anywhere near the action.

 Spoiler
Same size as upper deck, stairs on center left going up and down. Right side has cannons lining it, boxes around the edges of the room, the center has a series of hammocks supported by support beams. Your hammocks are on the upper right side, supported by some old massive crates.

[User]
 Raising a silvery eyebrow at the ruckus, Mercutio turns to Muriel and shrugs. Turning back the busy workers, he shouts over the din,

 "Oi! Whats all this hubbub? Need a hand?"

[User]
 Muriel

Muriel couldn't help but wince at the noise and activity taking place. She heaved a dramatic sigh. Raising her voice, she too addressed the workers.  "I would simply leave you to your labor, and go and take a nap. Unfortunately, that option appears to be out of the question becuase of the Bane cursed racket you're raising. So, in the pursuit of a little quiet, I repet my companions question."

Now putting on her sweetest, most vitriolic smile, she finishes.  "How may I help you?"

[User]
 Raising the other eyebrow, Mercutio gives Muriel a look of feigned fright. Placing an ebon hand on her shoulder, his face changes to that of a mother gently chastising a child, the drow says,

 "I know that smile. That smile means bad things. Put it away before you frighten the others dear."

Removing the hand, he grins from ear to ear again and says,

 "Seriously though, You? Agreeing with me? Who are you and what have you done with my morbid and murky Muriel?"

[User]
 Muriel

Muriel turns her smile towards Mercutio, and says in the same chiming voice,  "Don't push your luck, or you will become a Doomed to be Dead Drow."

[User]
 Mercutio's face becomes that of disappointment. He places a hand on her shoulder again and says,

"You really need to work on you alliteration there dear. Yours was just not funny."

[User]
 Muriel

Muriel simply ignores Mercutio, waiting for a reply from the crewmen.


[User]
 Arena Tournament, Round 47:  Syran Silverskin  vs.  No
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Syran - Fishy
 No - Bayar
 All Gladiators, please roll initiative

[User]
 Checking in, debating purchases.  Most likely going to get my scaly rear kicked.

Init:  (1d20-3)[ 12 ]

[User]
 That remains to be seen. I learned never to underestimate my opponent. So I always give 110 % in the BG.

Initiative:  (1d20+2)[ 18 ]

Want to craft stuff, so PLS dont start yet 😉

Edit: And I finally win initiative.

[User]
 K, I will scribe a scroll of scorching ray, a scroll of seeking ray, a scroll of swift expeditious retreat, a scroll of expeditious retreat, a scroll of Winged Watcher...this may take a while...

K. All that **** costs about...112.5+28.12 =140.62 GP and 15 XP.

[User]
 K. Lets start.

 No - Round 1

 Spoiler
Will start in N25 with 2 scrolls in each hand. One contains my offensive spells the other one contains the other spells. I have both my scrolls in hands. And I am not wearing my armor.

Will try to cast Swift Expeditious retreat and after that will try to cast invisibility .

UMD 1:  (1d20+17)[ 19 ]  DC 21
UMD 2:  (1d20+17)[ 23 ]  DC23

 Not done.

 Spoiler
 Damn. Oh well, I dont manage to cast expeditious retreat but I go invisible. Will move to S23.

Done.

 Stats:

 Spoiler
HP: 6/6

AC: 12  T:12  FF: 10

Location: S23

Speed: 30

Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter
Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher,  Invisibility

[User]
 Eh, no reason not to.

 Syran - Round 1

 Spoiler
Syran begins in M2, holding her net and the scroll of sleep, with Fido the Wonder Dog in N2.

Standard action: Attempt to cast Heroism, opting to share with Fido.  DC 8 caster level check:  (1d20+1)[ 7 ]

 Not done yet...
EDIT:
 Spoiler
Okay, looks like I suck.  As a free action, order Fido to head south and Attack: which my Handle Animal skill is high enough for me to do without rolling.  Fido will head to N18, where I lose control of him, and Syran will head to I6.

And, finished.

statblocks:
 Spoiler

Syran:
 Spoiler

Position: I6
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 1/9,600

Fido:
 Spoiler

Position: N18
HP: 13/13
AC: 16, Touch: 12
Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier)
Saves: +7/+7/+3

[User] LOS check ?

[User]
 LOS fro dah  Fanboy Ref
 No

 Spoiler

You see Fido in N18

 Silverskin

 Spoiler

No LOS

[User]
 No - Round 2

 Spoiler
Oh ****, he sent his pet to kill me with scent ! Have to escape !

Double-move to U12 from S23.

Done.

 Stats:

 Spoiler
HP: 6/6

AC: 12 T:12 FF: 10

Location: U12

Speed: 30

Buffs: Invisibility 2/10

Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter
Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher,  Invisibility

[User]
 Round 2 - Syran

 Spoiler
Syran double-moves to I18.  Fido is outside my direct control, but starts at N18 and moves southish looking for something to attack.

Done.

statblocks:
 Spoiler

Syran:
 Spoiler

Position: I18
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 2/9,600

Fido:
 Spoiler

Position: ???
Base Speed: 40'
HP: 13/13
AC: 16, Touch: 12
Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier)
Saves: +7/+7/+3

[User]
 LOS

Bayar

 Spoiler

You see Fido move south from N18 to N21. Then following the past command to its best extent he moves his last 3 squares to R23 to attack you.
Fido's rolls
 (1d20+3)[ 11 ]
Damage:
 (1d6+3)[ 7 ]
Now trip attempt:
 (1d20+2)[ 11 ]
No LOS aside from the Fido.

Syran

 Spoiler

You see Bayar getting attacked by Fido who is S23  Fido is in R23.

[User]
 @FFFanboy/refs:

 Spoiler
1.  I am in U12.
2. I am invisible. he didnt roll for concealment.

Still on religious holiday. It will end tomorrow.

[User]
 High Ref Maurkov

Redoing LoS

@Syrian
 Spoiler
You see Fido arrive in N25.

@No
 Spoiler
You see nothing.

@refs, FF fanboy
 Spoiler
I'm not rolling move silently vs. passive listen because it's got an INT of 2.

[User]
 Hmm.  Ref question?

@refs:
 Spoiler
Syran sees Fido "Arrive" in N25?  In what direction did he arrive from?  Is he moving under his own power, or being pushed?  Is No still visible and in S23, and if not, which way did he go?

Thanks a ton.

[User]
 GM Kyeudo

Fishy

 Spoiler

FF Fanboy's ref check contained a serious mistake about No's location. He was never in S23 for you to see him there.

[User] Okay, cool.  So, that leaves us with No in the top of round 3, whenever bayar gets back?

[User]
 No - Round 3

 Spoiler
Double move from U12 to O8.

I am still invisible

Done. LOS check would be gr8.

Stats:

 Spoiler
HP: 6/6

AC: 12 T:12 FF: 10

Location: O8

Speed: 30

Buffs: Invisibility 3/10

Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter
Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher,  Invisibility

[User]
 High Ref Maurkov

LoS

@Syrian
 Spoiler
You still see Fido at N25.

@No
 Spoiler
You see Fido at N25.

[User]
 Round 3 - Syran

 Spoiler
That's odd.  Going to try to 'push' Fido to track No by scent.
Handle Animal DC:25  (1d20+9)[ 16 ]

Not done yet...

[User]
 Spoiler
Using my second move action to try again:  (1d20+9)[ 15 ]

And, done.

statblocks:
 Spoiler

Syran:
 Spoiler

Position: I18
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 3/9,600

Fido:
 Spoiler

Position: N25+???
Base Speed: 40'
HP: 13/13
AC: 16, Touch: 12
Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier)
Saves: +7/+7/+3

[User] Los ? 🤨

[User]
 High Ref Maurkov

LoS

@Syrian
 Spoiler
You still see Fido at N25.

@No
 Spoiler
You see Fido at N25.

[User]
 No - Round 4

 Spoiler
Wait, he cant turn invisible too, right ? He must be hiding somewhere...

Move from O8 to P17. If at any point I get LOS to Syran, I will stop. walking on the edge of the cliff.

PS: I am still invisible.

Done. LOS check...

Stats:

 Spoiler
HP: 6/6

AC: 12 T:12 FF: 10

Location: O8

Speed: 30

Buffs: Invisibility 4/10

Spells on scroll 1: Scorching ray, Seeking ray, Magic Missile, Backbiter
Spells on scroll 2: Mage armor, Shield, Protection from arrows, Expeditious retreat, Swift Expeditious retreat, Winged watcher,  Invisibility

[User]
 High Ref Maurkov

I hate this map.

LoS:
@Syran
 Spoiler
You continue to see Fido.

@No
 Spoiler
You see Syran in I18.  Without a scale model and a laser, my best guess is that LoS is established as you enter P11.

[User]
 Round 4 - Syran

 Spoiler
One more time, trying to Push Fido to track No by scent, before the water takes it away:  Handle Animal DC 25:  (1d20+9)[ 11 ]

Not done yet.

[User]
 Spoiler
Okay, nevermind that.  Free action, order Fido to go attack in the general direction of R16, move action to J11.  Or something.

And, done.

statblocks:
 Spoiler

Syran:
 Spoiler

Position: J11
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 4/9,600

Fido:
 Spoiler

Position: N25+???
Base Speed: 40'
HP: 13/13
AC: 16, Touch: 12
Attack: Bite +3 (1d6+3 damage, plus trip attempt at +2 modifier)
Saves: +7/+7/+3

[User]
 High Ref Maurkov

LoS

@Syran
 Spoiler
You lose LoS to Fido as he heads off to the NE

@No
 Spoiler
You lose LoS to Fido as he heads off to the NE.  Syran moves to J11.

@Fido (just kidding.  Refs only)
 Spoiler
Without a target, Fido heads NE to T19 and awaits further orders

[User]
 No - round 5

[spoiler]I drop my attack scroll and attempt to cast Seeking ray from it.

UMD check:  (1d20+17)[ 33 ]
Attack roll:  (1d20+4)[ 11 ]  VS AC 10 (2 from DEX 2 from being invisible)
Damage roll:  (4d6)[ 14 ] [./spoiler]

Edit: take 11 electricity damage. Oh and you see me on the edge of the other hill...in a square...forgot exactly which one :/

[User] Okay, cool.  I die horribly.

[User]
 High Ref Maurkov

I call this match in the favor of No.


[User]
 Arena Tournament, Round 41:  Ragefire   vs.  Wolaifex
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Broken Stick Ragefire - KoG
 Wolaifex - FlyMolo
 All gladiators please roll initiative

[User]
 Wow, I completely missed this. 😦 Rage-frires new sheet is being held  here

Initiative -  (1d20+2)[ 10 ]

[User]
 I'm here! Hello.

Germany was fun. Let me find mah sheet.

Nevermind, Mythweavers is borked.

 (1d20+2)[ 13 ]

There we go. That was his initiative mod last match.

I'll start in D10. You?

[User]
 Let's line it up, I'll start in W10. With my earnings from my last match, I'm going to pre-battle purchase a potion of Blur (300gp) and a Morning Star (8gp), using up the last bits of my money ☹

If you're not buying anything, I'm starting with a Heavy Shield and Potion in my hands.

[User]
 Totally forgot about purchases!

I buy a silk rope and grappling hook. (12)
A lance (10)
A pair of spiked gauntlets (5)
Light warhorse (150)
Riding saddle (10)
50 gp masterwork tool for Ride (50)
Total 200+20+17=237. Remaining 63.

Right, if I remember my horse rules correctly, the horse takes up two squares and I'm on the back square of it? Or is it a large sized square critter?

Worth knowing.

[User]
 A horse? 😦 You're almost as fast as one anyway!

A horse is a large creature, and has a space of 10, so it takes up the regular 10 foot square. As for placement, I can't find anything about that in the rules. 🤨

I'm now pondering a change of opening hands, but I might be pointless in the end... I'll wait to hear what a ref says about horse-rider placement first.

[User]
 GM Kyeudo

All spaces in 3.5 are square (or cubes in three dimensions). A horse is a large creature and takes up a 10x10 square. Riders share the same space as their mount. If you can attack the mount in any way, you can attack the rider.

[User] I see. I was thinking as much. In that case, I think I'd in fact like to change the objects held at the start to my Halberd, and that is all.

[User]
 I should probably buy a shield to go with my lance, right?

Heavy wooden shield coming up. with spikes on.

Alright. I'm sitting on my horse, lance and shield in hand. I take up all my legal squares.

Edit: I look awesome. 😁

[User] Isn't a lance a two-handed weapon? Also, are you doing nothing for your turn? 🤨

[User]
 Ref Talic

I believe he's waiting on your placement.

Further, when mounted, a lance may be held in 1 hand.

[User]
 I move to P10-O11 and ready an action
 Spoiler
 Triggered by his movement ending, to move. Vague, but I can't think of a better way to phrase it.

All done.

[User]
 Alright then, fighter versus barbarian fun! To start, I'm moving from towards Z6 and disappearing northward.

 Spoiler
 Movement continues until reaching Z3, pull out my Potion of Blur with my remaining action.

Stats

 Spoiler

HP 9
AC 17 T 14 FF 13
Held - Halberd +6 1d10+7 x3
Held - Potion of Blur

Your turn.

[User]
 Ah-ha! Readied action activated!

You head north towards Z6, finishing your move up there somewheres. After this, my readied move action takes me to z7-y8. You in that column? I doubt you have move enough to get around the corner. *counts* not without double-moving, and my actions slots between yours. I spot you.

[User]
 Indeed, I am spotted in the Z column at Z3 as you have deduced by your fancy 'addition' and 'subtraction'. I will now change my action due to developments, and ready my action

 Spoiler
Readying my Halberd against a charge

It would be good to note that due to your size, I would currently have cover relative to you. That is if you don't come after me 😛

Stats

 Spoiler

HP 9
AC 19 T 16 FF 17 (+4 Cover)
Held - Halberd +6 1d10+7 x3
Potion of Blur

One last note for refs

 Spoiler
 Being mounted, to move into they alley, he will need to take the penalties for squeezing into a smaller space.

Your go.

[User]
 I draw my sling, move backwards, rage,  and sling a rock at you. RAW, I can do that.

 (1d30+3)[ 25 ]  AC 17 ( It is 17, right?)
 (1d4+8)[ 12 ]

I'm done.

Raged. 1/9

[User]
 *facepalm*. I rolled a d30.

 (1d20+3)[ 9 ]  AC 17!   luck luck luck luck

Edit: I move all the way to the bottom of the map. It's exactly 60 feet.

[User]
 d30... I was worried you killed me with a sling for a moment 😩

Before I take my turn, I'm going to ask a question to the refs.

 Spoiler
 How high are the buildings, what's the Climb DC to get onto the top, can I make a Hide Check on top of them?

[User]
 ref chilepepper

KoG
 Spoiler
Houses are 20' tall.  There is no climb DC listed, therefore, they are unclimbable unless you have some way to get to the top other than climbing the wall.  Yes you can hide on top of them if you meet all the requirements to hide.  When considering 3 dimensional LoS, treat everything as taking up the appropriate sized cube instead of the 2-dimensional square (ie if your space is 5'x5', then you occupy a 5x5x5 cube).

Play resumes.

[User]
 Well, doesn't look that that's going to work this round... Still, I think at this point, I'm going to bet I can hit you three times before you can hit me once outside your range increment with your sling. Range on a sling is 50'', if your on the other side of the map, or even 60'', that's -2 🙂

Because I don't have my shield, and I have cover in the alley since you take up a large creatures space today, my AC is 19. However, once I drop my weapon and move back and forward between Z3 and Z2 like an idiot, drawing my Longbow as part of a move action, it goes up to 21 until my next turn because of expeditious dodge (+2 for moving 40ft).  I'm then going to use combat expertise to it's fullest and push my AC up to 26 and my ranged attack down to -2.  Nevermind that, that's mellee only....

  Longbow Attack!  - (1d20-2)[ 14 ]  and +5 due to error
  Damage  - (1d8)[ 1 ]

Stats

 Spoiler
HP 9
AC 21 (+3 Armor, +2 Dex, +2 Dodge, +4 Cover) T 14 FF 17
Held - Longbow +3 1d8 x3
Z3 - Halberd +6 1d10+7 x3
Potion of Blur

As long as I don't threaten a crit, it's your turn.

[User]
 Actually, you don't get cover from my ranged attack. It's if there's anything between a designated corner of my square and any corner of your square. I designate anything on the eastern side an d no cover for you.

Yup, you hit me. I'm at 14/15 health.

Lessee, you should have AC...17? No shield, no cover, but exped. Dodge.

I move towards you and then to the west, vanishing from sight at about Y12.

 Spoiler
 I take a pair of moves to sheathe my sling, draw the lance, and end up occupying WX-78. Raged 2/9

[User]
 Been a while, what with the boards down. Time to take my turn I presume.

 Spoiler
Draw Potion of Blur, Drink Potion of Blur

Stats

 Spoiler
HP 9
AC 15 (+3 Armor, +2 Dex) T 12 FF 13
Held - Longbow +3 1d8 x3
Z3 - Halberd +6 1d10+7 x3

Blurred - 20% concealment for 30 rounds (up for 0)

Your turn.

[User]
 GM Kyeudo

No LoS.

[User]
 Spoiler
 I move to YZ-78.

What do I see?

[User]
 GM Kyeudo

A fuzzy looking Ragefire is at Z3, a very large Wolaifex is at Y7-Z8.

[User]
 I give up. I surrender.

Broken stick ragefire wins the match and collects the spoils.

I'm a ref. I'm fairly sure I can be allowed to call matches against myself.

[User] Well, I wasn't quite expecting that.... Any reason?

[User]
 High Ref chilepepper

Technically, initiate refs can't call matches and refs aren't allowed to do any reffing in their own match, but participants can always forfeit.

 By way of forfeit, Ragefire wins the match and collects the spoils.


[User] On Garde', Bitz make your move.😏

[User]
 Play a  Forest .

 End of Turn Summary:
 Cards on Field:   Forest
 Life:  20
 Cards in Hand:  6

Your go.

[User]
 Draw, play a
forest go ahead.

 Card in play
Land: forest
Everything else: N/A
Life; Me 20 Awesome sauce guy 20

[User]
 Draw.
Play another  Forest .
Tap both  Forests , summon an  Umborg Elf .

 End of Turn Summary:
 Cards on Field:   Umborg Elf
Tapped Forest ×2
 Life:  20
 Cards in Hand:  5

Your turn.

[User]
 Draw play a forest
Play wrens run vanquisher revealing imperious perfect.
Go ahead

  Hand: 7
Life; Me 20, bitz the awesome 20
Cards in play: Forest X2(tapped) and a wrens run vanquisher.

[User]
 Draw, play  Gaea's Cradle .
Tap both  Forests  to summon a  Priest of Titania .
Then tap the  Gaea's Cradle  to gain   3  , which I use to summon an  Elvish Champion .

 End of Turn Summary:
 Cards on Field:   Umborg Elf · Tapped Priest of Titania · Elvish Champion
Tapped Forest ×2 · Tapped Gaea's Cradle
 Life:  20
 Cards in Hand:  3

😁

[User]
 😩 You never play a elvish championb against another elf deck Bitz, your first lesson. Why? Becuase your champion gives All OTHER elves forest walk not just your own as well as the stat boost.

The druid laughed as he saw the aid that had arrived at the other side of
field, and decided to help himself out some more, the imperious perfect stepped out of the bosk.

 Spoiler

Play a forest
Play imperious perfect,
Swing for 5 with Wrens run vanquisher, unblockable due to forestwalk.
End turn

Cards in hand: 4
Cards in play:  Forest X2 Murmuring boskX1
Wrens run wavquisher (tapped.) Imperious perfect.
Life: Me 20 Bitz the awesome:15
Bitz Your cool, and all but I show no mercy it is the only way you shall learn.

[User]
 Oh. Yeah. I forget.

Draw. Play a  Forest .
Tap two  Forests , summon another  Priest of Titania .
Tap first  Priest of Titania  and this turn's  Forest.  Play  Saproling Symbiosis . Four  1/1 Saproling tokens  come into play.
Tap  Gaea's Cradle  to gain an needlessly large amount of mana. Use some of it to summon a  Caller of the Hunt , which I designate to the Saproling creature type.

 End of Turn Summary:
 Cards on Field:   Umborg Elf · Tapped Priest of Titania · Priest of Titania · Elvish Champion · Caller of the Hunt   [Saproling]   · 1/1 Saproling Token ×4
Tapped Forest ×3 · Tapped Gaea's Cradle
 Life:  15
 Cards in Hand:  None...

My mistake is going to be a problem. *prays for good draws*

[User]
 well, luckily for you I drew a land, and not a creature.
A wooded bastion apperas around the old druid who nmow sttod at its gates challening mystic energies through the bastion in order to summon garruk Wildspeaker a planewalker of legend he grunted to the druid who grunted in turn, The man waved his arms, and the bastion, and the bosk restored themselves.
And now the Vanquisher slashed again at the foolish saproling covered man.

 Spoiler

Man Am I going to be hurtin net turn but it is worth it.
Take 5 damage from the vanquisher.
Cards in play: Imperious perfect Garruk wildspeaker
Wrens run  vanquisher
4 land 2 of which are untapped.
Life: Me 20 Bitz the awesome newbie: 10

[User]
 Draw.

...rats. I lost.

Play a  Forest  from my hand.
Elvish charge!  Umborg Elf  and both  Priests of Titania  attack. You take 6 damage.

 End of Turn Summary:
 Cards on Field:   Tapped Umborg Elf · Tapped Priest of Titania ×2 · Elvish Champion · Caller of the Hunt   [Saproling]   · 1/1 Saproling Token ×4
Forest ×4 · Tapped Gaea's Cradle
 Life:  15
 Cards in Hand:  None...

Grr.

[User]
 End, of your turn, I tap a green mana, and produce a 1/1 green elf, which then becomes a 3/3 with bounuses.

The regal elf woman sounds her horn, and from the forest apperas an elvish warrior with an elegant sworsd, the druid racks his mind fior inspiration but is only able to come up with another vanqusiher which he decids against Garruk sounds, a fell horn, and the regal elf woman, the elf warrior, and  The vanqiusher charge pasy his defences, and striking a fell blow against the apperentice druid.
 "Learn from this you shall.YEs?"

 Spoiler

Play a forest
Activate Garruk using all of his loyalty counters, to actvate his overrrun ability giving my creatures +4/+4 and trample, swing with rens run vanquisher for 9, and with Imperious perfect for 7, and  with the elvish warriior token for
a grand total of 20. (sorry bitz but you must learn somehow.)

Sigh, but i shall give you a small reward for learning in this duel. You shall receive a lollipop.


[User]
 alright. high roll goes first.

(d20)[ 11 ]

[User]
 Here's my roll
 (1d20)[ 15 ]

[User]
 The mage sounded out from behind him. "I challenge you to a test of wits. Activate battle circle!" A circle of pure energy appeared, surrounding the two combatants.
"I have some honor, you go first"

[User] *neeeds his draws*

[User] I'd do your draws for you, but I'm your opponent

[User] Sigh, if someone else is even in the game I'll give them my random generator as well as the numbers for my cards.


[User]
 Arena Tournament, Round 40:  Thok  vs.  The Unstoppable Force
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Thok - Talic
 The Unstoppable Force - SamTheCleric
 All Gladiators, please roll initiative

[User]
 No purchases, reserve right to purchase if you do.

Init:  (1d20)[ 18 ]

[User]
 High Ref chilepepper

With persistence not seen since Robert Paulson stood on that porch...
 Thok is declared the winner, grab that gold and XP and come inside.


[User]
 Roll to go first.

 Spoiler
  (1d20)[ 17 ]

[User]
 Spoiler
I used a random number generator, got a 57. Divide by 5 that would be a 11

[User]
 (1d20)[ 18 ]
Heres my fixed roll.

[User]
 The druid walked up to the hellfire mage, he had never liked his kind defiling nature, and creating the undead absoulute poppy ****. He pulled  seven cards from the duel disk attached to his arm, and suddenly had multi colored spiky haired, and screamed his every move as if however was watching this had no idea what he was doing  "LETS DUEL!"

 Spoiler

Play forest go.

[User]
 Spoiler
Wah?We doing this yu-gi-oh style? Let's make it more...epic.

The hellfire mage crinkled his nose at the druid. The man smelled of flowers...and trees. That is NOT the way a man should smell. With a confident smirk the hellfire mage called forth  a desolated land with his magic, which he then turned into a swamp.

 Spoiler
 Draw a card.
Play Terramorphic Expanse
 http://www.essentialmagic.com/em2/Ca....aspx?ID=42207
Search and play Swamp, sacrifice Terramorphic Expanse
...Do you care if I shuffle my deck? I didn't look at it

[User]
 Spoiler
 It was a horrible joke that is a black mark on my soul.

The druid laughed as the land around him changed into a murmuring bosk, and the forest merely fell behind it.
, and he drew the mystic energies out of the air, and from the bosk emerged, and elf a woman of regal standing accompanying her.

 Spoiler

Cards in hand: 5
life: 20
Cards in play: wrens run vanquisher, murnmuring bosk, and a forest. (tapped.)
Revealed card: Imperious perfect.
Here;s the links I had hoped you knew the cards.😩
Wren run vanquisher:  http://sales.starcitygames.com//card...?product=48491
and Imperious perfect.
 http://sales.starcitygames.com//card...?product=47934

[User]
 Spoiler
Links man, links

With a barked command the hellfire mage summoned Mountains to do his bidding. Drawing the Mountain's power to him the mage sent a volley of mountain rocks to the regal elf woman. He cackled in glee as the woman fell to the ground. Although the resulting backlash destroyed the Swamp he summoned earlier, he was happy enough to draw first blood.

 Spoiler

Draw Card
Play mountain, play shard volley, sacrifice swamp
 http://www.essentialmagic.com/em2/Ca....aspx?ID=43510
Grave Yard: TE, Swamp
Cards in Hand: 7

[User]
 They are posted Shadowsan. And you shall regret greatly destroying your landd. TT__TT As I drew one of my own.
The druid smiled as a brushland apperead now encroaching on the hell fires territory.
And as if from no where a Man in brutes slothing.
 http://sales.starcitygames.com//card...?product=47309
Apperead, and the land restore it self.
Then the women from before slashes you with poison daggers dealing far more damage then she should have.

 Spoiler

Draw, play garruk
Use his ability to gain a loyalty counter, and untap two lands.
Go ahead.
Swing with the wrens run vanquisher for 3 damage..
Life: Me 20 Hellfire mage: 17

[/spoiler]

[User]
 Spoiler
? The elf woman died from the Shard...
wait...do you even have 4 lands to play garruk? x_x

The hellfire mage summons another swamp to replace the one he lost earlier. Gathering the energy of the swamp and the mountain, he summons a gigantic slug.

 Spoiler

Draw a card
Play swamp, play thermopod
 http://www.essentialmagic.com/em2/Ca....aspx?ID=39586
Graveyard: TE, swamp
Cards in Hand: 6

[User]
 Soory, got mah games mixed up. heh.
Anyway your still at twenty,I play wooded bastion, and I summoun the aforementioned imperious perfect.
Go ahead.
Life: 20/20

[User]
 Spoiler
ROFL. I TOLD YOU you couldn't handle 3 games...and I was right 😛

The hellfire mage summons another swamp, then creates a horrifying illusion. He then commands the giant slug to attack.

 Spoiler

Draw.
Play Swamp. Play Spiteful Visions.
 http://www.essentialmagic.com/em2/Ca....aspx?ID=44097
In Play: Swamp x2, Mountain, Spiteful Visions, Thermopod
Graveyard: TE, Swamp, Shard Volley
Hand: 4

Does spiteful vision let you draw an extra card during your draw phase, or is it just the one you usually draw? Cause I think you draw at the end of the draw phase or something

[User]
 You do draw two cards which means I lose two life, oh well.

Anyway another land appears, and from it stems a Armored Elf Woman
who seems to laugh at you as she comes out.

 Spoiler

Draw my two cards, great now I have to get someone else to do draws great job stalling the game with accleration.
Play a forest
Play Safehold elite
go ahead.
🫤

[User]
 Spoiler
Well to make it fair you need to see the card before you can go on...So I guess we'll have to wait till tommorrow. I'll PM Meynold and ask him to send the next bunch of cards

[User]
 Well, heres my turn redo.
Play a forest.
The druid waved his hands, and a man in brutes clothing was summouned, and he restored the lands. And from those lands came a armoured elf woman,
who brandished her sword against you.

 Spoiler

Play a forest
Play Garruk
untap two lands using his ability
Tap those two lands,
Play safehold elite
I assume you know the planeswalkers
But heres the safehold.
 http://sales.starcitygames.com//card...?product=49972
life: Me 16 You:20
Cards in play: Imperious Perfect, Garruk wildspeaker, and Safehol eilite.

[User]
 Spoiler
Actually you'll be at 14 now after you draw 2 cards

The mage summons a desolated land to do his bidding. Afterward the mage sent shards of mountain rock to kill the beautiful elf, but the resulting energy destroyed another swamp. He then send the giant worm to attack.

 Spoiler
Draw 2, take 2
Play Molten Slagheap, Play Shard Volley to kill Imperious Perfect, Sacrifice Swamp.
 http://www.essentialmagic.com/em2/Ca....aspx?ID=40036
In play: Swamp, Mountain, Molten Slagheap, Spiteful Visions, Thermopod
Graveyard:Swamp x2, TE, Shard Volley x2
Hand:4, My HP:18

[User]
 In response the elf woman sounds her horn, a elf warrior apperaing just in time to see her die :p.
My turn i draw (hell yes!) And out of the forest walks a mounted warrior of nobles standing, weilding a greatspear.
Inspired seemingly by the sole apperance of thi man the eite warrior slashed you across the chest, blood pouring from the shallow wound.

 Spoiler

In response to you killing the Imperious perfect I tap her, and a forest to put out a 1/1 elf warrior token.
Play this
Play a wooded bastion
play this
 http://sales.starcitygames.com//card...?product=50111
Swing at you for 2.
Life totals
Me 16 you 18.

[User]
 Spoiler
Dude, didn't you read my first spoiler? You were at 14 already after you drew...Then I attacked with the worm, so you're at 10...and you just drew again, which will put you at 8. Meanwhile I'm at 16, and after I draw this turn I'll be at 14.

 Spoiler
In response to you ending your turn, I tap a swamp and tap Molten Slagheap to add a counter on molten.

The mage summons a mountain to power his magic. He then casts a spell on the Druid.

 Spoiler
Play mountain, play Browbeat
 http://www.essentialmagic.com/em2/Ca....aspx?ID=40304
You either take 5 damage, or you can draw 3 cards and take 6 damage.
In play:Swamp, Mountainx2, Molten Slagheap, Spiteful Visions, Thermopod
Graveyard:Swamp x2, TE, Shard Volley x2, Browbeat
My HP:14
Your HP:2 or 3, depending on whether you choose to draw or not.

[User]
 Oh contrae it is you who are screwed. I activate Garruks Overrun ability buring all 4 of his loyalty counters, giving all my creatures +4/+4 and trample making my Wilt leaf liege a 8/8, my elf warrior token a 6/6, and my safehold elite a 8/8, they all swing for 22 killing you, because you swang with your thermopod. you lose shadowxknight.
And yes I did have enough to summoun him I played a land every turn, and a played it AFTER I played the imperious perfect.

 Spoiler

Activate Garruk, using his 4 loyalty counters, tro activate his overrun ability
Swing with everything.
Deal 22 damage match point.

[User]
 Originally Posted by FF fanboy
 Oh contrae it is you who are screwed. I activate Garruks Overrun ability buring all 4 of his loyalty counters, giving all my creatures +4/+4 and trample making my Wilt leaf liege a 8/8, my elf warrior token a 6/6, and my safehold elite a 8/8, they all swing for 22 killing you, because you swang with your thermopod. you lose shadowxknight.
And yes I did have enough to summoun him I played a land every turn, and a played it AFTER I played the imperious perfect.

 Spoiler

Activate Garruk, using his 4 loyalty counters, tro activate his overrun ability
Swing with everything.
Deal 22 damage match point.

Actually if you read the actions on my last turn, I DIDN'T attack with my Thermopod. Why, did you think I was stupid? And your creatures only get +3/+3 and trample, so your liege is a 7/7, your elite a 7/7, your token 5/5.
However, all that does not matter.
In response to your attack, I sacrifice thermopod with its ability and tap molten slagheap for 1 colorless mana.
Then I target you with Incinerate:
 http://www.essentialmagic.com/em2/Ca....aspx?ID=42022
3 damage, your dead before combat damage could be dealt.

That was close, but I win.


[User]
 The druid laughed as the Master he had defeated before's apperentice came to beat him apperently with a more aggresive spell list.  "lIsten you lout, I've already beaten your master, no dont make me thrash you to."

First turn lay a wooded bastion go ahead.

 Spoiler

Life totals: 20/20
Cards in hand: 6
Cards in play: wooded Bastion

[User]
 Plains stretched out, and a rebel encampment began to form. At the head, the Children of Korlis had declared themselves protectors of this new insurgency. The corrupt forest dwellers would fall!

 Spoiler
Draw. Play a land. Tap 1 land for 1 mana. Play Children of Korlis. End turn.

Life: 20

Cards in play:
Children of Korlis
(tap) Plains

Graveyard:

[User]
 He laughed this apperentice was exactly the same as his master, no matter for they would all fall to him eventually.
a forest appeared, and Green, and white energy enveloped his hands, and he charged it into the main gate a armoured elf woman brandished her blade against the man in white.

 Spoiler

Play a forest
Pay 1 green mana to activate Wooded bastion gaing a G, and a W mana
Play safehold elite.
Go ahead.
Cards in play
Wooded bastion (tapped)
Forest (tapped)
and Safehold eilite
Life totals: 20 me, and Rebel 20.

[User]
 The encampment grew, and some of those who followed the children of korlis became more fervent in their worship, preaching of doom that would come. They broke from the Children of Korlis, but still fought for the rebellion.

 Spoiler
Draw. Play a land. Tap 2 land for 2 mana. Play Errant Doomsayers. End turn.

Life: 20

Cards in play:
Errant Doomsayers
Children of Korlis
(tap) Plains x2

Graveyard:

[User]
 The forest behind him grew, and from the gate of the bastion came a regal elf woman that seemed to inspire courage in her felllows granting them strength in battle. The Arored Elf now unafraid of the mans defenses lashes out at him charging at his defences.

 Spoiler

Play another forest.
Tap them all to producer, a imperious perfect
Swing with the now 3/3 Safehold elite.

Life totals: 20/ 17 or 20.

[User]
 The encampment grew even larger. A troop of knights from the en-Kor tribe arrived, protecting the lands from horse-back.

 Spoiler
Draw. Play a land. Tap 3 land for 3 mana. Play Outrider en-Kor. End turn.

Life: 17

Cards in play:
Outrider en-Kor
Errant Doomsayers
Children of Korlis
(tap) Plains x3

Graveyard:

[User]
 A familar cavern appereed upon the horizon pulsating yet still slumbering as it had before, he charged his energy again, and this time, a group of elvish knights tromped out of the Bastion on Fine deeerlike mounts standing ever vigliant over their home.

 Spoiler

Yay! i finnal got my fave elf :3 I have four of him yet I never draw him.
 http://sales.starcitygames.com//card...?product=50108
Anyways i havee the mutavault, and every creature is untapped.
Now Safehold elite swings at your defences again unafriad of the new troop of knights.

[User]
 The outriders and the doomsayers both moved to intercept this new elven attack. The doomsayers were killed, but the outriders came from the flank and killed the elves in one fell swoop. They would not be coming back to harass the rebels again. As the encampment grew, so too did the ranks of the outriders.

 Spoiler
Draw. Play a land. Tap 3 land for 3 mana. Play Outrider en-Kor. End turn.

Life: 17

Cards in play:
Outrider en-Kor x2
Children of Korlis
(tap) Plains x3
Plains

Graveyard:
Errant Doomsayers

[User]
 Yeah, the elves rematierlize once the blow has been struck, and they are now just slightly weaker than before, as you summoun more creatures the Regal elf woman sounds her horn, and another Elf warrior appears at the gates.
Then the druid sits, and thinks for a second then a holy shield is given to each of the lancers out in the field their steeds gaining great wings, and diving at you tottaly avoiding your ground forces, before they returned back to their former out posts seemingly unfazed

 Spoiler

End of your turn tap a forest, and imperious perfect to create a 1/1 elf warrior token which becomes 2/2 with Imperious perfects ability.
My turn draw, smile wickedly
Plasy shield of the Oversoul, and enchant Wilt leaf cavliers, making them a 5/6 with indestructable, vigilance, and flying.
Swing at you with the Wilt leaf cavliers, you may respond with the children of Korlis if you want.
life totals: Me: 20 Him: 20?

[User]
 As the elves fly towards the encampment, the entirety of the rebel forces sits and prays to Korlis to grant them from this horror. And woe and behold, a great beam of light strikes the foul elven force, seeming to remove their very being from existence. They would trouble nobody anymore.

And with that, the few remaining doomsayers began to gain more recruits, preaching that the light would return again and bring doom on their foes.

The outriders led another attack on the forest enclave.

 Spoiler
Tap 1 plains for 1 mana. Tap all 3 creatures. Play Gaze of Justice on Wilt Leaf Cavaliers. Untap. Draw. Play a land. Tap 2 land for 2 mana. Play Errant Doomsayers. Attack with both Outrider en-Kor. End turn.

Life: 17

Cards in play:
Errant Doomsayers
Outrider en-Kor x2
Children of Korlis
(tap) Plains x2
Plains x3

Graveyard:
Errant Doomsayers

NOW my turn is done. You take 4 damage unless you wanna block.

[User]
 Sure I'll take the four you wont be able to do it again though :p
Well, damn I thought I had you to, seeing as you'cve had an answer to everything so far, you must have made a pretty versatile deck TT__TT.

Anyway at the end of your turn another horn is sounded, and another Elf warrior appears, and the forest now entirely surrounds the bastion, and the druid almost hiding them from view.
Then from the forest emerges a elf on a great white horse that just the mere sight of him seems to bloster them to new heights.

 Spoiler

Play a forest
 Tap out to Summoun A Wilt leaf Liege
Attack with my 3 3/3 elves, as well as the now 4/4 scout.

Cards in play:
Land:
Forest X3
Wooded Bastion X1
Creautres:
Wilt leaf liege X1 untapped
Safehold elite:X1 4/4
elf warrior tokensX 3 3/3's tapped, and attacking
Imperious perfecX1 untapped
hand:
3 cards
Life totals: 16/???

[User]
 Sac Children of Korlis to regain all damage at end of your turn. Untap. Draw. Play a land. Tap 3 land and play Zealot il-Vec. Attack with both outriders again.

(too tired to RP it out, heh)

[User]
 The druid utrters a command as the outriders charge, and the Wilt leaf liege, and the safehold eilite stand fast against the arrogant upstart annhilating them enitrely despite the nay-saying of the doomsayers. And another elf joins the growing ranks of his army as the regal woman sounds her horn again (I had five mana why not use the last one?) (only works on power 2 or less.:p)
on the druids turn he smiles for a second then frwons, then smiles again, and frowns, the he merely stomps his foot, and out from the ground emerge a small troop of ouphes in cooks outfits, you see some of the battle damage heal as the ouphes feeed him some Dawnglow.
Then the enitre elf army charges on the sound of the elvish woamns horn inpsiring them to great deeds in battle!
 "CRY HAVOC, AND LET LOOSE THE DOGS OF WAR!"

[spoiler]
Block Your two Outriders, and unless you want to transfer damage they both die.
End of turn make another elf
Play kitchen finks.
CHARGE!!!!!
All of them attack except the finks, and the perfect.

Cards in play:
Cards in play:
Land:
Forest X3
Wooded Bastion X1
Creautres:
Wilt leaf liege X1 5/5 tapped, and attacking
Safehold elite:X1 4/4 tapped, and attacking
elf warrior tokensX 4 3/3's tapped, and attacking
Imperious perfecX1 untapped
hand:
3 cards

[User]
 All damage on outriders transfers to Zealot. Doomsayers block the liege, and the rest of the damage gets through. I'm at 1 HP. Attack with outriders, one has spirit loop now. I'm at 3 HP, you're at 12-14. You swarm again next turn, I'm down.

GG, I need better draws. (or maybe my deck needs some shifting around, but I need to play more games to see)

[User]
 Good game, nice moveshifting it to the zealot.
But yeah you need black in that mix there are so many black rebels.


[User]
 A hooded figure walks into view, nearly hidden amongst the swamp.

 "Perhaps it would be best to end this... quickly."

Using the black power of the swamp, he summons a vile little boggart covered in spikes.

 Spoiler
 Play a swamp, tap it to play Prickly Boggart.

In play:
Swamp (tapped)
Prickly Boggart

[User]
 Plains stretched out, and a rebel encampment began to form.

 Spoiler
Draw. Play a land. End turn.

Life: 20

Cards in play:
Plains

Graveyard:

[User]
 The swamp seems to swell in power and size. The boggart strikes out at the rebel encampment unopposed, stealing food and supplies.

 Spoiler
 Untap, play a Swamp, attack with Prickly Boggart for 1. After combat, tap both Swamps, play Morsel Theft using Prowl to deal you 3 damage. I gain 3 life and draw a card.

Life: 23

In play:
Swamp (tapped) x2
Prickly Boggart

In graveyard:
Morsel Theft

[User]
 The plains continued to grow, and an amrou force scouted the swamps, ready to call in more forces if needed.

 Spoiler
Draw. Play a land. Tap 2 lands for 2 mana. Play Amrou Scout. End turn.

Life: 16

Cards in play:
Amrou Scout
(tap) Plains x2

Graveyard:

[User]
 The boggart continued his raids as the hooded figure surveyed the camp from a vantage point at the edge of the swamp.

 "Hmm... it would be troublesome if those scouts were to call for more forces. I shall deal with them."

Drawing power from the swamp, he casts a dark spell on the scout forces, causing them to wither up into shapeless husks.

 Spoiler
 Untap, attack with Prickly Boggart for 1, tap both Swamps to play Nameless Inversion on the Amrou Scout.

Life: 23

In play:
Swamp (tapped) x2
Prickly Boggart (tapped)

In graveyard:
Morsel Theft
Nameless Inversion

[User]
 The encampment never heard from the scouts again. It had to be assumed they were dead. Still, the encampment grew, despite the pitiful raids by the goblins. The food had been hidden well this time. After hope was lost, however, one scout returned. He was...different now, however. He was as a shadow, and he was a zealot in his cause. The denizens of the swamp would grow to regret their actions.

 Spoiler
Draw. Play a land. Tap 3 lands for 3 mana. Play Zealot il-Vec. End turn.

Life: 15

Cards in play:
Zealot il-Vec
(tap) Plains x3

Graveyard:
Amrou Scout

[User]
 "...It begins now."

The swamp swells with power, and the hooded man casts an enchantment on the swamps, turning the sky over them to eternal night. The power of the moon strengthens the swamp's denizens. A clique of malicious faeries joins the hooded man as the strengthened boggart continues his attacks on the encampment.

 Spoiler
 Play a swamp, tap two swamps to play Bad Moon. Attack with Prickly Boggart for 2. Tap the last swamp to play Nightshade Stinger.

Life: 23

In play:
Swamp (tapped) x3
Prickly Boggart
Nightshade Stinger
Bad Moon

In graveyard:
Morsel Theft
Nameless Inversion

[User]
 Still the encampment grew, against all odds. Hearing of their plight, a group of Kor knights rallied to their cause, calling themselves the Outriders. They would keep the city safe from attack.

 Spoiler
Draw. Play a land. Tap 3 lands for 3 mana. Play Outrider en-Kor. End turn.

Life: 13

Cards in play:
Outrider en-Kor
Zealot il-Vec
(tap) Plains x3
Plains

Graveyard:
Amrou Scout

[User]
 The faeries join the boggart in their attack on the encampment. Meanwhile, a much more sinister group of boggarts form up outside the swamp, preparing to attack the camp.

 Spoiler
 Attack with the Stinger and the Prickly Boggart for 4. After that, tap three swamps to pay the prowl cost for Earwig Squad.

Life: 23

In Play:
Swamp (tapped) x3
Prickly Boggart
Nightshade Stinger
Earwig Squad
Bad Moon

In Graveyard:
Morsel Theft
Nameless Inversion

[User]
 The Vec shadow-being attacked the forest directly, none able to block his passage. And with him, another group began to follow him, learning his ways, trying to be as unstoppable as he was.

 Spoiler
Draw. Play a land. Tap 3 lands for 3 mana. Play Amrou Seekers. Attack with Zealot il-Vec. End turn.

Life: 9

Cards in play:
Amrou Seekers
Outrider en-Kor
(tap) Zealot il-Vec
(tap) Plains x3
Plains x2

Graveyard:
Amrou Scout
You take 1 damage from Zealot il-Vec.

[User]
 The swamp expands, but the new section is greener and grander. At its center lies the Tower of Pendelhaven, the hooded man's base of operations. His lieutenant, Sygg, emerges from the tower to assist.

The faeries and boggart continue their assault, while the "elite" squad of boggarts (armed with torches and... fishing rods?), being less agile, attack the camp directly, making no effort to avoid doing battle with the guards.

The commotion gives another boggart the chance he needs to sneak up on the camp. From there, he starts to command the hooded man's forces, improving their efficiency.

 Spoiler
 Untap, draw, play Pendelhaven, then tap two Swamps to play Sygg, River Cutthroat. Attack with the Stinger and the Prickly Boggart for 4. Also attack with the Earwig Squad for 6, but you could block them. After combat, tap Pendelhaven and the other swamp to play the prowl cost for Stinkdrinker Bandit. At end of turn, Sygg's effect activates and I draw a card.

Life: 22

In play:
Swamp (tapped) x3
Pendelhaven (tapped)
Prickly Boggart (tapped)
Nightshade Stinger (tapped)
Earwig Squad (tapped)
Sygg, River Cutthroat
Stinkdrinker Bandit
Bad Moon

In graveyard:
Morsel Theft
Nameless Inversion

[User]
 Double block the earwigs with outriders and seekers. Transfer all damage onto the zealot.

The Outriders lead another attack on the enemy, and the il-Vec shadow man himself led a sneak attack, bypassing all their defenses.

 Spoiler
Draw. Play a land. Tap 2 lands for 2 mana. Play Amrou Scout. Attack with Outrider en-Kor and Amrou Seekers. End turn.

Life: 5

Cards in play:
Amrou Scout
(tap) Outrider en-Kor
(tap) Amrou Seekers
(tap) Plains x2
Plains x4

Graveyard:
Amrou Seekers
Amrou Scout

You take 2 damage from the seekers. 2 more if you don't block the outriders.

[User]
 The hooded man casts the same spell as before, destroying the scouts again. All of his forces swarm the encampment.

 Spoiler
Untap, tap two swamps to play Nameless Inversion on the Amrou Scout, then attack with everything for 17. I figure that with no blockers and little mana, you can't stop the alpha strike for the win. Good game?

Life: 18

In play:
Swamp (tapped) x2
Swamp
Pendelhaven
Prickly Boggart (tapped)
Nightshade Stinger (tapped)
Sygg, River Cutthroat (tapped)
Stinkdrinker Bandit (tapped)
Bad Moon

In graveyard:
Morsel Theft
Nameless Inversion x2
Earwig Squad

[User] Bleh, your win. That was a damned good draw you got. (eyes suspiciously) but I think it had more to do with my mana hose issue. I should have had a lot more guys out. And the killing off of my scouts was just harsh. I would have won simply if you hadn't done that.

[User]
 It was hardly a perfect draw, considering that I was stuck on two lands for a while, then three. But the two Nameless Inversions in the starting hand helped a lot - I knew I had to kill any Scouts I saw.

EDIT: Wait a minute, how is it harsh that I killed the Scouts if you would have won if I didn't do it?

[User] exactly. Scout was probably my only chance of winning. You killing both was harsh. Good tactics, of course, not saying you shouldn't have, but harsh. 😉


[User] ((alright, I don't care, you go first))

[User] Ok.  Do you want to find someone else to draw cards for us, or do we go with the honor system?  I can map random number generation from invisiblecastle to cards quite easily.

[User]
 well I'M doing honor system, but feel free to do what you feel is god for you
(and If I find out you cheated, you will burn in hell for eternity)

[User]
 All right, I've generated my hand.

 "This will be interesting" , the old wizard mumbles.   "First, let's gather a little power..."   With a gesture, a vast spread of frozen tundra appears behind him.

 Spoiler
Play  Tundra .

[User]
 Hmph  The mage grumbled,  You think you can win with that?  and, with a gesture, a steam appeared.

 Spoiler

Life: 20
Cards in hand: 7
Lands: Island
Tapped lands: none

[User]
 Oh, that's just the beginning.

A maze of clouds appears beside the tundra in response to another gesture.

 Spoiler
Play  Nimbus Maze

Life: 20
Cards in hand: 6
Lands: Tundra, Nimbus Maze

[User]
 Same  Was the reply, another stream appeared.

 Spoiler

Life: 20
Cards in hand: 7
Lands: Island x2
Tapped lands: none

[User]
 Ah, now we're starting to get... somewhere, anyway.   The old mage draws on the power he has gathered and summons a neglected spell to mind.

 Spoiler
Play  Land Cap
Tap all three lands and cast  Idyllic Tutor , searching for  Kismet .

Life: 20
Cards in hand: 6
Lands: Tundra (tapped), Nimbus Maze (tapped), Land Cap (tapped, depletion counter)

[User]
 The mage was silent. He was now all business. With another gesture, another stream.

 Spoiler

played: island
Life: 20
Cards in hand: 7
Lands: Island x3
Tapped lands: none

[User]
 Muttering under his breath about where all his other power sources went, the old mage waits.

 Spoiler
Life: 20
Cards in hand: 7
Lands: Tundra, Nimbus Maze, Land Cap (tapped)

[User]
 A different gesture this time, and a giant pillar of earth rose out of the island. Muttering a spell, a giant beast was summoned. A Bloodrock Cyclops.

 Spoiler

played: Mountain, bloodrock Cyclops

Life: 20

Cards in hand: 6

Lands: Island x3, Mountain

Tapped lands: mountain, island x2

Creatures
------------
 Bloodrock Cyclops - 3/3 - attacks each turn if able

[User]
 Much annoyed by the continuing lack of additional power sources, the old mage decides to try something a little unorthodox - countering his own spell.

 Spoiler
Play  Rescue  and counter it with  Arcane Denial .  I get to draw 1 to 3 extra cards next turn.

Life: 20
Cards in hand: 6
Lands: Tundra (tapped), Nimbus Maze (tapped), Land Cap (tapped, depletion counter)

[User]
 With a single word, the mage summoned a faerie to his side. It whispered something in his ear before disappearing. He saw a vision of the next minutes. He drew 2 cards ((more creatures than you)) He shouted something, but was drowned out by a roar from the cyclops, which attacked

 Spoiler

played:  Advice from the Fae

Life: 20

Cards in hand: 6

Lands: Island x3, Mountain

Tapped lands: Island x3

Creatures
------------
 Bloodrock Cyclops - 3/3 - attacks each turn if able - TAPPED

Damage dealt: 3

[User]
 With a grunt of effort, the old mage disrupts the faerie before it can deliver its advice.

A beautiful fountain joins the scenery behind him, but no more comes of it as of yet.

 Spoiler
Play  Force of Will , discarding  Stasis  and paying one life instead of the mana cost, countering Advice from the Fae.  Put those two cards back in your library.

On my turn, play  Hallowed Fountain .

Life: 16
Cards in hand: 7
Lands: Tundra, Nimbus Maze, Land Cap (tapped), Hallowed Fountain (tapped)

[User]
 The mage summoned yet ANOTHER stream around the mountain and took out an orb (manamorphose) He added 2 red mana and summoned another creature. A human warrior. He mentally commanded both the warrior and the cyclops to attack.

 Spoiler

played: Island,  manamorphose ,  Kamahl, Pit Fighter

Life: 20

Cards in hand: 6

Lands: Island x4, Mountain

Tapped lands: mountain, Island x4

Creatures
------------
Bloodrock Cyclops- 3/3 - attacks each turn if able - Tapped
Kamahl, Pit fighter- 6/1 - haste- TAPPED

Damage dealt: 9

[User]
 With a curt cutting motion of his hand, the old mage snaps the magic calling the warrior to the field.  He grimaces as the cyclops attacks again, but looks at the power he has amassed so far and is not discouraged.

Sensing an opportunity, he calls another fountain to the field and seizes hold of time itself.

 Spoiler
Tap Tundra and Nimbus Maze to cast Counterspell, countering Kamahl.

On my turn, play another Hallowed Fountain, this time paying the cost to have it not tapped.

Play  Stasis , paid for with Land Cap and a Hallowed Fountain.

Life: 11
Cards in hand: 5
Lands: Tundra, Nimbus Maze, Land Cap (tapped, depletion counter), Hallowed Fountain x2 (1 tapped)
Cards in play: Stasis

Neither of us gets an untap phase as long as Stasis is in play.

Also, I think you should have only 4 cards in hand now.  I countered Advice from the Fae.

[User]
 ((Ah, but you forgot the draw. anyways, it doesn't matter. I have my combo right here.))

The mage was shocked. No one had ever counered his ultimate creature. He said another spell, summoning a small man onto the field. He then made a gesture, and the sorcerer felt a little older.

played:  Barrenton Cragtreads,   Memory sluice .

Life: 20

Cards in hand: 5

Lands: Island x4, Mountain

Tapped lands: ALL

Creatures
------------
Bloodrock Cyclops- 3/3 - attacks each turn if able - Tapped

Damage dealt:

[User] You ended last turn with all lands tapped.  With Stasis in play, none of them get to untap, so where did the mana to cast those two spells come from?

[User] ((Oh, sorry, I thought it was just creatures. I'll redo my turn later today, but right now, I gotta' go to a wedding... ew!))

[User]
 ((No, it's the entire untap phase.   NOTHING  gets to untap normally for either of us.  This makes paying the upkeep for Stasis somewhat problematic for me in the long term, but there are ways to deal with that.

I take it you don't like weddings?  Or was that a comment about Stasis?))


[User]
 Arena Tournament, Round 43:  Gnom  vs.  Arrows Fall
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Gnom - edroux
[url= Broken Link]  Arrows Fall - SamTheCleric[/ url]

 All Combatants, please roll initiative.

[User]
 GM Kyeudo
 Double DQ. Next match gets a bye.


[User]
 Arena Tournament, Round 29:  Xantaal  vs.  Bob the destroyer
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 stupnick - Xantaal
 King korath - Bob the destoyer
 All Combatants, please roll initiative.

[User]
 Xantaal
  Initiative  - (1d20+2)[ 19 ]

Edit: does my skeleton go on my initiative or would he have a seperate initiative of his own???

[User] It goes on your initiative.

[User]
 initiative
 (1d20+3)[ 6 ]

[User]
 Xantaal

Starting in X10, moving to Z6. Skeleton will be starting in X11, and moving to Z7
for ref's

 Spoiler

casting my False Life, DC 8 Check  (1d20+1)[ 18 ]

Stats

 Spoiler

Mine
HP:6/6
Temp: 11/11 (if spell goes off)
AC: 12     T: 12      F: 10
Buffs: False Life (1 hour duration)

Skeleton's
HP: 12
AC: 18     T: 11      F: 17

 Spoiler

if i need to start including anything else, let me know.. my first match here

[User] I need to know where you are because I have LoS.  I am in D11 this is not my turn!

[User]
 I will move to Y7 and rage.  (I just wanted where you started and what I could see.)

stats

 Spoiler
hp 15
ac 15
+4 str, +4 con, 13 rounds

[User]
 Xantaal

Xantaal Disappears down the Z squares moving backwards.

The Skeleton attacks Bob
  Attack  - (1d20+1)[ 13 ]
  Damage  - (1d8+1)[ 8 ]
Then the skeleton takes a 5 foot step back to Z6

For Ref's

 Spoiler

Moving to Z4, and casting Mage Armor

Stats

 Spoiler

Mine
HP:6/6
Temp: 11/11 (if spell goes off)
AC: 16 T: 12 F: 14
Buffs: False Life (1 hour), Mage Armor (1 hour)

Skeleton's
HP: 12
AC: 18 T: 11 F: 17

[User]
 First I will attack the skeleton, I can do it without moving.
attack  (1d20+8)[ 27 ]
damage  (3d6+12)[ 19 ]
turn not done want to see attack results.

Edit: is the skellie dead wheather or not he is will change my actions.
stats

 Spoiler
hp15
ac15
rage 12rounds

[User]
 yes, he is dead, he only had 12 hp

so he is at -7 atm

[User]
 my move, after killing the skellie.

 Spoiler
move to Q7

your turn.
stats

 Spoiler
hp15
ac15
rage 12rounds

[User]
 Xantaal

For Refs

 Spoiler

5ft step forward to Z5 and casting inflict light wounds on the skeleton  (1d8+1)[ 3 ]  using my spell clutch to retain the spell

if it's enough for my skeleton to get up he will get up this round and ready an attack if bob get's close.

 Spoiler

Mine
HP:6/6
Temp: 11/11 (if spell goes off)
AC: 16 T: 12 F: 14
Buffs: False Life (1 hour), Mage Armor (1 hour)

Skeleton's
HP: 12
AC: 18 T: 11 F: 17

Edit: Your turn

[User] can I get a LoS check right now.

[User]
 High Ref Mav:

@Xantaal

 Spoiler

When an undead creatures is knocked below 0 hit points it is automatically destroyed, which means your healing does nothing.

 Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

 Link

Also, there is no LoS

@Bob

 Spoiler

No LoS

[User] ah.. ok well ty.. know i know for next time.

[User]
 Spoiler
move to Q1

not done need LoS check.
stats will be on the post when I finis my turn.

[User]
 Ref Mav:

@Korath

 Spoiler

No LoS

[User]
 Spoiler
move to W1

end turn
stats

 Spoiler
ac 15
hp15
rage 11 rounds

[User]
 Xantaal

 Spoiler

Move 5ft to Z7

Not Done
Need LOS check

[User]
 @Xantaal

 Spoiler

No LoS

[User]
 TY

 Spoiler

going to finish doing a double move and end my turn in X18 hiding behind the wall..

all set, your turn

[User]
 Spoiler
move to Q1

not done need LoS.

[User]
 Ref Mav:

No LoS

[User]
 Spoiler
move to Q7

you hear from the street, "Stop hiding this is the battle arena not the hiding contest."
stats

 Spoiler
hp15
ac15
10 rounds of rage left.

[User]
 Xantaal

For Refs

 Spoiler

5 ft step down to X19,

Ready Action
if LOS occurs from the Y or Z, i will ray of enfeeble him, and move to S20
if LOS occurs from the 20, i will ray of enfeeble him and move to Y14

 Spoiler

HP:6/6
Temp: 11/11
AC: 16 T: 12 F: 14
Buffs: False Life (1 hour), Mage Armor (1 hour)

Your turn

[User]
 High Ref Mav:

@Xantaal

 Spoiler

No LoS

@Bob

 Spoiler

No LoS

[User]
 Spoiler
 double move to Q20

end turn
stats

 Spoiler
ac15
hp15
9 rounds of rage left

[User]
 Xantaal

For Refs

 Spoiler

Ready Action
if LOS occurs from the Y or Z, i will ray of enfeeble him, and move to S20
if LOS occurs from the 20, i will ray of enfeeble him and move to Y14

 Spoiler

HP:6/6
Temp: 11/11
AC: 16 T: 12 F: 14
Buffs: False Life (1 hour), Mage Armor (1 hour)

Your turn

[User] Can I get LoS check.  This is getting annoying.

[User] No LoS for either.

[User]
 Spoiler
double move to A20, tell me If I see him, any time during this action as my actions might change

end turn, maybe.
stats

 Spoiler
ac15
hp15
rage 8 rounds of rage to go.

[User]
 @Bob

 Spoiler

Still no LOS.

[User]
 Where are you....

I'm over here... come and get me!!!

 Spoiler

maintain same readied action

your turn

[User]
 Spoiler
move to A10

Let us meet in the street and settle this.

stats

 Spoiler
7 rounds of rage left
ac15
hp15

[User]
 GM Kyeudo

No LoS. Stupnick, could you please include a stat block in your posts? Letting the refs know your position realy helps with LoS checks.

[User]
 I am right here, i have moved onto the main street

 Spoiler

Moving into Y14
ready action to ray of enfeeble if he get's into range

 Spoiler

Location Y14
HP:6/6
Temp: 11/11
AC: 16 T: 12 F: 14
Buffs: False Life (1 hour), Mage Armor (1 hour)

your turn

[User] As soon as you move around the corner at Y14, you see Bob standing in A10

[User]
 double move To U10. Your turn.
stats

 Spoiler
 6 rounds of rage left
ac15
hp15

[User]
 High Ref Mav:

Last one who posted wins.  I believe this means King Korath gets the prizes listed above.


[User]
 Cyric's Lust

Entering the temple, you discover an altar of pure gold, covered with an alabaster vase.  A huge coffin hangs in the air, with a strange, yet magnificent looking sword.

 Spoiler
Okay Carpetkiller, what would you like to do?

[User]
 Bentwist
Bentwist approaches the coffin and slowly draws his sword from its sheath, then jumps, trying to reach the coffin.

[User]
 Dungeon Master

As Bentwist jumps, he slips and falls.  The tile beneath him slides open and he falls into the darkness.  He lands hard and takes  (1d6)[ 3 ]  damage.  It's pitch black.

[User]
 Bentwist
Bentwist pulls a torch from his bag and lights it. He then examines the area which he landed in. He takes a couple steps forward before he sighs and sits down.

[User] You see a long dark corridor.  It leads off into the darkness.

[User]
 Bentwist

Bentwist picks himself up and proceeds down the corridor, with his sword held high.

[User] You are suddenly attacked from the side!  A strange black object slashes at you, dealing  (1d6+2)[ 8 ]  damage.

[User]
 Bentwist
Bentwist raised his sword above his head and swings it.

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

[User]
 Dungeon Master

You miss.  You hear a screech and the thing runs off into the distance.

[User]
 Bentwist

Bentwist runs after it.

[User]
 [B]Dungeon Master[B]

Turning the corner, you see a passage to your left and to your right.  Which way do you go?

[User]
 Bentwist

Bentwist decides to turn right and goes charging down the corridor.

[User] Entering a brightly lit room, there stands a man.  He indicates the bed, as if you were supposed to lie down.

[User]
 Bentwist

Bentwist enters the room and sits down on the bed, but keeps his hand on his sword.

[User] A strange magical enchantment settles over you.  You feel refreshed and regain all your lost hitpoints.

[User]
 Bentwist

Bentwist gets up off the bed and leaves the room and goes back to the fork in the corridor and takes a left.

[User] You return to the place at which you fell down.

[User]
 Bentwist

Bentwist tries to climb up to the trapdoor in which he entered this area originally.

[User] You jump and fail miserably.

[User]
 Bentwist

Bentwist lies down and sleeps.

[User] A night passes, and you wake up in the morning feeling refreshed.

[User]
 Bentwist

Bentwist walks back to the fork in the road, takes a right, and continues down the corridor.

[User] You return to the brightly lit room.  The man is now gone.  Probably through the large door at the other end of the room.

[User]
 Bentwist

Bentwist goes through the large door.

[User] It's locked.

[User]
 Bentwist
Bentwist throws himself against the door.

[User] He hits the wood with a solid thunk.  Nothing happens.

[User]
 Bentwist
Bentwist slashes at the door with his sword and tries to burn the door with his lit torch.

[User] Your sword thunks in it, but it doesn't come out when you pull it.  You reach for your torch, to find that you don't actually possess a torch, since it burned away in the night while you were sleeping.

[User]
 Bentwist
Bentwist tugs at his sword and tries to remove it from the door.

[User] It comes free from the door.  There is a long gash in the door, but it suddenly starts regenerating itself.

[User]
 Bentwist
Bentwist knocks loudly on the door.

[User] Nothing happens.

[User]
 Bentwist
Bentwist tries to kick the door down.

[User] It crumbles away at your kick.  You see black void beyond.

[User]
 Bentwist
Bentwist pauses for a moment then walks into the void.

[User] He walks into an invisible brick wall.

[User]
 Bentwist
Bentwist sits down on the bed behind him.

 Spoiler
Can my brother join the campaign?

[User]
 You instantly fall asleep.  Time passes, the lights in the hallway flicker a bit, then go out.

And yes, your brother may join the campaign.  Keep in mind that this is ultra simplified D&D.

[User]
 Bentwist
Bentwist gets up, and lets at a small sigh because he is stuck inside some sort of unending underground maze, then starts searching the room for a secret door.

 Spoiler
😩 😡

[User]
 Zombirk
Zombirk enters the temple.

[User] Zombirk immediately falls down into the pit, landing in the corridor below.

[User]
 Zombirk
Zombirk walks down the corridor and takes a right turn at the fork in the road.

[User] He sees the open door and the void far ahead.  He also sees Bentwist standing there looking very strange.

[User]
 Bentwist
Bentwist catches sight of Zombirk and, with his hand on his sword, slowly approaches him.

[User]
 Zombirk
Zombirk sees Bentwist and holds his ground with a damaging spell on his lips.

[User] Well?  Are you guys going to attack eachother or not?

[User]
 Bentwist
Bentwist pulls an olive branch from his pocket and drops it on the ground in front of his feet.

[User] You don't have an olive branch.

[User]
 Bentwist
Bentwist bows his head in respect to Zombirk...

 Spoiler
...and Neftren.


[User]
 You've just left the heroes guild, off to find ways you can help your community. (Or hinder it seeing as you are no longer being watched over..)

You can north, south, east, or west.

[User]
 Skeye
 "Hey guys, let's get crackin'.  I'm tired of being stuck in this stone coffin.  There are too many stories out there for us to ignore,"  rants the simple knave.

He stands barely over 5 and a half feet, and weighs little more than a large dog.  Many ignored Skeye because of his lack of skill with magic and barely better skill with club and sling. His skills lie in his ability to weasle his way in and out of tight situations.  Just like the one that got him free of Maze's wrath this morning.

 Spoiler

Will delete post if you don't want me in the game, but I did not want to wait till morning, so figured I would post before bed.  Will wait to decide on direction depending on others choice.

[User] "I'm glad to be out of there too, but we aren't really out til' we're gone."  Arard said, stepping out of guild.  "I'm heading west, so come with me if you are too."  he said, and did just that.


[User]
 Random Exhibition Match
Map:
 Spoiler

Roll it.

[User]
 No buying, No quarter.

Initiative:
 (1d20+2)[ 11 ]

[User]
 Initiative =  (1d20+7)[ 17 ]

Picked up some camo.

[User]
 MW Hide tool?  Or another item?

EDIT:  Another item, then.  Lemme google it.
EDITEDIT:  Google's not incredibly helpful.  Book it's from, and basic rundown?

[User]
 Another Item, Heroes of Battle, page 95.  Allows hide checks without cover or concealment in specific terrains.  25 gp for a small character.

I choose to be Red, unless you want to be Red.

Hidden - Round 1.

 Spoiler

Move Action: Hide under my blanket  (1d20+23)[ 40 ]
Standard Action: Manifest Chameleon

[User]
 Round 1

The distant sound of the Auran language reach you...  Maybe.  DC0 Listen + about 140 feet, counting elevation changes.  Then ya gotta know Auran.

If ya do:

 Spoiler
Find the pipsqueak, and keep tabs on him.  Fly High.

Elemental comes into eyesight, most likely.  Screaming across the sky in a double move, to b14, Altitude 110 feet.

Rest of action:

 Spoiler

Cast Longstrider on myself
Move to R13.

Stats:

 Spoiler

Loc: R13
AC: 15, touch 12, FF 13
HP:10/10
Effects:  Longstrider 1/600.

Spells memorized:
Detect Magic x2
Light
Longstrider
Shillelagh

Elemental:
LOC: B14 (elevation +110)
HP: 9/9
AC:  17, FF 14, Touch 13
Effects:  None

Go ahead.  My elemental should have LOS unless you're already hidden :)

[User]
 No Los

Hidden - Round 2

 Spoiler

Snipe the bloody elemental:
Attack  (1d20+6)[ 19 ]  -2 for range.
Damage  (1d6)[ 2 ]
And Rehide:  (1d20+13)[ 14 ]

I shot your elemental for 2.  he gets a spot check :P

Stats for Refs:

 Spoiler

Hp: 4
Ac: 15
Position: Hidden in A14: Hide = 14
Bolts 1/20

[User]
 Spot for Elemental:  (1d20+3)[ 11 ]
-11 for distance, not much chance of seeing.

If it's not clear LoS, I can only assume you sniped.  Does that make it my turn?

[User] Yep, your turn.

[User]
 Elemental:
 Spoiler
Ow!

Me:
 Spoiler
Get back to me, then!

My actions:

 Spoiler

Move to H16.
Free:  Crouch, taking total cover from wall.
Standard:  Ready action - Stand up if opponent moves within 10 feet.

Assuming you haven't moved much, you see me up on the battlements, moving from H15 to H16, then lose LoS as I drop low.

My elemental:
Shoots downward and away, like a comet.  Lose LoS as it shoots downward to I17, elevation at Ground +20.

 Spoiler

Move action:  dive downward (double movement) to I17.
Standard:  Ready action - Move if LoS is gained.

Stats:

 Spoiler

Loc: H16 (prone)
AC: 15, touch 12, FF 13
HP:10/10
Effects: Longstrider 2/600.

Spells memorized:
Detect Magic x2
Light
Longstrider x
Shillelagh

Elemental:
LOC: I17 (elevation +20)
HP: 7/9
AC: 17, FF 14, Touch 13
Effects: None

Go ahead.

[User]
 The Hidden - Round 3

 Spoiler

Full Round action to shrink myself to tiny using reduce person

End of Turn

[User]
 Bobo :  Round 3.

Me (Auran):

 Spoiler
If you see it, get near and opposite me.  Just like we practiced.  If not, we'll do our special trick, right where he started.

Gail the elemental (Auran):

 Spoiler
Give the word, when you're ready.

My actions:

 Spoiler
Cast Detect magic

Listen check, for you:  DC: 0 +1 for every 10 feet you are from H16 (20 ft elev).
If that passes, Spellcraft DC 15.  If both pass, then you may look in spoiler above.

Pop head over wall.
Remaining actions:

 Spoiler

Focus Cone of Detect magic to cover opponent's starting area.

Duck back down (Free action)

Elemental Actions:

 Spoiler
Move:  to K13, staying far enough back from stairs to avoid LoS
Ready action to move if LoS is gained

Stats:

 Spoiler

Loc: H16 (crouched for cover)
AC: 15, touch 12, FF 13
HP:10/10
Effects: Longstrider 3/600, Psionic Focus */*

Spells memorized:
Detect Magic x2
Light
Longstrider x
Shillelagh

Elemental:
LOC: K13 (elevation +20)
HP: 7/9
AC: 17, FF 14, Touch 13
Effects: None

That's my turn.