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

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

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

DM notes:
 Spoiler
 Sheet.

[User] First things first: I'll take 20 searching every floor space and all of the walls, and then the door.

[User] It all looks completely normal.

[User]
 Originally Posted by Tanaric
 It all looks completely normal.

Alright, I'll take a 10-foot pole and give the door a nice tap before opening it.

[User] Opening the door reveals a hallway running to the east and south. Without a light source, it's impossible to tell more.

[User] Xen takes the torch from the wall and then takes another look.

[User]
 The torch explodes when you touch it, killing you instantly.

Bringing the torch into the hallway reveals that it runs to the east further than you can see. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.

To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

[User]
 Would that be:

 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1||| _  ] | X || X | X |
2||| _  ] | X || X | X |
3||| _  ] | X || X | X
4|__|__| #] | X || X | X
5| X | X ||||
6| X | X || X || X | X
7| X | X || X || X | X [/table]

[User] Yep.  Whitetext.

[User]
 OOC: That was a little time consuming, but most of it was from learning how the table stuff worked. From now on, I'll just check that when I'm confused about the map. Anyway...

Xen starts moving carefully down the east hall towards the door, searching the walls and the floors for anything (Taking 20). When he gets there, he searches the door for traps or anything suspicious (Taking 20), and then listens at the door (taking 20 if able, otherwise...).

 Spoiler

 (1d20+2)[ 9 ]
 (1d20+2)[ 15 ]
 (1d20+2)[ 4 ]

[User]
 You can ask for a map whenever you would want..

You reach the intersection..

To the north it goes 20ft and turns east. To the south it goes 20ft and turns west. There is a door 15ft to the south.

10ft down the eastern hall you find a concealed pit trap.

[User]
 Originally Posted by Sliver
 You can ask for a map whenever you would want..

I did once, Tanaric said blanking out all of the areas I hadn't gotten to yet was a bitch, and I really didn't want to overburden him, so I dropped the subject.

 Originally Posted by Sliver
 You reach the intersection..

To the north it goes 20ft and turns east. To the south it goes 20ft and turns west. There is a door 15ft to the south.

10ft down the eastern hall you find a concealed pit trap.

Is that at the intersection?

[User] There is the T intersection to the south also.

[User] Xen backtracks back to the intersection, and then heads down the southern hall towards the door, carefully searching the floor and walls (taking 20), and then searching the door when he gets to it (taking 20).

[User] Right into the hall, on the first 5ft, you find another pit trap.

[User] Alright, I'll backtrack to in front of the first room, and then take the southern pathway, searching the floors and the walls (and again, taking 20 to do so).

[User] OK, you reach the split without issue. Go east or into the T intersection?

[User]
 Originally Posted by Sliver
 OK, you reach the split without issue. Go east or into the T intersection?

I'll take a look down the T-junction, then go east.

[User]
 East in the split or at the T?

At the T it goes west for 10ft before turning south. It goes east 40ft before turning north. 35ft in there is a door on the northern side.

[User]
 Originally Posted by Sliver
 East in the split or at the T?

At the T it goes west for 10ft before turning south. It goes east 40ft before turning north. 35ft in there is a door on the northern side.

The east at the split, not the T.

How those distances take the space at the end of the north-south hall into account? These always confuse me for some reason...

[User] It is from the square in front of you to the wall. So your square isn't counted for distance but the last one in the hall counts.

[User]
 Originally Posted by Sliver
 It is from the square in front of you to the wall. So your square isn't counted for distance but the last one in the hall counts.

Okay, I'll head down the east split now, searching everything and taking 20.

[User]
 So, east in the split and north towards the door (seen in the map)?

You reach it with no issues.

[User]
 I'll search the door (taking 20) and then listen at it.

 Spoiler

 (1d20+2)[ 6 ]
 (1d20+2)[ 20 ]
 (1d20+2)[ 5 ]

[User] Nothing unusual.

[User]
 Xen opens the door slowly, trying to avoid detection.

 Spoiler
  Hide  - (1d20+1)[ 9 ]
  Move Silently  - (1d20+1)[ 2 ]
  Initiative  - (1d20+3)[ 7 ]
  spot  - (1d20+2)[ 15 ]
  listen  - (1d20+2)[ 14 ]

[User] I assume you're opening it from one side, so you have cover to hide? If so, which side, north or south?

[User] From the South.

[User] Well, you see part of the room. It looks empty.

[User]
 Xen pokes one eye out from behind the door and takes another look.

 Spoiler

  spot  - (1d20+2)[ 14 ]
  hide  - (1d20+1)[ 6 ]
  listen  - (1d20+2)[ 14 ]

[User]
 Looking inside door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
spot: (1d20+1)[ 10 ]

[User] The human saw you, roll initiative  (1d20+2)[ 5 ]

[User]
 Allrighty then.

[roll=Initiative]1d20+3[roll]

[User]
 ><

  Initiative  - (1d20+3)[ 13 ]

[User]
 Xen grabs his sword and darts forward; just before he reaches he target, his sword is covered in flame. He tries to ram it through the human.

  attack  - (1d20+3)[ 9 ]
  damage  - (1d10+3)[ 12 ]
  sneak attack  - (1d6)[ 2 ]
  Burning Blade  - (1d6+1)[ 2 ]

 Spoiler

HP:10
AC:15

Manuevers:
 Burning Blade
Distracting Ember
Sapphire Nightmare Blade
Moment of Perfect Mind
Blistering Flourish

[User] I forgot, I'm moving to D-3.

[User] I forgot to change the map. The human was at B3 when you looked.

[User] And where's the cat-thing?

[User] Same as on map.

[User]
 I'll redo my post then:

Xen grabs his sword when he notice his stealth has failed. He darts towards his adversary, his sword being engulfed in flame, and drives it home.

  attack  - (1d20+3)[ 20 ]
  damage  - (1d10+3)[ 7 ]
  sneak attack  - (1d6)[ 1 ]
  Burning Blade  - (1d6+1)[ 3 ]

 Spoiler
HP:10
AC:15

Manuevers:
 Burning Blade
Distracting Ember
Sapphire Nightmare Blade
Moment of Perfect Mind
Blistering Flourish

[User] You target the human again, basically changing only the end position, and want to re-roll? Nuh-huh. You missed. He steps away from you as the beast vanishes and casts rainbows! Will save.

[User]
 Originally Posted by Sliver
 You target the human again, basically changing only the end position, and want to re-roll? Nuh-huh. You missed. He steps away from you as the beast vanishes and casts rainbows! Will save.

I posted agian because you gave me incorrect information,  and  didn't tell me the results of my original post.

  will  - (1d20+4)[ 19 ]

[User]
 The changed information didn't change what you wanted to do. I didn't tell you the results right away in case you wanted to actually change what you did.. You didn't.

You save, your turn.

[User]
 Moving up to him, using  Distracting Ember  to set up a flank, and then using  Sapphire Nightmare Blade  to attack.

  to hit  - (1d20+5)[ 8 ]
  concentration  - (1d20+9)[ 10 ]
  damage  - (1d10+3)[ 12 ]
  SNB extra  - (1d6)[ 4 ]
  sneak attack  - (1d6)[ 3 ]

 Spoiler
HP:10
AC:15

Manuevers:
 Burning Blade
 Distracting Ember
 Sapphire Nightmare Blade
Moment of Perfect Mind
Blistering Flourish

[User]
 Originally Posted by Justyn
  to hit  - (1d20+5)[8]
 concentration  - (1d20+9)[10]
 damage  - (1d10+3)[12]
 SNB extra  - (1d6)[4]
 sneak attack  - (1d6)[3]

 Of course .

[User] IIRC, the elemental doesn't threaten, so he moves to D2 and casts the rainbow again. Will save.

[User]
 Originally Posted by Sliver
 IIRC, the elemental doesn't threaten, so he moves to D2 and casts the rainbow again. Will save.

 I'm only writing this because of the character minimum.
  will  - (1d20+4)[ 10 ]

[User] You fail. You are unconscious, blinded, and stunned for  (2d4)[ 5 ]  rounds, then blinded and stunned for  (1d4)[ 4 ]  rounds, and then stunned for 1 round.

[User]
 CDG:

 (2d8-2)[ 11 ]
 (2d8-2)[ 6 ]
 (2d8-2)[ 9 ]
 (2d8-2)[ 3 ]
 (2d8-2)[ 5 ]

Survive?

[User]
 Originally Posted by Sliver
 CDG:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Survive?

Didn't even survive the first one.


[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

The blue to the west is a water, which is impassible to ground units.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100	(current money in purse)
			Expected Income: 		1	(how much your money is expected to increase next turn)
			Expected Upkeep: 		4	(how much your money is expected to decrease next turn)

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 4
 Production - 2
 Happiness - 1
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 3[br]Defense - 1[br]Specials - Leadership 1[br]Upkeep - 2[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 2[br]Defense - 0[br]Upkeep - 1

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 Ok. My production seems to be godawful, so I need to fix that soon.

Rename capital: Dolum Berist

Disband 1 warrior.

Leader: levels up in Basic Defense

Train two settlers.

Send leader 2 squares north, send warrior 1 square South East.

End turn, use bonus turn.

[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		85	(-12 Train Unit (Settlers)) (This is where incidental expenses not calculated into Expected Upkeep are listed on the turn they affect)
			Expected Income: 		1
			Expected Upkeep: 		13

 BONUS TURNS  - 		2

Units/Max - 	3/10	 (0/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Dolum Berist (Capital) :
 Spoiler

 Population - 4
 Production - 2
 Happiness - 1
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of Capital

 1 Leader (Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 3[br]Defense - 1[br]Specials - Leadership 1, Basic Defense[br]Upkeep - 2

 Location - Southeast of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 2[br]Defense - 0[br]Upkeep - 1

 Location - In Capital

 2 Settler
 Spoiler
Hits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

Quick link to  city and unit actions .

[User]
 Rename leader Spirit Ward.

Build granary (if I can build more than one in a turn, build 2; else build 1)

Leader-> Move 2 squares North West

Warrior-> Move 1 square South

Settler 1-> Move 2 squares North East

Settler 2-> Move 2 squares East

End turn. Use bonus turn 2.

[User]
 1st Granary costs 7 Production. Additional Granaries cost double the previous.
You can only build 1 at a time, and there's a max limit.

Processing turn.

[User]
 Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		72
			Expected Income: 		0
			Expected Upkeep: 		13

 BONUS TURNS  - 		1

Units/Max - 	3/10	 (0/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Dolum Berist (Capital) :
 Spoiler

 Population - 5
 Production - 4
 Happiness - 1
 Culture - 2
 Corruption/Waste - 1[br][br]
 Order - Build (Granary): 3/7 Production (1 Turn)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of Capital

 1 Spirit Ward (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 3[br]Defense - 1[br]Specials - Leadership 1, Basic Defense[br]Upkeep - 2

 Location - Southeast of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 2[br]Defense - 0[br]Upkeep - 1

 Location - East of Capital

 1 Settler
 Spoiler
Hits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

 Location - Northeast of Capital

 1 Settler
 Spoiler
Hits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

Quick link to  city and unit actions .

[User]
 Continue building the granary.

Spirit Ward will travel two squares West.

Warrior will travel one square South west.

Settler one will travel two swuares North East.

Settler two will travel one square East, then one square South East.

End turn.

[User] In the future, please review stack numbers and use those to give directions. It makes it much easier on me.

[User]
 Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		59
			Expected Income: 		4
			Expected Upkeep: 		13

Units/Max - 	3/10	 (0/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Dolum Berist (Capital) :
 Spoiler

 Population - 7
 Production - 5
 Happiness - 1
 Culture - 3
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - empty

 Stacks
 Spoiler

 Location - Northwest of Capital

 1 Spirit Ward (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 0/2[br]Combat - 3[br]Defense - 1[br]Specials - Leadership 1, Basic Defense[br]Upkeep - 2

 Location - South of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 0/1[br]Combat - 2[br]Defense - 0[br]Upkeep - 1

 Location - East of Capital

 1 Settler
 Spoiler
Hits - 1/1[br]Move - 0/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

 Location - Northeast of Capital

 1 Settler
 Spoiler
Hits - 1/1[br]Move - 0/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

Quick link to  city and unit actions .

  Turn will end Wednesday

[User]
 Well, I was planning to save 1 free turn, in case of "oh **** invasion, spam warriors", but that works too.

Ok, I can do that. I could have done that before...

 City orders:
 Research Death Rites  Generate Wealth.

 Unit orders:

Stack 1 (Spirit ward): Move one square North West, one square North.

Stack 2 (Warrior 1): Move one square South.

Stack 3 (Settler 1): Move two squares North East. Build town.

Stack 4 (Settler 2): Move two squares South East. Build town.

Notes written by Tarr, shaman, caretaker of Dolum Berist (since the leader has left for a stroll around the coast):

The settlement is coming together nicely. We finally finished building a granary so we can have food when the times go rough.

The scouts report that the lake we are near to seems to be connected to another, possibly bigger lake. It could actually be a sea or an ocean, and this lake only a bay. It might be useful to try and come up with a suitable design for a ship so we can explore it further.

Other scouting parties report that there is nothing out of the ordinary in every other direction (or how the illiterate grunts put it: "There's jack **** out there, boss.").   Oh well, it's a good thing that the wise are working on important things like improving our little corner of the world, while the less intelectually inclined are running around hitting things with pointy sticks.

I have also talked with my advisors about coming up with a new way to take care of our dead. Letting them stay and rot where they die is not the most intelligent way to do it. It actually is a downright morronic way to take care of our dead ! That is why they are now pilying them up in a nice stack, outside the campside. My idea is to burn the corpse, then bury it in underground tombs, thus also honoring our 2 gods: Tir the Fire God, and Ort the Earth God. I'm sure that my advisors will agree with this "Kill two problems with one sollution.


[User]
 OOC can be found  here.

In the middle of the night, while there were only 10 guards on duty your small kobold village of Nelstar, a large Duergar invasion occurred. Using old passageways, that were blocked hundreds of years ago, an army of over 200 duergar warrior rose up from their ancestral home, a layer of the Underdark deep below the surface. Using alchemical explosives, they recreated the passage marched through. While the kobold fought valiantly, they were outnumbered 2 to 1, and the duergar warriors were just better trained. After the fight ended and the deep dwarves started to burn the bodies of fallen kobolds, you, the few survivors, managed to escape. Nelstar was built in a large cavern, with about a 500 foot passage leading up to the surface, making it both a defendable and convenient location. You now are hidden at the edge of the cavern farthest from the surface passage, and outside the walls of the city. There are duergar warriors in the passage constantly, and you know that no matter what you do, no matter what you try, you won’t be able to get passed them.

That means one thing: if you can’t go up, you’ve got to go down.
The duergar were guarding the surface passage and the passage that they originally came through, but you, as citizens that had lived in this cavern for most of your lives, knew that there was another way out. It was a tunnel dug long ago by kobold miners, and led down to the next layer of the earth: The Underdark. Inhabited by drow, duergar, svirnfeblin and all sorts of other horrors, no one has gone down there and lived to tell the tale. At this point, however, it’s your only hope.

You have your armor, weapons, and possibly a few other items that you used in the battle, but very little, if any, food. You don’t know how long it will take before you can find food, or even what is and is not edible in the Underdark. Fortunately, just inside the village’s walls on the side near you are the living quarters. It has stockpiles of food and all sorts of items that could be useful in this escape. The living quarters are in a large building, and you are unsure of whether or not there are any duergar in there.

So you have a choice: Do you take on possible enemies to get supplies? Or do you run away now and hope for the best?

[User]
 Vrrk
*Standing near the edge of the previously prosperous den, Vrrk sneered in disgust at the masses of fat, ugly dwarves that had over-run their home. Though they could be useful for food, or even as workers, if beaten properly, Duergar were far too stupid and lazy to mine properly, and so they resorted to tactics such as this.*

*Taking a quick count of the warriors near the supply room, Vrrk looks to the motley bunch of brothers there with him, quickly formulating a plan.*

" Death now would be meaningless, and starving to death later more so. If I can create a distraction, can any of you make it to the larder and back quickly? I think I can get their attention long enough to allow us to raid what we can and run ."

*he looks among the others, waiting for some other ideas, knowing that there are always other ways to look at a puzzle*

[User]
 Girix.

Girix turned to survey the Kobolds around him. This rabble would have to do. Girix was worried about sending anyone out as a distraction, but without food they would not survive. Still, it would only take one or two Duegar to spot them, and within minutes they'd have a bunch of angry dwarves chasing them through the caves, as well as no food.

 If you're willing to take that risk, then we might try it. If we send someone in through each entrance, we might be able to get the jump on them.

Girix mused on this point for a short while.

 Or, we could eat dwarf.

[User]
 A lean, nervous looking Kobold looks around as the others plan, searching things out. He constantly paces around, moving abnormally fast, making very little sound as he walks.  "I can provide for mysself - maybe a few of you too. That would sstretch foodss out a little bit. If needed, I can join in either the disstraction or the sstealing team. What can all of uss do? I wass among the besst hunterss in the village... I can track, sshoot and ssneak."

 Spoiler
Survival roll for the day - DC 10 to find enough scraps of food/liquids here and there to feed myself for a day. Every 2 points above 10 is another person I can feed today. Rerolled Daily. (1d20+6)[ 24 ]

(WOOHOO! Natural 20! That covers 8 people - more than our whole group!)

After looking around the area, he walks back with a handful of berries.  "From what I can ssee, I'll be able to provide for all of us today - not ssure how luck will hold out though. But that givess uss time to plan and organize a sscheme for reclaming some of our food.

And if we can, we sshould avoid using a disstraction as much as possible - we will not be reclaiming our foodsstuffss, but we can keep the Smelly Ones from feassting on our food - we sshould take what we can carry, and sset fire to the building after. That would keep them bussy, and the hunger would sslow purssuit ssince they will be lacking ssupliess."

[User]
 Vrrk
*As they converse, and the smaller, abnormally twitchy kobold wanders off, only to return momentarily with food, Vrrk blinks with surprise - something he doesn't often experience.*
" You might just prove yourself quite useful. I like the way you think - burn the food to keep it from them. Or better yet - poison it if we can. Whatever we do, we'd best do it quickly, because if they find us here, we'll be as dead as the rest of the clan ."

[User]
 Zebax

A smaller than average kobold looks up at Vrrk's statement.  "Poison, you say? I do poison. Poison and explosions. And fire. Lots of fire,"  Zebax says. He laughs maniacally to himself, thinking of poisoning the dwarves and blowing them up.

[User]
 The shaky, stuttery Kobold moves over to stand in front of the newest speaker. Despite his oddly jittery movements, he moves around quickly as he investigates him, poking and prodding at him as he circles.  "Poisson iss good. But a Dwarf will do well against that - we need thingss that blow up. Those are good with the Dwarf people - they're bigger than uss, but sstill not fasst. We can hit them from far away, and you can blow them up. Poisson workss against other creaturess more - we usse them to knock down an animal, and then I tame it. We can usse them like that - keep them weak, and they can't hurt uss.We let them fight Ssmelly-Oness.

You make oil that burnss, right? I can hit a building from far, far away - hundredss of feet, sstill not a very hard sshot. A few arrows with the oil that burnss well, and we could sset village on fire from far away - dried wood, not a lot of water around here, fire sspreadss quick and iss hard to put out. While the Ssmelly-Oness put it out,trying to ssave their conquesst, we raid the food-holdings, kill guardss, then burn what we can't carry. They can't chasse uss - even if they hear uss over sstomping and sshouting and fire-criess, they are sslow and have to put out the fire we sset on the food to ssave it. We run away, but with lotss of food. Good for uss - I can't sscavenge up enough forever, ssome of you might sstarve - better you live too, insstead of jusst me, sso we have more to fight."

[User]
 Farobi chooses this moment to make his presence useful. He makes a mental list of things that need to happen

1. Get food for the group
2. Make sure the dwarves have no food
3. Get the hell out of here.

He assumes the rest of them are thinking the same thing.

 Okay, we need teamwork. Those of you with athletic ability should join me in planning while Splodey over here makes something explosive. We'll plant the bomb in the food containment thingies while we take some for us. Who has a sack?

[User]
 Zebax
 "We must act fast. Longer we stay, more likely they find us. We move soon, then get our tails out of here!"  Zebax says, while taking off his small pack and rummaging through it.

[User] The spastic Kobold points to his back.  "I'm athletic. And I have backpack. Good for in the wild, alone - I can carry thingss."

[User] We'll need to be careful with fire. make sure you shoot at a building far enough away from the food. If it spreads we could kill ourselves.

[User] "Here go! These most helpful."  Zebax says, indicating a few items. "This," he indicates a vial,  "Goes BOOM! Lost of fire. It very destructive for buildings or dwarvies."  He continues with a maniacal grin,  "This make smoke on contact. Make sure you know where go before use, or you run into stuff."  He sits back, looking at the one who seems to be organizing the expedition.  "I not strong enough to help much, but I could make a few go boom from distance?"

[User]
 Farobi tips his hat to the alchemist. He takes a vial of each, and indicates to the others to follow him, shaking the nerves out of his feet.

 Okay guys, let's do this.

OOC: A map of the food storage place and surrounding areas would be extremely useful here.

[User]
 Vrrk

*As the other Kobolds have spent the last few seconds discussing amongst themselves, Vrrk has pulled an immensely thick stack of papers from his pack, to hold up.*
"These will burn fast - might prove useful."
*He smiles as the others band together so very quickly, admiring the strength and determination of the  other kobolds.*
"So, we need a runner. We shouldn't all set the fires. Most of us should be ready to storm the larder, don't you think?"

 Spoiler

Okay, sorry for the delay. I was busy trying to figure out whether I'll have a job shortly. Darn Railroad and their layoffs. Oh well. I'm back, baby! - Bender


[User]
 Arena Exhibition:  Aechromine  vs.  Osmia
 Map:
 Spoiler

 XP Award:  0 XP
 GP Award:  0 GP

 Aechromine  - IncarnumJunkie
 Osmia  - AlterForm

[User]
 Init  - (1d20+6)[ 21 ]

Osmia has no purchases, and begins in S10/T11 mounted on her Light Warhorse. Soulmelds are shaped, essentia invested as per character sheet, wearing Mammoth Leather and a Wooden Heavy Shield.

[User]
 Initiative roll:
 (1d20+2)[ 12 ]

 Spoiler
Sapphire Smite: 2 Essentia

[User]
 Osmia - Round 1

(Mount): Move: 45 ft to J10/K11
(Osmia): Standard: Ready an action

 Spoiler
Action: Dissolving Spittle
Trigger: Aechro takes any action or movement while within 30 ft of Osmia

Status

 Spoiler
HP: 8/8
AC: 22 (4 armor, 2 shield, 4 dex, 2 fountain) (Touch 16, FF 18)
Soulmelds: Bluesteel Bracers, Dissolving Spittle(1E), Rageclaws(1E)
Position: J10/K11
Horse:
HP: 22/22
AC: 16

 End Turn

[User]
 Start in J19.

Move to J15.

Taking Total Defense action.

End turn.

[User]
 Osmia - Round 2

(Osmia)Standard: Dissolving Spittle
  Touch Attack  - (1d20+5)[ 13 ]
  Damage  - (2d6)[ 3 ]

Status

 Spoiler
HP: 8/8
AC: 22 (4 armor, 2 shield, 4 dex, 2 fountain) (Touch 16, FF 18)
Soulmelds: Bluesteel Bracers, Dissolving Spittle(1E), Rageclaws(1E)
Position: J10/K11
Horse:
HP: 22/22
AC: 16

 End Turn

[User]
 ((Miss due to TDA))

Move to J12

Making attack on Warhorse while fighting defensively (-4ATK, +2AC)

 (1d20-1)[ 16 ]
 (1d8+2)[ 8 ]

End Turn

[User]
 Barely a hit.

 Osmia - Round 3

(Osmia) Free: Fight with mount.   Ride  - (1d20+8)[ 10 ]  vs DC 10
(Not done)

[User]
 Close one. Almost failed the check.

 Osmia - Round 3 cont.

(Horse) Full Attack:
  Hoof 1 Attack  - (1d20+4)[ 16 ]
  Hoof 1 Damage  - (1d4+3)[ 5 ]
  Hoof 2 Attack  - (1d20+4)[ 9 ]
  Hoof 2 Damage  - (1d4+3)[ 4 ]
  Bite Attack  - (1d20-1)[ 19 ]
  Bit Damage  - (1d3+1)[ 3 ]
(Horse) 5ft step to J9/K10
(Osmia) Dissolving Spittle
  Touch Attack  - (1d20+5)[ 8 ]
  Damage  - (2d6+1)[ 8 ]

Status

 Spoiler
HP: 8/8
AC: 22 (4 armor, 2 shield, 4 dex, 2 fountain) (Touch 16, FF 18)
Soulmelds: Bluesteel Bracers, Dissolving Spittle(1E), Rageclaws(1E)
Position: J9/K10
Horse:
HP: 14/22
AC: 16

 End Turn

[User] ((2 Things: 1.) Was it a hit on your horse or not?  2.)  Did your horse Nat20?))

[User]
 1) That was a hit on my horse.

2) Indeed it did...
  Bite Crit Confirmation  - (1d20-1)[ 18 ]
  Bite Crit Damage  - (1d3+1)[ 2 ]

[User] ((No Crit.  Also, where are you standing?  I am confused by your post))

[User] Osmia is mounted on her horse, who currently stands in J9/J10/K9/K10.

[User] Is a horse not 1x2 squares?

[User] Its statblock calls out its size as simply "large," which is a 2x2 square. I'm fairly certain 3.5 got rid of non-square creature sizes. (Or at least most of them)

[User]
 Ok.

5-foot to J11.

Making attack while Fighting Defensively (-4ATK +2AC)
Attacking Warhorse

 (1d20-1)[ 9 ]
 (1d8+2)[ 6 ]
 "Get off your horse, Incarnate!"

[User]
 Osmia - Round 4
 "You'll never beat me if you keep smacking my horse. But please, be my guest."

(Horse) Withdraw action. End in J7/K8
(Osmia) Dissolving Spittle
  Touch Attack  - (1d20+5)[ 10 ]  🫤
  Damage  - (2d6+1)[ 3 ]  🫤 x 2

Status

 Spoiler
HP: 8/8
AC: 20 (4 armor, 2 shield, 4 dex) (Touch 14, FF 16)
Soulmelds: Bluesteel Bracers, Dissolving Spittle(1E), Rageclaws(1E)
Position: J7/K8
Horse:
HP: 14/22
AC: 16

 End Turn

[User]
 Move to J9.

 "If you won't get off then i'll make you get off!"

Rolling to Intimidate
 (1d20+5)[ 15 ]

Rolling to Grapple
 (1d20+3)[ 18 ]

[User]
 Roll the Intimidate check then roll Attack of Opportunity.

Resist Intimidate:
d20+level+Wisdom Modifier+any rolls against fear

[User] Intimidating me into being shaken is a standard action, as is attempting to start a grapple. Unless you have something that decreases the action on one or the other, you'll have to choose one that I roll against.

[User]
 Sorry about that *facepalm*.

Roll for Grapple

[User]
 18 hits Osmia's touch AC to start the grapple.

 Firstly, the AoO for starting the grapple:
  Attack  - (1d20+2)[ 20 ]
  Damage  - (1d3+2)[ 4 ]  (Nonlethal)
 EDIT : Forgot I never actually gave Osmia a weapon... Note to Self: "buy" a club after the battle.

And then in case that misses, a grapple check:
  Grapple  - (1d20+2)[ 6 ]  vs Aechro's grapple check

[User]
 Aeochromine's Grapple Check:
 (1d20+3)[ 19 ]

[User]
 Unarmed Strike with Gauntlet:
 (1d3+2)[ 5 ]

Note: this damage IS lethal, as I am Gauntleted.

[User]
 Alright, forget the waiting room question. Unless you have any objections, I'll just assume we both wind up grappling in J9 to avoid having to share a space with the horse.

 Osmia - Round 5

(Osmia) Standard: Attempt to escape grapple.
  Grapple  - (1d20+2)[ 11 ]  vs Aechro's grapple check.

[User]
 No problem.

Hold Grapple:
 (1d20+3)[ 9 ]

[User]
 Osmia - Round 5 cont.

Osmia escapes to I8, then attempts to Fast Mount her light warhorse.
  Ride  - (1d20+8)[ 9 ]  vs DC 20 (Fail)
(Osmia): Move: Mount horse.
(Horse): Full Round: Withdraw to N3/O4 via J6/K7

Status

 Spoiler
HP: 3/8
AC: 20 (4 armor, 2 shield, 4 dex) (Touch 14, FF 16)
Soulmelds: Bluesteel Bracers, Dissolving Spittle(1E), Rageclaws(1E)
Position: N3/O4
Horse:
HP: 14/22
AC: 16

 End Turn


[User]
 The Map
 Spoiler
 {table]Star|Capital
Circle|City
X|Unit Stack[/table]

 Nation News and Status
 Spoiler
 Currency  - 100 (current money in purse)
Expected Income: 2 (how much your money is expected to increase next turn)
Expected Upkeep: 4 (how much your money is expected to decrease next turn)

 BONUS TURNS  - 3

Units/Max Units - 1/10  (1/1)
Leaders/Max - 1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
Death Rites, Pottery

 Cities
 Spoiler

  Unnamed Capital :

 Population - 4
 Production - 3
 Happiness - 2
 Culture - 0
 Corruption/Waste - 1

 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)   (Level Up!)
 Spoiler
Hits - 3
Move - 2/2
Combat - 2
Defense - 2
Specials - Leadership 1
Upkeep - 2

  Level Up!
Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warriors
 Spoiler
Hits - 1
Move - 1/1
Combat - 1
Defense - 1
Upkeep - 1

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 Actions:

Name Capital: Danbury

Danbury Actions: Build Granry
Move Warrior: North (2 squares, if possible)

If I can name my leaders, the first leader is Ewerd, the Miller's Son. He stays in Danbury.

He gains 1 Defense.

[User] Err, mistyped that. Your warriors should have a Move of 1/1 not 1/2. As such, the warrior can only move 1 square north.

[User] Then he moves that one square!

[User]
 Errr... one more mistype. Your leader should have had 2 Defense to start, not 1. Sorry, I'm still working this out. I forgot to clear that racial mod when I was transferring over the information.

Would you like to choose a different level up ability instead of Defense?

[User] Up his Defense to three. No worries. This appears to be a massive endeavour, so a few mixups are inevitable. Just thanks for trying it at all.

[User]
 ((Turn did not end, still in your first turn.))

 The Map
 Spoiler
 {table]Star|Capital
Circle|City
X|Unit Stack[/table]

If not showing as updated, you may need to refresh the image itself, since it's hosted on another site.

 Nation News and Status
 Spoiler
 Currency  - 100
Expected Income: 0
Expected Upkeep: 4

 BONUS TURNS  - 3

Units/Max Units - 1/10  (1/1)
Leaders/Max - 1/1

No political agreements.

Technology Known:
 Spoiler
Death Rites, Pottery

 Cities
 Spoiler

  Danbury (Capital) :

 Population - 4
 Production - 3
 Happiness - 2
 Culture - 0
 Corruption/Waste - 1

 Order - Build (Granary): 0/7 Production (3 turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)
 Spoiler
Hits - 3
Move - 2/2
Combat - 2
Defense - 3
Specials - Leadership 1
Upkeep - 2

 1 Warrior
 Spoiler
Hits - 1
Move - 1/1
Combat - 1
Defense - 1
Upkeep - 1

 Location - North of Capital

 1 Warrior
 Spoiler
Hits - 1
Move - 0/1
Combat - 1
Defense - 1
Upkeep - 1

Quick link to  city and unit actions .

[User] Did the cities action not change because it is still the same turn?

[User] My bad. I missed that. Updated.

[User] S'okay boss. Can I still move my other warrior? (I didn't notice I had two.) If so, I move him south.

[User]
 I made some minor mistakes with your entry that I just caught when I was updating your city stats into the newer version of my program thing. Fortunately, you haven't ended your turn at all yet, so it hasn't affected anything.

Future posts will reflect the correct information, but I'm not going to go back and edit.

Edit: I seem to have made more mistakes on yours than on anyone else's... sorry about that.

[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

The blue to the east is water, which is impassible to ground units.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Pottery

 Cities
 Spoiler

  Danbury (Capital) :
 Spoiler

 Population - 4
 Production - 2
 Happiness - 2
 Culture - 0
 Corruption/Waste - 1[br][br]
 Order - Build (granary) 0/7 Production (3 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Ewerd, the Miller's Son (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 3[br]Specials - Leadership 1[br]Upkeep - 20

 Location - North of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 0/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 Location - North of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 0/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

[User] End turn, I guess.

[User]
 Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		96
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Pottery

 Cities
 Spoiler

  Danbury (Capital) :
 Spoiler

 Population - 5
 Production - 3
 Happiness - 2
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Build (granary) 2/7 Production (2 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Ewerd, the Miller's Son (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 3[br]Specials - Leadership 1[br]Upkeep - 20

 Location - North of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 Location - North of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

[User]
 Orders:

Danbury: Continue Production
Northern Warrior: North
Southern Warrior: South

End Turn.

[User]
 Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		92
			Expected Income: 		2
			Expected Upkeep: 		4

 BONUS TURNS  - 		1

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Pottery

 Cities
 Spoiler

  Danbury (Capital) :
 Spoiler

 Population - 6
 Production - 4
 Happiness - 2
 Culture - 2
 Corruption/Waste - 1[br][br]
 Order - Build (granary) 5/7 Production (1 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Ewerd, the Miller's Son (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 3[br]Specials - Leadership 1[br]Upkeep - 20

 Location - North of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 Location - South of Capital

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

[User]
 Orders:

Danbury: Continue Building
North Warrior: North
South Warrior: South

---

Wait, have I been using my Bonus turns? Damn. I was intending to keep those for later.


[User] A woman with petal like hair and leaf like clothing silently appears in the duel arena, she would look familiar, except most people don't know she exists.

[User]
 A heavily armoured humanoid walks into the room. The armour is a thick full plate and the helmet has a short visor, in which you can see two fiant grey lights. The figure also carries sheathed a Katana and a Naginata, he also has a Yari across his back. He holds a Wakizashi with slots in it for cards. Suddenly the two faint grey lights flare up. It speaks in a robotic voice.
  "I Was Sent By Shien To Battle You. Good luck."
 (1d20)[ 20 ]
 (5d42)[ 37 ][ 29 ][ 23 ][ 11 ][ 34 ](134)
  (3d42)[ 5 ][ 10 ][ 19 ](34)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji
2. The Six Samurai- Zanji
3. The Six Samurai- Zanji
4. Shien’s Footsoldier
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Dust Tornado
-Gateway of the Six
-Swiftstrike Armour
-The Six Samurai- Irou
-Six Samurai United
Face Downs:

[User]
 She sighs and brings out her duel disk made of posioned thorns.
Initiative:  (1d20)[ 7 ]
Draw:  (5d40)[ 17 ][ 32 ][ 5 ][ 17 ][ 10 ](81)  {Taking out a 17)
Reroll:  (4d40)[ 23 ][ 21 ][ 40 ][ 9 ](93)  (Taking the 23)

[User]
 " I Go First."
 (1d42)[ 12 ]
  (3d42)[ 22 ][ 5 ][ 20 ](47)
  I Activate My  Gateway Of The Six  And  Six Samurai United  And Play A Face Down.
 Then I Summon  The Six Samurai- Irou
A blind man with a robotic arm holding a Katana appears.
 I End My Turn.
 During Your Draw Phase I Activate  Swiftstrike Armour .
{table="head]1|2|3|4|5
-|-|SS-I|-|-
-|SSU|GotS|SSA|-[/table]
SS-I= The Six Samurai- Irou, ATK=1700
SSU= Six Samurai United, I Bushido Counter
GotS= Gateway of the Six, II Bushido Counters
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji
2. The Six Samurai- Zanji
3. The Six Samurai- Zanji
4. Shien’s Footsoldier
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Dust Tornado
-The Six Samurai- Irou
Face Downs:

[User]
 Draw:  (1d40)[ 10 ]
Reroll: (1d40)[ 39 ]  {take the 39}

She summons a monster.   A furious lion  with petals for a mane and a wood like body roars at your monster and lunges at the samurai. [200 dmg]

During main phase two she plays a field spell.  Dark vines with piecing thorns swallows the arena.  It coils around in a large sphere surrounding the duelists.   pitch dark flowers seem to bloom and then wither instantly.  Very little light seems to get through this   Black garden.   She puts a card down and ends.

(Remember, any monster summoned now will have half attack.  And, an 800 attack token will appear on the other duelist side of the field every time a monster is summoned.)

Monsters:
  Botaincal lion   1600 + 3x # of plants atk/200def

Spell/trap:
1-Facedown  Field- Black garden

Deck:

 Spoiler

[1-2] E-hero Poison rose
[3-4] E-hero knospe
[5-7] botanical lion
[8-9] lonefire blossom
[10-11] Tytannial, Princess of Camellias
[12-13] lord poison
[14-15] Botanical girl
[16-17] Hedge guard
[18] Solidarity
[19] Elemental hero knospe

[20-21] Rose bud
[22-24] Black garden
[25] heavy storm
[26] mystical space typhoon
[27] lighting vortex
[28] miracle fertilizer
[29] Solidarity

[30-32] Battle mania
[33-35] pollinosis
[36] Wall of thorns
[37] Compulsory evacuation device
[38] Mirror force
[39] torrential tribute
[40] call of the haunted

Hand:
 Spoiler

[torriental tribute] [hedge guard] [Tytannial. princess]
Facedown- Battle mania

[User]
 "I Draw"
 (1d42)[ 2 ]
  (3d42)[ 42 ][ 28 ][ 4 ](74)
  Thanks To My Swiftstrike Armour, As I Draw  The Six Samurai-Zanji  He Is Automatically Summoned, Powering Up My Two Spells. I Tribute Six Samurai United To Draw Two Cards...
(move will continue after draws)
  I Activate  Shien's Castle Of Mist , Overriding Your Garden. Now I Remove The Counters From My Gateway To Add  The Six Samurai- Yaichi  To My Hand, Who I Then Summon. I Also Play A Face Down.
  Firstly, Yaichi Attacks You Directly, Now, Zanji Attacks Your Lion, And Though I Take 1300 Points of Damage, Your Lion Is Destroyed.
  My Turn Ends.
{table="head]1|2|3|4|5
-|SS-Y|-|-|-
-|F|GotS|SSA|-[/table]
SS-Y= The Six Samurai- Yaichi, ATK=1300
GotS= Gateway of the Six
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji
4. Shien’s Footsoldier
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 6500
Graveyard:
 Spoiler
-The Six Samurai- Irou
-Six Samurai United
-The Six Samurai- Zanji

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-The Six Samurai- Irou
-Spirit of the Six Samurai
Face Downs:
-Dust Tornado

[User]
 (2d42)[ 30 ][ 22 ](52)
  (4d42)[ 18 ][ 12 ][ 1 ][ 4 ](35)
(character limit)

[User]
 (I have a token since you summoned zanji.  You can't attack me directly with that one.  I will just assume you attacked my token.)
Draw:  (1d40)[ 6 ]
Reroll:  (2d40)[ 26 ][ 35 ](61)

She summons another  Botanical lion,   She attacks and sets a card down ending her turn. (Castle boosts your monster to 1800 so I do 100.)

Monsters:
  Botaincal lion   1600 + 3x # of plants atk/200def

Spell/trap:
1-Facedown   2-Facedown

Deck:

 Spoiler

[1-2] E-hero Poison rose
[3-4] E-hero knospe
[5-7] botanical lion
[8-9] lonefire blossom
[10-11] Tytannial, Princess of Camellias
[12-13] lord poison
[14-15] Botanical girl
[16-17] Hedge guard
[18] Solidarity
[19] Elemental hero knospe

[20-21] Rose bud
[22-24] Black garden
[25] heavy storm
[26] mystical space typhoon
[27] lighting vortex
[28] miracle fertilizer
[29] Solidarity

[30-32] Battle mania
[33-35] pollinosis
[36] Wall of thorns
[37] Compulsory evacuation device
[38] Mirror force
[39] torrential tribute
[40] call of the haunted

Hand:
 Spoiler

[hedge guard] [Tytannial. princess]
1-Facedown- Battle mania 2-Torriental tribute

[User]
 Edit: Oops... No he can't, go right on ahead with that thinking
(darn bow and arrows making me think direct attack)

[User]
 (1d42)[ 20 ]
  (2d42)[ 40 ][ 21 ](61)
  "As I Draw  The Six Samurai- Yariza  He Is Summoned To The Field.
  I Then Summon  Spirit Of The Six Samurai  And Equip It To Yariza. Who Then Attacks You Directly With His Ability.
{table="head]1|2|3|4|5
-|-|SSY|-|-
SotS|F|GotS|SSA|-[/table]
SSY= The Six Samurai- Yariza, ATK=1500
SotS= Spirit Of The Six Samurai
GotS= Gateway of the Six, IV Bushido Counters
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji
4. Shien’s Footsoldier
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza [X]
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 6400
Graveyard:
 Spoiler
-The Six Samurai- Irou
-Six Samurai United
-The Six Samurai- Zanji
-The Six Samurai- Yaichi

Removed from Play:
 Spoiler
*nothing*

Hand- 1

 Spoiler
-The Six Samurai- Irou
Face Downs:
-Dust Tornado

[User]
 (That's the one that attacks directly.
Edit: Rulings say nothing about whether or not The spirit counts as you controlling it if it is equipped to a monster.  I'll just assume you still control it.)
Draw:  (1d40)[ 15 ]
Reroll:  (3d40)[ 9 ][ 28 ][ 38 ](75)

She summons   Botanical girl  therefore raising Botanical lions attack high enough(2200) to attack your Samurai.  It swipes at it, but a spirit rises from Yariza protecting it from death.  She ends.

Monsters:
  Botaincal lion   1600 + 3x # of plants atk(2200)/200def
 Botanical girl  1300atk/1100 def[/url]

Spell/trap:
1-Facedown   2-Facedown

Life points: 6000
Deck:

 Spoiler

[1-2] E-hero Poison rose
[3-4] E-hero knospe
[5-7] botanical lion
[8-9] lonefire blossom
[10-11] Tytannial, Princess of Camellias
[12-13] lord poison
[14-15] Botanical girl
[16-17] Hedge guard
[18] Solidarity
[19] Elemental hero knospe

[20-21] Rose bud
[22-24] Black garden
[25] heavy storm
[26] mystical space typhoon
[27] lighting vortex
[28] miracle fertilizer
[29] Solidarity

[30-32] Battle mania
[33-35] pollinosis
[36] Wall of thorns
[37] Compulsory evacuation device
[38] Mirror force
[39] torrential tribute
[40] call of the haunted

Hand2:
 Spoiler

[hedge guard] [Tytannial. princess]
1-Facedown- Battle mania 2-Torriental tribute

[User]
 ((I know 😳. And yeah, it must count as me controlling it, due to the fact I 'control' spell cards.))
  (1d42)[ 29 ]
 (2d42)[ 1 ][ 36 ](37)  1 Taken
  As I Draw Zanji He Is Once Again Summoned, I Then Remove 4 Of My 6 Bushido Counters To Add  Hand Of The Six Samurai  To My Hand, Who I Then Summon. I Then Sacrifice Yaichi To Destroy Your Lion. The Hand Then Attacks Your Botanical Girl, And Zanji Attacks You Directly.
{table="head]1|2|3|4|5
-|SSZ|-|HotS|-
-|F|GotS|SSA|-[/table]
SSZ= The Six Samurai- Zanji
HotS= Hand Of The Six Samurai, ATK=1600
GotS= Gateway of the Six, IV Bushido Counters
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji [X]
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji
4. Shien’s Footsoldier
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai [X]
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza [X]
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 6200
Graveyard:
 Spoiler
-The Six Samurai- Irou
-Six Samurai United
-The Six Samurai- Zanji
-The Six Samurai- Yaichi
-Spirit of the Six Samurai
-The Six Samurai- Yaichi

Removed from Play:
 Spoiler
*nothing*

Hand- 1

 Spoiler
-The Six Samurai- Irou
Face Downs:
-Dust Tornado

[User]
 I can't deal with all these monsters. I activate Torrential tribute when you summon your hand of the samurai monster.
She adds lord poison to her hand and waits for you to end your turn.

[User]
 "I End My Turn"

{table="head]1|2|3|4|5
-|-|-|-|-
-|F|GotS|SSA|-[/table]
GotS= Gateway of the Six, IV Bushido Counters
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji [X]
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji
4. Shien’s Footsoldier
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai [X]
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi [X]
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza [X]
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 6200
Graveyard:
 Spoiler
-The Six Samurai- Irou
-Six Samurai United
-The Six Samurai- Zanji
-The Six Samurai- Yaichi
-Spirit of the Six Samurai
-The Six Samurai- Yariza
-The Six Samurai- Zanji
-Hand of the Six Samurai

Removed from Play:
 Spoiler
*nothing*

Hand- 1

 Spoiler
-The Six Samurai- Irou
Face Downs:
-Dust Tornado

[User]
 (Hand advantage, yay)
Draw:  (1d40)[ 14 ]
Reroll:  (3d40)[ 12 ][ 20 ][ 12 ](44)

Another  Botanical girl  is summoned.  It attack directly for 1300.  She ends.

Monsters:
 Botanical girl  1300atk/1100 def[/url]

Spell/trap:
1-Facedown   2-Facedown

Life points: 6000
Deck:

 Spoiler

[1-2] E-hero Poison rose
[3-4] E-hero knospe
[5-7] botanical lion
[8-9] lonefire blossom
[10-11] Tytannial, Princess of Camellias
[12-13] lord poison
[14-15] Botanical girl
[16-17] Hedge guard
[18] Solidarity
[19] Elemental hero knospe

[20-21] Rose bud
[22-24] Black garden
[25] heavy storm
[26] mystical space typhoon
[27] lighting vortex
[28] miracle fertilizer
[29] Solidarity

[30-32] Battle mania
[33-35] pollinosis
[36] Wall of thorns
[37] Compulsory evacuation device
[38] Mirror force
[39] torrential tribute
[40] call of the haunted

Hand2:
 Spoiler

[hedge guard] [Tytannial. princess] [Lord poison]
1-Facedown- Battle mania

[User]
 (1d42)[ 2 ]
 (2d42)[ 2 ][ 4 ](6)  (4 Taken)
  I Summon  The Six Samurai- Irou  And Have Him Attack Your Botanical Girl I Then Remove 4 Bushido Counters To Return My Hand Of The Six To My... Hand.
[Gonna have to go now, we can continue tomorrow though (my school's not back until wednesday =D)]
{table="head]1|2|3|4|5
-|-|SSI|-|-
-|F|GotS|SSA|-[/table]
SSI= The Six Samurai- Irou, ATK=1700
GotS= Gateway of the Six, II Bushido Counters
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji [X]
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji
4. Shien’s Footsoldier [X]
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai [X]
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi [X]
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza [X]
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 4900
Graveyard:
 Spoiler
-The Six Samurai- Irou
-Six Samurai United
-The Six Samurai- Zanji
-The Six Samurai- Yaichi
-Spirit of the Six Samurai
-The Six Samurai- Yariza
-The Six Samurai- Zanji

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Hand of the Six Samurai
-Shien's Footsoldier
Face Downs:
-Dust Tornado

[User]
 (Are you done with your turn?  I'll just draw ahead of time.
Edit: Me?  Set a trap?  Never.)
She adds Elemental hero Knopse to her hand.
Draw:  (1d40)[ 30 ]
Reroll:  (4d40)[ 5 ][ 36 ][ 35 ][ 23 ](99)

She summons  Lord poison  and ends.[/url]

Monsters:
 Lord poison  1500atk/1000 def

Spell/trap:
1-Facedown

Life points: 6000
Deck:

 Spoiler

[1-2] E-hero Poison rose
[3-4] E-hero knospe
[5-7] botanical lion
[8-9] lonefire blossom
[10-11] Tytannial, Princess of Camellias
[12-13] lord poison
[14-15] Botanical girl
[16-17] Hedge guard
[18] Solidarity
[19] Elemental hero knospe

[20-21] Rose bud
[22-24] Black garden
[25] heavy storm
[26] mystical space typhoon
[27] lighting vortex
[28] miracle fertilizer
[29] Solidarity

[30-32] Battle mania
[33-35] pollinosis
[36] Wall of thorns
[37] Compulsory evacuation device
[38] Mirror force
[39] torrential tribute
[40] call of the haunted

Hand4:
 Spoiler

[hedge guard] [Tytannial. princess] [Elemental hero Knopse] [ Battle maina]
1-Facedown- Battle mania

Graveyard:
 Spoiler
 [Botanical lion] [Botanical lion] [Botanical girl] [Botanical girl] [torrential tribute]

[User] ((Well, I was expecting some sort of trap like you've done with every other move this duel, but yeah, my turn ends now))

[User]
 "An Uneventful Move I See."
 (1d42)[ 3 ]
  (2d42)[ 31 ][ 25 ](56)
  As I Draw Zanji, He Is Once Again Summoned To The Field. I Then Use 4 Bushido Counters To Bring Yaichi Back To My Hand, Who I Then Summon.
  Now, I Use Yaichi To Destroy Your Face Down, Then Irou Destroys Lord Poison, And Zanji Attacks Directly.
{table="head]1|2|3|4|5
-|SSY|SSI|SSZ|-
-|F|GotS|SSA|-[/table]
SSY= The Six Samurai- Yaichi, ATK=1300
SSZ= The Six Samurai- Zanji, ATK=1800
SSI= The Six Samurai- Irou, ATK=1700
GotS= Gateway of the Six, II Bushido Counters
SSA= Swiftstrike Armour
Field=Shien's Castle of Mist

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji [X]
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji [X]
4. Shien’s Footsoldier [X]
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai [X]
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi [X]
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza [X]
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 4900
Graveyard:
 Spoiler
-The Six Samurai- Irou
-Six Samurai United
-The Six Samurai- Zanji
-Spirit of the Six Samurai
-The Six Samurai- Yariza
-The Six Samurai- Zanji

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Hand of the Six Samurai
-Shien's Footsoldier
Face Downs:
-Dust Tornado

[User]
 (When you destroy my lord poison, it brings a plant back from my graveyard.  I choose botanical lion in attack position.  So when your Zanji attacks it, you take one hundred and my monster is destroyed through his effect.  So is one of yours. (Obvious trap))
Draw:  (1d40)[ 22 ]
Reroll:  (3d40)[ 29 ][ 24 ][ 32 ](85)

She cringes.  After much deliberation, she plays  Black garden  and ends her turn.

Field= Black garden
Monsters:

Spell/trap:

Life points: 5700
Deck:

 Spoiler

[1-2] E-hero Poison rose
[3-4] E-hero knospe
[5-7] botanical lion
[8-9] lonefire blossom
[10-11] Tytannial, Princess of Camellias
[12-13] lord poison
[14-15] Botanical girl
[16-17] Hedge guard
[18] Solidarity
[19] Elemental hero knospe

[20-21] Rose bud
[22-24] Black garden
[25] heavy storm
[26] mystical space typhoon
[27] lighting vortex
[28] miracle fertilizer
[29] Solidarity

[30-32] Battle mania
[33-35] pollinosis
[36] Wall of thorns
[37] Compulsory evacuation device
[38] Mirror force
[39] torrential tribute
[40] call of the haunted

Hand4:
 Spoiler

[hedge guard] [Tytannial. princess] [Elemental hero Knopse] [ Battle maina]

Graveyard:
 Spoiler
 [Botanical lion] [Botanical lion] [Botanical girl] [Botanical girl] [torrential tribute] [lord poison]

[User]
 I Choose to Destroy Yaichi Instead of Zanji. I Chain To My Draw  Dust Tornado  Which Means That Even If I Draw A Samurai, Your Garden Will Be Gone.
 (1d42)[ 10 ]
  (3d42)[ 38 ][ 23 ][ 33 ](94)
  I Didn't Draw One Anyway. I Remove Two Of My Samurai From Play To Special Summon  Enishi, Shien's Chancellor . I Then Normal Summon  Hand Of The Six Samurai .
  Now My Four Monsters Attack Directly, Unless You Can Stop Me. I Win.
{table="head]1|2|3|4|5
HotS|ESC|SSI|SSZ|-
-|-|GotS|SSA|-[/table]
SSZ= The Six Samurai- Zanji, ATK=1800
SSI= The Six Samurai- Irou, ATK=1700
ESC= Enishi, Shien's Chancellor, ATK=2200
HoTS= Hand of the Six Samurai, ATK=1600
GotS= Gateway of the Six, IV Bushido Counters
SSA= Swiftstrike Armour

 Spoiler
Deck:

 Spoiler
1. The Six Samurai- Zanji [X]
2. The Six Samurai- Zanji [X]
3. The Six Samurai- Zanji [X]
4. Shien’s Footsoldier [X]
5. Shien’s Footsoldier
6. Hand of the Six Samurai
7. Hand of the Six Samurai [X]
8. Hand of the Six Samurai
9. Enishi, Shien’s Chancellor
10. Enishi, Shien’s Chancellor [X]
11. The Six Samurai- Irou [X]
12. The Six Samurai- Irou [X]
13. The Six Samurai- Kamon
14. The Six Samurai- Kamon
15. The Six Samurai- Nisashi
16. The Six Samurai- Nisashi
17. The Six Samurai- Yaichi [X]
18. The Six Samurai- Yaichi
19. The Six Samurai- Yariza
20. The Six Samurai- Yariza [X]
21. Spirit of the Six Samurai
22. Spirit of the Six Samurai [X]
23. Swiftstrike Armour [X]
24. Swiftstrike Armour
25. Swiftstrike Armour
26. Breakthrough!
27. Breakthrough!
28. Gateway of the Six
29. Gateway of the Six [X]
30. Shien’s Castle of Mist [X]
31. Shien’s Castle of Mist
32. Legendary Ebon Steed
33. Legendary Ebon Steed
34. Six Samuari United [X]
35. Six Samurai United
36. Mystical Space Typhoon
37. Dust Tornado [X]
38. Giant Trunade
39. Mirror Force
40. Sakuretsu Armour
41. Solidarity
42. Solidarity

Extra Deck:

 Spoiler
Nothing

Stats:
Life Points: 4800
Graveyard:
 Spoiler
-Six Samurai United
-The Six Samurai- Zanji
-Spirit of the Six Samurai
-The Six Samurai- Zanji
-The Six Samurai- Yaichi
-Shien's Castle of Mist
-Dust Tornado

Removed from Play:
 Spoiler
-The Six Samurai- Yariza
-The Six Samurai- Irou

Hand- 1

 Spoiler
-Shien's Footsoldier
Face Downs:

[User]
 Poison rose nods and leaves.

(Good game.  Putting gateway of the six and swift stirke armor together is amazing.  If only I could of kept a beat stick on the field.  Oh well.  Also, I dare you to give advice on my deck.)

[User]
 Originally Posted by Raroy
 Poison rose nods and leaves.

(Good game.  Putting gateway of the six and swift stirke armor together is amazing.  If only I could of kept a beat stick on the field.  Oh well.  Also, I dare you to give advice on my deck.)

 Yeah, it's a surprisingly good combo, and soory, I'm really no expert at all on Plants, I've never, ever played them.

[User] (It's not standard plants.  It's "So completely ineffective why do you keep trying" kind of plants.  I'll just make a new deck based on another ineffective card.)


[User]
 The arena once again contains the black robed man casting the Sigil of Sin and reading from the ancient manuscript.  This time he seems to be chuckling under his breath.
 "Heh.  Heh heh heh heh.  Oh, you.  Sorry, I was just thinking of a joke a heard earlier.  I'll be ready in a few moments."

[User]
 "By your corrupting influence and all those who have died by your hands, I call upon the sixth sin!"

The symbols on the floor shift, and one of the seven symbols at the corner of a heptagram is glowing a light orange yellow.  This symbol depicts a broken heart being torn apart by hooked chains.
The creature appears.  The being is covered by a dark robe, but its face appears female.  Every inch of skin visible is covered in tattos that shift as you watch.  The creature's tail has a large barb on the end, similar to that of a manticore.

 "I am Luxuria, the daemon of Lust and corruption.  I believe we have an appointment."
 (d20)[ 10 ]
 (d54)[ 39 ]
 (d53)[ 22 ]
 (d52)[ 14 ]
 (d51)[ 32 ]
 (d50)[ 18 ]

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

 Life Points:  8000

 Spoiler

 Hand:  5

 Spoiler

Call of the Haunted
Vennominon the King of Poisonous Snakes
Venom Cobra
Venom Shot
Venom Snake

 Deck:

 Spoiler

1. Earthbound Immortal Aslla piscu
2. Evil Dragon Ananta
3. Mask of Darkness
4-6. Mystic Tomato x3
7-8. Reptillianne Gorgon x2
9-11. Reptillianne Guardna x3
12. Sangan
13. Venom Cobra
14-16. Venom Serpent x3
17-18. Venom Snake x2
19. Vennominaga the Deity of Poisonous Snakes
20. Book of Moon
21-22. Field Barrier x2
23. Giant Trunade
24. Magical Stone Excavation
25. Mist Body
26. Mystical Space Typhoon
27-28. Snake Rain x2
29-30. Terraforming x2
31. Venom Shot
32-33. Venom Swamp x2
34. Ambush Fangs
35. Damage = Reptile
36-37. Imperial Iron Wall x2
38. Light of Intervention
39-40. Mask of Restrict x2
41. Mirror Force
42. Offering to the Snake Deity
43-44. Rise of the Snake Deity x2
45. Snake Deity’s Command
46-47. Snake Whistle x2
48. Venom Burn
49. Waboku

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 ((Sorry I'm late. I won't be staying, just for this post. I'll be back tomorrow.))

 Lust  and  corruption? What, plain lust not evil enough for you? Anyway, what is it with you and lust, envy and greed? Why don't you get some REAL love and happiness, instead of these cheap demonic imitations?
 (d20)[ 19 ]
 (5d40)[ 25 ][ 33 ][ 16 ][ 37 ][ 28 ](139)
 (3d40)[ 21 ][ 16 ][ 18 ](55)

[User]
 My move, lust.
 (d35)[ 34 ]
 I Set a monster and another face-down card. Your turn.
 Monsters:
Face Down

 Spell/Traps:
Face Down

 Life Points:  8000

 Spoiler

 Hand:  4

 Spoiler

Pot of Avarice
Ojama Country
Super Polymerization
Creature Swap

[b]Face Down:[b]

 Spoiler

Ojama Red

Mystical Space Typhoon

 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Yellow
6.	Ojama Green
7.	Ojama Green
8.	Ojama Green
9.	Ojama Black
10.	Ojama Black
11.	Ojama Black
12.	Ojama Blue
13.	Ojama Blue
14.	Ojama Blue
15.	Ojama Red
16.	Rescue Cat
17.	Honest
18.	Honest
19.	Future Fusion
20.	Heavy Storm
21.	Lightning Vortex
22.	Hand Destruction
23.	Hand Destruction
24.	Pot of Avarice
25.	Super Polymerization
26.	Ojamagic
27.	Ojamagic
28.	Ojamagic
29.	Ojama Country
30.	Ojama Country
31.	Ojama Delta Hurricane!!
32.	Ojama Delta Hurricane!!
33.	United We Stand
34.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama King
4.	Ojama Knight
5.	Ojama Knight
6.	Ojama Knight

 Graveyard:

 Spoiler

Empty

 Removed from Play:

 Spoiler

Empty

[User]
 "The Daemonic kind is so much easier to attain, and that's all that a mortal can care about."
 (d49)[ 46 ]
 "I will summon a monster face-down and play another two face-down cards to end my turn."

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

Fm: Face-down monster

F: Face-down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  3

 Spoiler

Vennominon the King of Poisonous Snakes
Venom Shot
Venom Snake

 Deck:

 Spoiler

1. Earthbound Immortal Aslla piscu
2. Evil Dragon Ananta
3. Mask of Darkness
4-6. Mystic Tomato x3
7-8. Reptillianne Gorgon x2
9-11. Reptillianne Guardna x3
12. Sangan
13. Venom Cobra
14-16. Venom Serpent x3
17-18. Venom Snake x2
19. Vennominaga the Deity of Poisonous Snakes
20. Book of Moon
21-22. Field Barrier x2
23. Giant Trunade
24. Magical Stone Excavation
25. Mist Body
26. Mystical Space Typhoon
27-28. Snake Rain x2
29-30. Terraforming x2
31. Venom Shot
32-33. Venom Swamp x2
34. Ambush Fangs
35. Damage = Reptile
36-37. Imperial Iron Wall x2
38. Light of Intervention
39-40. Mask of Restrict x2
41. Mirror Force
42. Offering to the Snake Deity
43-44. Rise of the Snake Deity x2
45. Snake Deity’s Command
46. Snake Whistle
47. Venom Burn
48. Waboku

 Face-Down:

 Spoiler

Venom Cobra

Snake Whistle
Call of the Haunted

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 Lies, Luxuria. Real happiness is just around the corner.
 (d34)[ 12 ]
 I activate my face-down  Mystical Space Typhoon  to destroy your face-down card on the right. Then, I summon  Ojama Blue  and activate  Creature Swap  to swap it with your face-down monster. I Flip Summon  Ojama Red  and attack Ojama Blue. Zero attack battle FTW!
Both are destroyed, and Ojama Blue's effect activates, letting me add two Ojama cards to my hand. My choices: Another Ojama Red, and Ojamagic.
In Main Phase 2, I activate the Field Spell,  Ojama Country . I use its happy magic to discard Ojamagic, and Special Summon Ojama Blue back to the field in Defense Position. With an Ojama monster and Ojama Country on the field, the ATK and DEF of all monsters are switched.
Since I discarded  Ojamagic , I can now add the Ojamas Yellow, Black, and Green to my hand.
I'll end my turn with another face-down card.

((I'd like to know what the monster I took was.))

 Monsters:
Face Down
 Ojama Blue  (1000/ 0 )

 Spell/Traps:
Face Down

 Life Points:  8000

 Field:   Ojama Country

 Spoiler

 Hand:  4

 Spoiler

Pot of Avarice
Ojama Red
Ojama Yellow
Ojama Green
Ojama Black

[b]Face Down:[b]

 Spoiler

Super Polymerization

 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Green
6.	Ojama Green
7.	Ojama Black
8.	Ojama Black
9.	Ojama Blue
10.	Ojama Blue
11.	Rescue Cat
12.	Honest
13.	Honest
14.	Future Fusion
15.	Heavy Storm
16.	Lightning Vortex
17.	Hand Destruction
18.	Hand Destruction
19.	Pot of Avarice
20.	Super Polymerization
21.	Ojamagic
22.	Ojamagic
23.	Ojama Country
24.	Ojama Country
25.	Ojama Delta Hurricane!!
26.	Ojama Delta Hurricane!!
27.	United We Stand
28.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama King
4.	Ojama Knight
5.	Ojama Knight
6.	Ojama Knight

 Graveyard:

 Spoiler

Mystical Space Typhoon
Ojama Red
Creature Swap
Ojamagic

 Removed from Play:

 Spoiler

Empty

[User]
 (You destroyed Call of the Haunted and took Venom Cobra)

 (d48)[ 23 ]
 "I summon Venom Snake to the field in attack mode.  Then I'll end my turn."

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

VS: Venom Snake ( 600 /1200)

F: Face-down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  3

 Spoiler

Vennominon the King of Poisonous Snakes
Venom Shot
Giant Trunade

 Deck:

 Spoiler

1. Earthbound Immortal Aslla piscu
2. Evil Dragon Ananta
3. Mask of Darkness
4-6. Mystic Tomato x3
7-8. Reptillianne Gorgon x2
9-11. Reptillianne Guardna x3
12. Sangan
13. Venom Cobra
14-16. Venom Serpent x3
17-18. Venom Snake x2
19. Vennominaga the Deity of Poisonous Snakes
20. Book of Moon
21-22. Field Barrier x2
23. Magical Stone Excavation
24. Mist Body
25. Mystical Space Typhoon
26-27. Snake Rain x2
28-29. Terraforming x2
30. Venom Shot
31-32. Venom Swamp x2
33. Ambush Fangs
34. Damage = Reptile
35-36. Imperial Iron Wall x2
37. Light of Intervention
38-39. Mask of Restrict x2
40. Mirror Force
41. Offering to the Snake Deity
42-43. Rise of the Snake Deity x2
44. Snake Deity’s Command
45. Snake Whistle
46. Venom Burn
47. Waboku

 Face-Down:

 Spoiler

Snake Whistle

 Graveyard:

 Spoiler

Call of the Haunted

 Out of Play:

 Spoiler
Empty

[User]
 ((Remember that Venom Snake's ATK and DEF are reversed because of Ojama Country. It has 600 ATK.))

 (d28)[ 26 ]
 It's time for the fun to begin.
I Flip Summon the  Venom Cobra  that I took from you. With Ojama Country, it now has 2000 ATK. I also switch Ojama Blue to Attack Position.
I then summon  Ojama Red . His effect brings Ojamas Black and Yellow to the field.
Let's go! Ojama Blue destroys Venom Snake! My three other Ojamas attack for 3000 damage, and Venom Cobra attacks for another 2000.
I then activate my face-down Quick-Play,  Super Polymerization ! I discard an Ojama Delta Hurricane from my hand to fuse the Ojamas Black and Yellow on the field with the Ojama Black in my hand. Make way for  Ojama King !
And I'm still in the Battle Phase. Ojama King attacks with Flying Body Tackle!
 Monsters:
 Venom Cobra  ( 2000 /100)
 Ojama Blue  ( 1000 /0)
 Ojama Red  ( 1000 /0)
 Ojama King  ( 3000 /0)

 Spell/Traps:
 Life Points:  8000

 Field:   Ojama Country

 Spoiler

 Hand:  1

 Spoiler

Pot of Avarice

 Face Down:
 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Green
6.	Ojama Green
7.	Ojama Black
8.	Ojama Black
9.	Ojama Blue
10.	Ojama Blue
11.	Rescue Cat
12.	Honest
13.	Honest
14.	Future Fusion
15.	Heavy Storm
16.	Lightning Vortex
17.	Hand Destruction
18.	Hand Destruction
19.	Pot of Avarice
20.	Super Polymerization
21.	Ojamagic
22.	Ojamagic
23.	Ojama Country
24.	Ojama Country
25.	Ojama Delta Hurricane!!
26.	United We Stand
27.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama King
4.	Ojama Knight
5.	Ojama Knight
6.	Ojama Knight

 Graveyard:

 Spoiler

Mystical Space Typhoon
Ojama Red
Creature Swap
Ojamagic
Ojama Black
Ojama Yellow
Ojama Green
Ojama Delta Hurricane!!
Super Polymerization

 Removed from Play:

 Spoiler

Empty

[User] "Not quite.  When Venom Snake is destroyed, I can activate the Trap card Snake Whistle, allowing me to summon forth Reptilianne Guardna in attack mode.  Thanks to Ojama country, it has 2000 attack points."

[User]
 I'll simply destroy Guardna with Venom Cobra, and my move proceeds. You still take 6400 damage from the combined attacks of my Ojamas.
 Monsters:
 Ojama Blue  ( 1000 /0)
 Ojama Red  ( 1000 /0)
 Ojama King  ( 3000 /0)

 Spell/Traps:
 Life Points:  8000

 Field:   Ojama Country

 Spoiler

 Hand:  1

 Spoiler

Pot of Avarice

 Face Down:
 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Green
6.	Ojama Green
7.	Ojama Black
8.	Ojama Black
9.	Ojama Blue
10.	Ojama Blue
11.	Rescue Cat
12.	Honest
13.	Honest
14.	Future Fusion
15.	Heavy Storm
16.	Lightning Vortex
17.	Hand Destruction
18.	Hand Destruction
19.	Pot of Avarice
20.	Super Polymerization
21.	Ojamagic
22.	Ojamagic
23.	Ojama Country
24.	Ojama Country
25.	Ojama Delta Hurricane!!
26.	United We Stand
27.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama King
4.	Ojama Knight
5.	Ojama Knight
6.	Ojama Knight

 Graveyard:

 Spoiler

Mystical Space Typhoon
Ojama Red
Creature Swap
Ojamagic
Ojama Black
Ojama Yellow
Ojama Green
Ojama Delta Hurricane!!
Super Polymerization

 Removed from Play:

 Spoiler

Empty

[User]
 (d47)[ 40 ]
 "I'll use the effect of my departed Guardna to add another Reptilianne Guardna to my hand, who I'll summon in attack mode.
I then play one card face-down and attack Ojama Red."

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

RG: Reptilianne Guardna ( 2000 /0)

F: Face-down Spell/Trap

 Life Points:  1600

 Spoiler

 Hand:  3

 Spoiler

Vennominon the King of Poisonous Snakes
Venom Shot
Giant Trunade

 Deck:

 Spoiler

1. Earthbound Immortal Aslla piscu
2. Evil Dragon Ananta
3. Mask of Darkness
4-6. Mystic Tomato x3
7-8. Reptillianne Gorgon x2
9. Reptillianne Guardna
10. Sangan
11. Venom Cobra
12-14. Venom Serpent x3
15-16. Venom Snake x2
17. Vennominaga the Deity of Poisonous Snakes
18. Book of Moon
19-20. Field Barrier x2
21. Magical Stone Excavation
22. Mist Body
23. Mystical Space Typhoon
24-25. Snake Rain x2
26-27. Terraforming x2
28. Venom Shot
29-30. Venom Swamp x2
31. Ambush Fangs
32. Damage = Reptile
33-34. Imperial Iron Wall x2
35. Light of Intervention
36-37. Mask of Restrict x2
38. Offering to the Snake Deity
39-40. Rise of the Snake Deity x2
41. Snake Deity’s Command
42. Snake Whistle
43. Venom Burn
44. Waboku

 Face-Down:

 Spoiler

Mirror Force

 Graveyard:

 Spoiler

Call of the Haunted
Snake Whistle
Venom Cobra
Reptilianne Guardna

 Out of Play:

 Spoiler
Empty

[User]
 You destroyed one Ojama. You will still fall this turn.
 (d27)[ 16 ]
 I activate  Pot of Avarice . I return five Ojamas from my Graveyard to my Deck, and draw two new cards.
Ojama King destroys Guardna, and Ojama Blue will attack for game.
 Monsters:
 Ojama Blue  ( 1000 /0)
 Ojama King  ( 3000 /0)

 Spell/Traps:
 Life Points:  7000

 Field:   Ojama Country

 Spoiler

 Hand:  3

 Spoiler

Lightning Vortex
Ojama Green
Ojama Black

 Face Down:
 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Yellow
6.	Ojama Green
7.	Ojama Green
8.	Ojama Black
9.	Ojama Black
10.	Ojama Blue
11.	Ojama Blue
12.	Ojama Red
13.	Ojama Red
14.	Rescue Cat
15.	Honest
16.	Honest
17.	Future Fusion
18.	Heavy Storm
19.	Hand Destruction
20.	Hand Destruction
21.	Pot of Avarice
22.	Super Polymerization
23.	Ojamagic
24.	Ojamagic
25.	Ojama Country
26.	Ojama Country
27.	Ojama Delta Hurricane!!
28.	United We Stand
29.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama Knight
4.	Ojama Knight
5.	Ojama Knight

 Graveyard:

 Spoiler

Mystical Space Typhoon
Creature Swap
Ojamagic
Ojama Delta Hurricane!!
Super Polymerization
Pot of Avarice

 Removed from Play:

 Spoiler

Empty

[User]
 Pot of Avarice:

 (2d31)[ 7 ][ 11 ](18)

[User]
 "I'll activate Mirror Force to destroy your King."

OOC: I just realised that I rolled the wrong die for my last turn, but I don't think it will affect anything since it didn't roll a number too high.

[User]
 (Don't worry about it. Happens to me all the time.)

 In my Main Phase 2, I discard an Ojama Black to revive my King. That ends my turn.
 Monsters:
 Ojama King  ( 3000 /0)

 Spell/Traps:
 Life Points:  7000

 Field:   Ojama Country

 Spoiler

 Hand:  2

 Spoiler

Lightning Vortex
Ojama Green

 Face Down:
 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Yellow
6.	Ojama Green
7.	Ojama Green
8.	Ojama Black
9.	Ojama Black
10.	Ojama Blue
11.	Ojama Blue
12.	Ojama Red
13.	Ojama Red
14.	Rescue Cat
15.	Honest
16.	Honest
17.	Future Fusion
18.	Heavy Storm
19.	Hand Destruction
20.	Hand Destruction
21.	Pot of Avarice
22.	Super Polymerization
23.	Ojamagic
24.	Ojamagic
25.	Ojama Country
26.	Ojama Country
27.	Ojama Delta Hurricane!!
28.	United We Stand
29.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama Knight
4.	Ojama Knight
5.	Ojama Knight

 Graveyard:

 Spoiler

Mystical Space Typhoon
Creature Swap
Ojamagic
Ojama Delta Hurricane!!
Super Polymerization
Pot of Avarice
Ojama Black

 Removed from Play:

 Spoiler

Empty

[User]
 (d44)[ 36 ]
 "I switch my Guardna into defence mode and play one card face-down.  That ends my turn."

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

RG: Reptilianne Guardna (2000/ 0 )
F: Face-down Spell/Trap

 Life Points:  1600

 Spoiler

 Hand:  3

 Spoiler

Vennominon the King of Poisonous Snakes
Venom Shot
Giant Trunade

 Deck:

 Spoiler

1. Earthbound Immortal Aslla piscu
2. Evil Dragon Ananta
3. Mask of Darkness
4-6. Mystic Tomato x3
7-8. Reptillianne Gorgon x2
9. Reptillianne Guardna
10. Sangan
11. Venom Cobra
12-14. Venom Serpent x3
15-16. Venom Snake x2
17. Vennominaga the Deity of Poisonous Snakes
18. Book of Moon
19-20. Field Barrier x2
21. Magical Stone Excavation
22. Mist Body
23. Mystical Space Typhoon
24-25. Snake Rain x2
26-27. Terraforming x2
28. Venom Shot
29-30. Venom Swamp x2
31. Ambush Fangs
32. Damage = Reptile
33-34. Imperial Iron Wall x2
35. Light of Intervention
36. Mask of Restrict
37. Offering to the Snake Deity
38-39. Rise of the Snake Deity x2
40. Snake Deity’s Command
41. Snake Whistle
42. Venom Burn
43. Waboku

 Face-Down:

 Spoiler

Mask of Restrict

 Graveyard:

 Spoiler

Call of the Haunted
Snake Whistle
Venom Cobra
Reptilianne Guardna
Mirror Force

 Out of Play:

 Spoiler
Empty

[User]
 You switch your Guardna into Defense Position? Odd.
 (d29)[ 23 ]
 Let's try this again. Ojama Blue destroys Guardna, and Ojama King attacks directly.
 Monsters:
 Ojama King  ( 3000 /0)

 Spell/Traps:
 Life Points:  7000

 Field:   Ojama Country

 Spoiler

 Hand:  2

 Spoiler

Lightning Vortex
Ojama Green
Ojamagic

 Face Down:
 Deck:

 Spoiler

1.	Snipe Hunter
2.	Sangan
3.	Ojama Yellow
4.	Ojama Yellow
5.	Ojama Yellow
6.	Ojama Green
7.	Ojama Green
8.	Ojama Black
9.	Ojama Black
10.	Ojama Blue
11.	Ojama Blue
12.	Ojama Red
13.	Ojama Red
14.	Rescue Cat
15.	Honest
16.	Honest
17.	Future Fusion
18.	Heavy Storm
19.	Hand Destruction
20.	Hand Destruction
21.	Pot of Avarice
22.	Super Polymerization
23.	Ojamagic
24.	Ojama Country
25.	Ojama Country
26.	Ojama Delta Hurricane!!
27.	United We Stand
28.	Mirror Force

 Extra Deck:

 Spoiler

1.	Ojama King
2.	Ojama King
3.	Ojama Knight
4.	Ojama Knight
5.	Ojama Knight

 Graveyard:

 Spoiler

Mystical Space Typhoon
Creature Swap
Ojamagic
Ojama Delta Hurricane!!
Super Polymerization
Pot of Avarice
Ojama Black

 Removed from Play:

 Spoiler

Empty

[User] Yup.  I don't really like this deck.  I provide a few ways to get Venom Swamp into my hand and it never shows up when I need it.


[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

The brown to the west is mountains. Moutains cost 2 Move per square, double line of sight when standing on top, and block line of sight.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100	(current money in purse)
			Expected Income: 		1	(how much your money is expected to increase next turn)
			Expected Upkeep: 		4	(how much your money is expected to decrease next turn)

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
		Bowcraft, Death Rites

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 2
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 2[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
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Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 City Actions: Build Settler
 Use bonus turn to speed this up if possible.

 Capital Name: Vorel'hurthi

[User]
 Start New Turn
 The Map
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  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
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  Currency  - 		96
			Expected Income: 		2
			Expected Upkeep: 		9

 BONUS TURNS  - 		2

Units/Max - 	2/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
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		Bowcraft, Death Rites

 Cities
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  Vorel'hurthi (Capital) :
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 Population - 3
 Production - 4
 Happiness - 1
 Culture - 2
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
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 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
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Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 2[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
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Hits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1

 1 Settler
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Hits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

Quick link to  city and unit actions .

[User]
 Bonus turn 2: Build Second City 2 squares up from Vorel'hurthi
 Second City name: Thurkeal'orkathel
 Vorel'Hurthi: Begin Research on Bronzecraft

[User]
 Can't build cities on mountaintops.
Can build 1 square east of that spot though.

[User] Ok, build nearest to the mountaintop as possible then.


[User]
 Arena Tournament, Round 40:  The Akhond  vs.  Mushu
 Map

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 XP Award:  300 XP
 GP Award:  300 GP

[ http://www.myth-weavers.com/sheets/v...=42356]Flymolo  - The Akhond[/url]
 theTerran - MuShu
 All gladiators please roll initiative

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

I'm here! I reserve the right to buy some stuff. Drow poison, for a start. And I'm going to poke around in some splats. You?

[User]
 (1d20+4)[ 13 ]

No Idea...I'll need to look at what I've got.

(edit)
Heh...still need to update character from last match.

[User] Just posting to say I'm still here. Let me know when you're done updating?

[User]
 Alright...I bought a thunderstone and a tanglefoot bag...

You're up first mr molo

[User] Hehe...I'm done :)

[User]
 Alrighty. Show, this is road. Road, this is show.

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 I start in M2, move to k8, holding my silk rope and grappling hook. I secure it in k9 as a standard action. SECRET ROLLS!:
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 (1d20+5)[ 10 ]  or  (1d4)[ 3 ]

 DC 11, I think.

I'm done. Your go.

[User]
 MuShu - Round 1

Action:

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Starting in N25 with a scroll of Shield in hand, I will cast Expeditious Retreat, then move to S20.

End my Turn.

Stats:

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Location: S20
HP: 8/8
AC:15  Touch: 15  FF: 11
Expeditious Retreat (1/10)
Spells:

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Level 0-
Level 1-

[User]
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 I monkey up the rope ASAP. Accelerated Climbing! [roll]1d20-1[/roll DC 5[/roll]

[User]
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 Let's try this again.  (1d20-1)[ 3 ]  DC 5

[User]
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 Once more into the breach!  (1d20-1)[ 10 ]  DC 5

Edit:
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 Hurrah! At last. I have 20' of movement left

Fetching LoS!

[User]
 ref chilepepper

FlyMolo
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No LoS

[User]
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 I move to J13, stopping on LoS

Almost done, will need ANOTHER LoS. I know.

[User]
 ref chilepepper

refs
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Anti-metagame, empty post

Akhond
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No LoS, don't forget to post when your turn is done

Mushu
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No LoS

Still on Akhond

[User]
 Handwave.

I'm in germany. You win. Have a cookie!

[User]
 GM Kyeudo
 The Akhond is the Winner!