[User]
 You walk into the Copper Arena to see Altaria, stood ready.
 "This match is vital for me Raroy, I'm afraid I cannot lose."
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1. Athena
2. Athena
3. Athena
4. Gellenduo
5. Gellendou
6. Gellenduo
7. Zeradias, Herald of Heaven
8. Zeradias, Herald of Heaven
9. Zeradias, Herald of Heaven
10. Honest
11. Honest
12. Honest
13. Majestic Mech- Goryu
14. Majestic Mech- Goryu
15. Nova Summoner
16. Nova Summoner
17. Counsellor Lily
18. Counsellor Lily
19. Herald of Orange Light
20. Herald of Orange Light
21. Airknight Parshath
22. Airknight Parshath
23. The Sanctuary in the Sky
24. The Sanctuary in the Sky
25. Valhalla, Hall of the Fallen
26. Valhalla, Hall of the Fallen
27. Terraforming
28. Smashing Ground
29. Heavy Storm
30. Mystical Space Typhoon
31. Trap Jammer
32. Bottomless Trap Hole
33. Trap Jammer
34. Brain Control
35. Lightwave Tuning
36. Lightwave Tuning
37. Sakuretsu Armour
38. Mirror Force
39. Sakuretsu Armour
40. Call of the Haunted
41. Beckoning Light
42. Beckoning Light

Extra Deck:

 Spoiler
1. Light End Dragon
2. Light End Dragon
3. Stardust Dragon
4. Stardust Dragon
5. Stardust Dragon
6. Avenging Knight Parshath
7. Avenging Knight Parshath
8. Goyo Guardian
9. Black Rose Dragon
10. Ancient Fairy Dragon
11. Ancient Fairy Dragon
12. Light End Dragon
13. Avenging Knight Parshath

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler

Face Downs:

[User] I surrender.  Happy now?

[User]
 "That was... unexpected. Looks like I'll have to up the power of the duel energy absorbers..."
[while we're here we might as well have a friendly duel, but if you don't want to, that's ok]

[User]
 I am weak, I need all my energy to concentrate.  However if you wish to fight a middle man I'd be more then oblidged.
A figure wearing an overcoat appears in the arena.  He has a hat that covers his face.
 Have fun, I must rest.
The shady being dawns a dark duel disk and draws soundlessly.

Initative: (1d20)[ 13 ]
Draw: (5d40)[ 6 ][ 20 ][ 39 ][ 32 ][ 33 ](130)
Reroll: (4d40)[ 34 ][ 4 ][ 39 ][ 33 ](110)

[User]
 "Well then, I hope you don't mind if I use this duel to... Power up somehting..."
Altaria then presses a button on his duel disk before he activates the Halo half, you see strange mechanisms appear in the four corners of the Arena.
 (1d20)[ 19 ]
 (5d42)[ 19 ][ 18 ][ 9 ][ 25 ][ 39 ](110)
  (3d42)[ 23 ][ 29 ][ 31 ](83)
[Have to have tea, so the first move will be in about 15 minutes, sorry]
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1. Athena
2. Athena
3. Athena
4. Gellenduo
5. Gellendou
6. Gellenduo
7. Zeradias, Herald of Heaven
8. Zeradias, Herald of Heaven
9. Zeradias, Herald of Heaven [X]
10. Honest
11. Honest
12. Honest
13. Majestic Mech- Goryu
14. Majestic Mech- Goryu
15. Nova Summoner
16. Nova Summoner
17. Counsellor Lily
18. Counsellor Lily [X]
19. Herald of Orange Light [X]
20. Herald of Orange Light
21. Airknight Parshath
22. Airknight Parshath
23. The Sanctuary in the Sky
24. The Sanctuary in the Sky
25. Valhalla, Hall of the Fallen [X]
26. Valhalla, Hall of the Fallen
27. Terraforming
28. Smashing Ground
29. Heavy Storm
30. Mystical Space Typhoon
31. Trap Jammer
32. Bottomless Trap Hole
33. Trap Jammer
34. Brain Control
35. Lightwave Tuning
36. Lightwave Tuning
37. Sakuretsu Armour
38. Mirror Force
39. Sakuretsu Armour [X]
40. Call of the Haunted
41. Beckoning Light
42. Beckoning Light

Extra Deck:

 Spoiler
1. Light End Dragon
2. Light End Dragon
3. Stardust Dragon
4. Stardust Dragon
5. Stardust Dragon
6. Avenging Knight Parshath
7. Avenging Knight Parshath
8. Goyo Guardian
9. Black Rose Dragon
10. Ancient Fairy Dragon
11. Ancient Fairy Dragon
12. Light End Dragon
13. Avenging Knight Parshath

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Herald of Orange Light
-Counsellor Lily
-Zeradias, Herald of Heaven
-Valhalla, Hall of the Fallen
-Sakuretsu Armour
Face Downs:

[User]
 (1d42)[ 40 ]
  (2d42)[ 20 ][ 39 ](59)
 Firstly, I discard  Zeradias, Herald of Heaven  to add  The Sanctuary in the Sky  to my hand, which I then activate. I then play two face downs and summon  Herald of Orange Light .
The duelists are transported to a building high above the clouds as a wierd... ornage thing appears.
 Your Move.
{table="head]1|2|3|4|5
-|-|HoOL|-|-
-|F|F|-|-[/table]
HoOL= Herald of Orange Light, ATK=300
Field= The Sanctuary in the Sky

 Spoiler
Deck:

 Spoiler
1. Athena
2. Athena
3. Athena
4. Gellenduo
5. Gellendou
6. Gellenduo
7. Zeradias, Herald of Heaven
8. Zeradias, Herald of Heaven
9. Zeradias, Herald of Heaven [X]
10. Honest
11. Honest
12. Honest
13. Majestic Mech- Goryu
14. Majestic Mech- Goryu
15. Nova Summoner
16. Nova Summoner
17. Counsellor Lily
18. Counsellor Lily [X]
19. Herald of Orange Light [X]
20. Herald of Orange Light
21. Airknight Parshath
22. Airknight Parshath
23. The Sanctuary in the Sky
24. The Sanctuary in the Sky
25. Valhalla, Hall of the Fallen [X]
26. Valhalla, Hall of the Fallen
27. Terraforming
28. Smashing Ground
29. Heavy Storm
30. Mystical Space Typhoon
31. Trap Jammer
32. Bottomless Trap Hole
33. Trap Jammer
34. Brain Control
35. Lightwave Tuning
36. Lightwave Tuning
37. Sakuretsu Armour
38. Mirror Force
39. Sakuretsu Armour [X]
40. Call of the Haunted [X]
41. Beckoning Light
42. Beckoning Light

Extra Deck:

 Spoiler
1. Light End Dragon
2. Light End Dragon
3. Stardust Dragon
4. Stardust Dragon
5. Stardust Dragon
6. Avenging Knight Parshath
7. Avenging Knight Parshath
8. Goyo Guardian
9. Black Rose Dragon
10. Ancient Fairy Dragon
11. Ancient Fairy Dragon
12. Light End Dragon
13. Avenging Knight Parshath

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Zeradias, Herald of heaven

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Counsellor Lily
-Valhalla, Hall of the Fallen
Face Downs:
-Sakuretsu Armour
-Call of the Haunted

[User]
 The duelist sighs.
 "I do not care for this.  I want a quick, slick win."
Draw:  (1d40)[ 21 ]
Reroll:  (1d40)[ 40 ]
"This deck is terrible."

"I summon  Rose, warrior of revenge  and have her attack your facedown.  I set a card down and end."

Monsters:
Rose, warrior of revenge 1600atk/600def

Spell/trap:
1-facedown

 Spoiler

[1-2]Stardust xaiolongx2
[3-5]Majestic dragon x3
[6-8]Rose, warrior of revenge x3
[9]Level warrior x1
[10-11]Quilbolt hedgehog x2
[12-14]Assault beast x3
[15-16]Assault Mercenary x2
[17]Plague spreader zombie
[18-19]Gene warp warwolf x2
[20-21]Stardust assault x2
[22]Quick draw synchro

[23]Mystical space typhoon
[24]Heavy storm
[25]Brain control
[26-27]Foolish burial x2
[28]Mind control
[29]Scapegoat

[30-32]Assault mode activate x3
[33-34]Bottomless Trap hole x2
[35]Solemn judgment
[36-37]Dark bribe x2
[38]Mirror force
[39-40]threatening roar x2

Extra deck
Nitro warrior
Turbo warrior
Road warrior
Black rose dragon
Stardust dragon x3
Red dragon archfiend
Thought ruler archfiend
Ancient fairy dragon
Brionic Ice dragon of barrier
Ally of justice castarator
Magical android
Majestic star dragonx2

Hand4:
 Spoiler
 [Stardust assault] [stardust assault] [theratening roar] [assault mode activate]
Facedown-Bottomless trap hole.

[User] I activate one of my staples, Sakuretsu Armour, you know what it does. Does your turn change?

[User] "Soon as I can get this over with.  My monster is destroyed when I declare and an attack.  Your turn."

[User]
 (1d42)[ 3 ]
  (2d42)[ 4 ][ 37 ](41)
 Now I summon  Councelor Lily  and have her and my other weak monster direct attack for a whole 700 damage.
{table="head]1|2|3|4|5
-|CL|HoOL|-|-
-|-|F|-|-[/table]
CL= Councelor Lily, ATK=400
HoOL= Herald of Orange Light, ATK=300
Field= The Sanctuary in the Sky

 Spoiler
Deck:

 Spoiler
1. Athena
2. Athena
3. Athena [X]
4. Gellenduo
5. Gellenduo
6. Gellenduo
7. Zeradias, Herald of Heaven
8. Zeradias, Herald of Heaven
9. Zeradias, Herald of Heaven [X]
10. Honest
11. Honest
12. Honest
13. Majestic Mech- Goryu
14. Majestic Mech- Goryu
15. Nova Summoner
16. Nova Summoner
17. Counsellor Lily
18. Counsellor Lily [X]
19. Herald of Orange Light [X]
20. Herald of Orange Light
21. Airknight Parshath
22. Airknight Parshath
23. The Sanctuary in the Sky
24. The Sanctuary in the Sky
25. Valhalla, Hall of the Fallen [X]
26. Valhalla, Hall of the Fallen
27. Terraforming
28. Smashing Ground
29. Heavy Storm
30. Mystical Space Typhoon
31. Trap Jammer
32. Bottomless Trap Hole
33. Trap Jammer
34. Brain Control
35. Lightwave Tuning
36. Lightwave Tuning
37. Sakuretsu Armour
38. Mirror Force
39. Sakuretsu Armour [X]
40. Call of the Haunted [X]
41. Beckoning Light
42. Beckoning Light

Extra Deck:

 Spoiler
1. Light End Dragon
2. Light End Dragon
3. Stardust Dragon
4. Stardust Dragon
5. Stardust Dragon
6. Avenging Knight Parshath
7. Avenging Knight Parshath
8. Goyo Guardian
9. Black Rose Dragon
10. Ancient Fairy Dragon
11. Ancient Fairy Dragon
12. Light End Dragon
13. Avenging Knight Parshath

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Zeradias, Herald of heaven
-Sakuretsu Armour

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Athena
-Valhalla, Hall of the Fallen
Face Downs:
-Call of the Haunted

[User]
 "Just because you have that sanctuary doesn't mean you should summon weak monsters."
Draw:  (1d40)[ 26 ]
Reroll:  (2d40)[ 29 ][ 33 ](62)

"End."

Monsters:

Spell/trap:
1-facedown

 Spoiler

[1-2]Stardust xaiolongx2
[3-5]Majestic dragon x3
[6-8]Rose, warrior of revenge x3
[9]Level warrior x1
[10-11]Quilbolt hedgehog x2
[12-14]Assault beast x3
[15-16]Assault Mercenary x2
[17]Plague spreader zombie
[18-19]Gene warp warwolf x2
[20-21]Stardust assault x2
[22]Quick draw synchro

[23]Mystical space typhoon
[24]Heavy storm
[25]Brain control
[26-27]Foolish burial x2
[28]Mind control
[29]Scapegoat

[30-32]Assault mode activate x3
[33-34]Bottomless Trap hole x2
[35]Solemn judgment
[36-37]Dark bribe x2
[38]Mirror force
[39-40]threatening roar x2

Extra deck
Nitro warrior
Turbo warrior
Road warrior
Black rose dragon
Stardust dragon x3
Red dragon archfiend
Thought ruler archfiend
Ancient fairy dragon
Brionic Ice dragon of barrier
Ally of justice castarator
Magical android
Majestic star dragonx2

Hand5:
 Spoiler
 [Stardust assault] [stardust assault] [threatening roar] [assault mode activate] [Foolish burial]
Facedown-Bottomless trap hole.

[User]
 "Wow, that deck really isn't that good."
 (1d42)[ 14 ]
  (3d42)[ 18 ][ 10 ][ 25 ](53)
 Is this more to your liking then? I summon  Majestic Mech- Goryu ! And attack you directly with it.
A huge angelic dragon appears and attacks you.
{table="head]1|2|3|4|5
-|-|MM-G|-|-
-|-|F|-|-[/table]
MM-G= Majestic Mech- Goryu, ATK=2900
Field= The Sanctuary in the Sky

 Spoiler
Deck:

 Spoiler
1. Athena
2. Athena
3. Athena [X]
4. Gellenduo
5. Gellenduo
6. Gellenduo
7. Zeradias, Herald of Heaven
8. Zeradias, Herald of Heaven
9. Zeradias, Herald of Heaven [X]
10. Honest
11. Honest
12. Honest
13. Majestic Mech- Goryu
14. Majestic Mech- Goryu [X]
15. Nova Summoner
16. Nova Summoner
17. Counsellor Lily
18. Counsellor Lily [X]
19. Herald of Orange Light [X]
20. Herald of Orange Light
21. Airknight Parshath
22. Airknight Parshath
23. The Sanctuary in the Sky
24. The Sanctuary in the Sky
25. Valhalla, Hall of the Fallen [X]
26. Valhalla, Hall of the Fallen
27. Terraforming
28. Smashing Ground
29. Heavy Storm
30. Mystical Space Typhoon
31. Trap Jammer
32. Bottomless Trap Hole
33. Trap Jammer
34. Brain Control
35. Lightwave Tuning
36. Lightwave Tuning
37. Sakuretsu Armour
38. Mirror Force
39. Sakuretsu Armour [X]
40. Call of the Haunted [X]
41. Beckoning Light
42. Beckoning Light

Extra Deck:

 Spoiler
1. Light End Dragon
2. Light End Dragon
3. Stardust Dragon
4. Stardust Dragon
5. Stardust Dragon
6. Avenging Knight Parshath
7. Avenging Knight Parshath
8. Goyo Guardian
9. Black Rose Dragon
10. Ancient Fairy Dragon
11. Ancient Fairy Dragon
12. Light End Dragon
13. Avenging Knight Parshath

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Zeradias, Herald of heaven
-Sakuretsu Armour
-Councelor Lily
-Herald of Orange Light

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Athena
-Valhalla, Hall of the Fallen
Face Downs:
-Call of the Haunted

[User]
 "Bottomless trap hole.  Your monster is gone.  This deck may be terrible but it still has the good old generics."

Change your move?

[User] Call of the Haunted 😁. Same as before.

[User] Can't, bottomless removes from play. 😛

[User]
 oops, forgot that, ahh well, I do nothing, but you'll pay for it in my next turn 😎
Also, *amnesia dust* you never saw any Call of the Haunteds.

[User]
 Draw:  (1d40)[ 24 ]
Reroll:  (2d40)[ 25 ][ 37 ](62)

Put one card down and end.

Monsters:

Spell/trap:
1-facedown

 Spoiler

[1-2]Stardust xaiolongx2
[3-5]Majestic dragon x3
[6-8]Rose, warrior of revenge x3
[9]Level warrior x1
[10-11]Quilbolt hedgehog x2
[12-14]Assault beast x3
[15-16]Assault Mercenary x2
[17]Plague spreader zombie
[18-19]Gene warp warwolf x2
[20-21]Stardust assault x2
[22]Quick draw synchro

[23]Mystical space typhoon
[24]Heavy storm
[25]Brain control
[26-27]Foolish burial x2
[28]Mind control
[29]Scapegoat

[30-32]Assault mode activate x3
[33-34]Bottomless Trap hole x2
[35]Solemn judgment
[36-37]Dark bribe x2
[38]Mirror force
[39-40]threatening roar x2

Extra deck
Nitro warrior
Turbo warrior
Road warrior
Black rose dragon
Stardust dragon x3
Red dragon archfiend
Thought ruler archfiend
Ancient fairy dragon
Brionic Ice dragon of barrier
Ally of justice castarator
Magical android
Majestic star dragonx2

Hand5:
 Spoiler
 [Stardust assault] [stardust assault] [heavy storm][assault mode activate] [Foolish burial]
Facedown-Threatening roar

Graveyard:
 Spoiler
[rose, warrior of revenge] [Bottomless trap hole]

[User]
 "Still no luck, eh?"
 (1d42)[ 21 ]
  (2d42)[ 7 ][ 13 ](20)
 First of all, I play  Valhalla, Hall of the Fallen , which allows me to special summon  Athena .
From a throne that appears behind Altaria, the fairy queen walks.
 Now I activate Call of the Haunted, bringing Herald back from my graveyard, meaning Athena does 600 points of damage to you, I then use her ability to sacrifice Herald to bring out Zeradias (another 600 damage), who I then sacrifice to Tribute Summon  Airknight Parshath  (another 600 damage). Now my two monsters attack directly (may change end of move depending on what Parshath makes me draw).
After a long chain of summonings and beams being fired by Athena, an Angelic knight appears and attacks you.
(so that's 1800+2600+1900=6300 damage done in one turn 😦)
 I end my turn after the draw.
{table="head]1|2|3|4|5
-|-|A|AP|-
-|V|-|-|-[/table]
A= Athena, ATK=2600
AP= Airknight Parshath, ATK=1900
V= Valhalla, Hall of the Fallen
Field= The Sanctuary in the Sky

 Spoiler
Deck:

 Spoiler
1. Athena
2. Athena
3. Athena [X]
4. Gellenduo
5. Gellenduo
6. Gellenduo
7. Zeradias, Herald of Heaven
8. Zeradias, Herald of Heaven
9. Zeradias, Herald of Heaven [X]
10. Honest
11. Honest
12. Honest
13. Majestic Mech- Goryu
14. Majestic Mech- Goryu [X]
15. Nova Summoner
16. Nova Summoner
17. Counsellor Lily
18. Counsellor Lily [X]
19. Herald of Orange Light [X]
20. Herald of Orange Light
21. Airknight Parshath [X]
22. Airknight Parshath
23. The Sanctuary in the Sky
24. The Sanctuary in the Sky
25. Valhalla, Hall of the Fallen [X]
26. Valhalla, Hall of the Fallen
27. Terraforming
28. Smashing Ground
29. Heavy Storm
30. Mystical Space Typhoon
31. Trap Jammer
32. Bottomless Trap Hole
33. Trap Jammer
34. Brain Control
35. Lightwave Tuning
36. Lightwave Tuning
37. Sakuretsu Armour
38. Mirror Force
39. Sakuretsu Armour [X]
40. Call of the Haunted [X]
41. Beckoning Light
42. Beckoning Light

Extra Deck:

 Spoiler
1. Light End Dragon
2. Light End Dragon
3. Stardust Dragon
4. Stardust Dragon
5. Stardust Dragon
6. Avenging Knight Parshath
7. Avenging Knight Parshath
8. Goyo Guardian
9. Black Rose Dragon
10. Ancient Fairy Dragon
11. Ancient Fairy Dragon
12. Light End Dragon
13. Avenging Knight Parshath

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Zeradias, Herald of heaven
-Sakuretsu Armour
-Councelor Lily
-Herald of Orange Light
-Call fo the Haunted

Removed from Play:
 Spoiler
-Majestic Mech Goryu

Hand- 0

 Spoiler

Face Downs:

[User]
 Parshath Draw:
 (1d42)[ 2 ]
  (2d42)[ 7 ][ 22 ](29)

[User] "Threatening roar."  I do take the damage from those summons though.

[User]
 Draw: (1d40)[ 29 ]
Reroll:  (3d40)[ 11 ][ 28 ][ 8 ](47)

"I surrender, I don't want to dely this any longer."
He vanishes.

(This deck is crap.  Must destroy it before it yearns for love.)

[User] Ok, maybe the damage was slightly less impressive. I edit out the draw and end my turn.

[User] You should really go back to Blackwings, Raroy 😉

[User]
 Easy mode is a lie!

It's just that this deck has no weight to it.  It's all stardust and only stardust.  My Elemental Mistress deck did well, though.


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

 Nation News and Status
 Spoiler
 Currency  - 100
Expected Income: 2
Expected Upkeep: 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.

 Cities
 Spoiler

  Unnamed Capital :

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

 Order - Generate Wealth

 Stacks
 Spoiler
Location - In Capital

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

  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
Combat - 1
Defense - 0
Upkeep - 1

Quick link to  city and unit actions .

[User]
 City Actions

- Research: The Wheel.

 Special Unit Actions

- Name Leader:  Warbringer Garm
- Leader Increase: Basic Logistics - Add +1 to Move for other units in stack.

 Stack Actions

- Move two squares to the east.

 End of Turn

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

 Nation News and Status
 Spoiler
 Currency  - 98
Expected Income: 1
Expected Upkeep: 3

 BONUS TURNS  - 2

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

No political agreements.

 Cities
 Spoiler

  Unnamed Capital :

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

 Order - Research(The Wheel): 2/25 Production (8 turns)
 Garrison - empty

 Stacks
 Spoiler

 Location - East of Capital

 1 Warbringer Garm (Leader, Level 1)
 Spoiler
Hits - 3
Move - 2/2
Combat - 2
Defense - 1
Specials - Leadership 1, Basic Logistics
Upkeep - 1

 2 Warriors
 Spoiler
Hits - 1
Move - 2/2
Combat - 1
Defense - 0
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.

[User]
 City Actions

- Pay currency to hasten research. Pay for full production need (42 currency)

 Unit actions

- Move two squares south.

 End Turn

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

 Nation News and Status
 Spoiler
 Currency  - 54 (-42 Hurry The Wheel)
Expected Income: 3
Expected Upkeep: 3

 BONUS TURNS  - 1

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

No political agreements.

 Cities
 Spoiler

  Unnamed Capital :

 Population - 5
 Production - 4
 Happiness - 1
 Culture - 2
 Corruption/Waste - 0

 Order - Generate Wealth
 Garrison - empty

 Stacks
 Spoiler

 Location - Southeast of Capital

 1 Warbringer Garm (Leader, Level 1)
 Spoiler
Hits - 3
Move - 2/2
Combat - 2
Defense - 1
Specials - Leadership 1, Basic Logistics
Upkeep - 1

 2 Warriors
 Spoiler
Hits - 1
Move - 2/2
Combat - 1
Defense - 0
Upkeep - 1

Quick link to  city and unit actions .

[User]
 City Action

- Name City:   Frostholme

- Train Unit: Settler x2.

 Unit Action

- Garm Stack moves 2 squares to the Southwest (diagonal move)

 End Turn

[User]
 Start New Turn
I made some mistakes on calculating your stuff. I caught them when I went back and reentered your turn information in the edited program thing. I've got it all corrected now, and this post has fully corrected information.

 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  - 		37	(-12 Train unit (Settlers))
			Expected Income: 		6
			Expected Upkeep: 		13

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

No political agreements.

Technology Known:
 Spoiler
		Masonry, Pottery, The Wheel

 Cities
 Spoiler

  Frostholme (Capital) :
 Spoiler

 Population - 6
 Production - 6
 Happiness - 1
 Culture - 3
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - empty

 Stacks
 Spoiler

 Location - South of Capital

 1 Warbringer Garm (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 1[br]Specials - Leadership 1, Basic Logistics[br]Upkeep - 10

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

 Location - In Capital

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

Quick link to  city and unit actions .

  Turn will end Wednesday

[User]
 City Actions:

- Produce Income.

 Unit Actions:

- Split Garm stack.

- One basic soldier is to move as many squares possible to the West.
-One basic soldier is to move as many squares possible to the southeast.
-Move Warbringer Garm two squares north.

- Move one settler two squares south (stack with Warbringer Garm).
- Move one settler two squares southeast.

 End Turn

[User]
 *Poke*

So, I heard we have another bonus turn. Here is the initial layout for this new turn.

 City Action:

- Produce Income.

 Unit Actions:

- Garm stack (Garm + 1 Settler) will move 2 squares south and split.

- Garm Settler will then move one more square south and   turn into city   (this settler should be 5 squares south of my capital).

- Second Settler will move two squares southeast (this settler should be four squares southeast of my capital).

- Basic Soldiers will repeat their movements from last turn (one goes one square west and the other moves one square southeast).

 Refraining on ending turn until answered


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

The blue to the north 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	(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 - 	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
		Masonry, Bowcraft

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 2
 Production - 2
 Happiness - 1
 Culture - 1
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 2/2[br]Move - 3/3[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
 Spoiler
Hits - 1/1[br]Move - 2/2[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]
 The capital city shall be named Arastos.

And the leader will be Jarkellis the Black. He will take Basic logistics to increase the movement rating.

City Action: Research Pottery
 Jarkellis the Black, a minor warlord known for his cruelty to non-elves, is close to the opposite to his own people. The order has been made to build the city up, to grow and to flourish.

Unit Action: Upgrade
Upgrade both Jarkellis and the unit of warriors to take adantage of the bowcraft upgrade.
 Jarkellis soon has plans to move out of the city, and intends to arm himself, ad his men, with their ancestral bows.

I declare the end of the turn, and choose to use a bonus turn.

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

The blue to the north 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  - 		96
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		2

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

No political agreements.

Technology Known:
 Spoiler
		Masonry, Bowcraft

 Cities
 Spoiler

  Arastos (Capital) :
 Spoiler

 Population - 3
 Production - 3
 Happiness - 1
 Culture - 2
 Corruption/Waste - 0[br][br]
 Order - Research (Pottery): 2/25 Production (8 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

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

 2 Bowman
 Spoiler
Hits - 1/1[br]Move - 3/3[br]Combat - 2[br]Defense - 2[br]Specials - Ranged[br]Upkeep - 1

Quick link to  city and unit actions .

[User]
 2/25, huzzah!

Well, if a city can do more than one thing at once, then here's what my actions will be.

City Actions: Arastos
Build 2 Settlers
Continue Research for Potter
 Jarkellis undertands now how long it will take his people to research. Therefore expansion is necessary if they will survive.

Unit Actions:
Jarkellis: Move two spaces to the east.

Archer Unit: Move two spaces to the south.
 In order to ensure that the settlers will be able to reach their destinations, Jarkellis is splitting his paltry military in half to scout ahead.

I'll end my turn here. I will not use any free turn for now.

[User] A city can only do one thing at a time.

[User] So, can I quit researching now, or am I stuck for a few weeks unable to do anything?

[User]
 You can suspend research at any time. You do not lose any progress you have made.

Also, since your Production increased to 3, next turn you would have 5/25. The turn after that, you would have 9/25. It's up to you whether you want to continue research or change your order for now. You can always resume research later.

[User]
 Phew. All right, I'll be putting hte research on hold for a turn.

Turn 2

City Actions:
Delay research. Build three settlers
 Jarkellis, disappointed in the lack of progress realized that he'll need to put much more investment into producing grain, the help of more cities needed. He offfers a goose to any family that gets ready to settle outside the city in designated areas.

Unit Actions:
Jarkellis: Move three spaces south.

Warrior Unit: Move two spaces east.
 In order to make sure the settlers can arrive without trouble, Jarkellis is splitting his grand army (of 2) in half.

End turn. I'll save the other freebie turns for later.

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

The blue to the north 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  - 		74	(-20 Train Unit (Settler)) (Incendental expenses not calculated into Expected Upkeep are listed here on the turn they come into effect)
			Expected Income: 		0
			Expected Upkeep: 		19

 BONUS TURNS  - 		2

Units/Max - 	5/10	 (0/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Masonry, Bowcraft

 Cities
 Spoiler

  Arastos (Capital) :
 Spoiler

 Population - 4
 Production - 4
 Happiness - 1
 Culture - 3
 Corruption/Waste - 0[br][br]
 Order - Research (Pottery): 2/25 Production (6 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - South of Capital

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

 Location - East of Capital

 1 Bowman
 Spoiler
Hits - 1/1[br]Move - 3/3[br]Combat - 2[br]Defense - 2[br]Specials - Ranged[br]Upkeep - 1

 Location - In Capital

 1 Bowman
 Spoiler
Hits - 1/1[br]Move - 3/3[br]Combat - 2[br]Defense - 2[br]Specials - Ranged[br]Upkeep - 1

 3 Settler
 Spoiler
Hits - 1/1[br]Move - 3/3[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5

Quick link to  city and unit actions .

[User]
 City Actions

- City # 1 (Capital)
- Order: Research: Pottery

Stack Actions

- Stack 1: Move to space three to the left and two down from current position (because diagonals count as 1 space, right?)
- Stack 2: Move two spaces to the east
- Capital Stack...
Warrior: Move to space two space east, and two spaces south
Settlers 1: Move 3 spaces east
Settlers 2: Move 3 spaces south
Settlers 3: Move 3 spaces south (also)

End of Turn (Use bonus turn)

Question: In the next move I will be moving into ideal range with my settlers to create a city. I assume then that I will then I have to wait oe more turn after I moved to actualy have them build the city. Is this correct?

(You're doing a great job this.)


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

You are in a small somewhat sandy valley surrounded by mountainous terrain. Mountains to north and east (movement penalty, longer line of sight when standing on top, blocks line of sight when not) and hills to south (no movement penalty).

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 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
Bronze Working, Bowcraft, Writing

 Cities
 Spoiler

  Unnamed Capital :

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

 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, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 Name City Pyropus
Name Leader Count Bronze

Count Bronze level up - Basic Logistics

Count Bronze and 1 warrior move north as far as possible.

The other warrior stays where he is.

Pyropus researches Bronze Idols (lets you, for a small fee, make an idol that increases your city's culture.)

EDIT: Are trade routes only required for trading physical things, like currency and soldiers? Or do you need them for researched concepts, too?

[User]
 Trade Routes is only for physical objects.

Are you ending turn and using a bonus turn? If so, you need to declare it.

[User] Okay. End Turn, Use Bonus 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  - 97
Expected Income: 1
Expected Upkeep: 4

 BONUS TURNS  - 2

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

No political agreements.

Technology Known:
 Spoiler
Bronze Working, Bowcraft, Writing

 Cities
 Spoiler

  Pyropus (Capital) :

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

 Order - Research (Bronze Idols): 2/40 Production (13 Turns)
 Garrison - Stack 2

 Stacks
 Spoiler

 Location - North of Capital

 1 Count Bronze (Leader, Level 1)
 Spoiler
Hits - 3
Move - 2/2
Combat - 2
Defense - 2
Specials - Leadership 1, Basic Logistics
Upkeep - 2

 1 Warrior1
 Spoiler
Hits - 1
Move - 1/1
Combat - 1
Defense - 1
Upkeep - 1

 Location - In Capital

 1 Warrior1
 Spoiler
Hits - 1
Move - 1/1
Combat - 1
Defense - 1
Upkeep - 1

Quick link to  city and unit actions .

[User]
 Okay. Stack 1 moves north (again)
Stack 2 stays where it is.
Pyropus continues researching Bronze Idols.

How do the bonus turns work? Is the 3 bonus turns the entirety you get for the whole game? Or are there ways of getting more? Either way, End turn + use bonus turn.

[User] Oh, and by the way,   End Turn.   And use bonus turn. I have worked out that the largest benefit can be derived by using them all at once.

[User] Err... I thought you had Death Rites. To have idols, you'll need to have Death Rites. It's a prerequisite for religious/mystic technologies. I'll credit your Bronze Idol research to Death Rites if you want, otherwise, give me another option, and I'll update accordingly. Sorry about that.

[User]
 Okay, I'll get Death Rites first then.

Just, I thought idol-making is the first step on the road to making human-shaped bronze stuff, like pretty statues.

[User] You should also look into leveling up your Leader...

[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  - 		93
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		1

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

No political agreements.

Technology Known:
 Spoiler
		Bronze Working, Bowcraft, Writing

 Cities
 Spoiler

  Pyropus (Capital) :
 Spoiler

 Population - 5
 Production - 4
 Happiness - 1
 Culture - 3
 Corruption/Waste - 1[br][br]
 Order - Research (Death Rites): 5/20 Production (4 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of 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.

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

 Location - In 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]
 Oh, he leveled up? Right.

The Leader once more takes Basic Logistics.

The Warrior and leader both move up as far as possible. If this means the warrior leaving the leader's stack it's okay because the leader will catch up next turn.

If it is possible that the city could pause research this turn but continue it next turn, I will create a Warrior on it. The Warrior currently on it will move south as far as possible.

[User] Oops. I was editing the program just before I made your post, and it apparently reset your leader to 0. The leader didn't actually level up again, note that his name and stats are missing in that most recent post. Anyway, I'll get the next update posted shortly.

[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  - 		89
			Expected Income: 		0
			Expected Upkeep: 		4

 BONUS TURNS  - 		1

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

No political agreements.

Technology Known:
 Spoiler
		Bronze Working, Bowcraft, Writing,

 Cities
 Spoiler

  Pyropus (Capital) :
 Spoiler

 Population - 6
 Production - 5
 Happiness - 1
 Culture - 4
 Corruption/Waste - 1[br][br]
 Order - Research (Death Rites): 5/20 Production (4 Turns)
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of Capital

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

 1 Warrior
 Spoiler
Hits - 1/1[br]Move - 2/2[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

 Location - In 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]
 Ok. Pyropus continues research. Stack 1 goes north. The stack on the city goes west.

Stack 2 goes south.


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

The blue to the southwest 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	(current money in purse)
			Expected Income: 		3	(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 - 3
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 0[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
 Spoiler
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]
 Salinoa
 Capitol: Saneos
The humble city of Saneos marks the dawn of the Salionan Civilization. Here the first of the Salino have gathered to settle down and place their mark on the world. First order of business: expand said mark.

Train Unit: Train 3 Settlers

 Leader: Sahn
Sahn was recognised as a capable and worthy Salino early on. Looking like the most typical Salino with white hair and eyes, he has given hope to the people. Never before have the Salino seen such leadership, nor such affinity with logistics. For now, Sahn stays with the people.

  Level up:   Basic Logistics
Sahn is staying in the capitol of Saneos.
Using Basic Logistics to provide +1 Move to the Warrior.

 Warriors
The warrior, the protector of the people, or perhaps more precisely, the scout of the people for now. Tough individuals set out to see what the surrounding lands bring.

Warrior 1 Move: 1 Southeast + 1 South (got bonus from leader, if I understand correctly)

So, uh, do I have one warrior or two? It states "2 Warrior" and the upkeep is 4, but Units limit indicated but 1.. If I have two then that one moves too, as below, without the leadership bonus, I presume.
Warrior 2 Move: 1 Northwest

Minor question: The Warrior represents a group of warriors, right?

 End of Turn 1
And off we go ahead to turn 2! (Bonus Turn)

Another bit of questioning.
Do we know the rate of Currency to gained Production with the action: "Hurry Production (Pay Currency) - Pay Currency to temporarily increase Production." ?
Coastal regions (ie, part land & water) are not passable either, right?

[User]
 2 Warriors. Yes, it represents a small group.

The bonuses from Leaders apply only to the leader's stack. If a unit leaves that stack, they immediately lose the bonus. So, if the warrior moves 1 square out of the stack, that's the only square he can move, as he loses the movement bonus from Basic Logistics upon breaking stack with the Leader.

Production to Currency via Generate Wealth is 1:1.
Currency to Production via Hurry Production is  usually  2:1. Certain actions may cost more, though I can't think of any available to you at the moment that do.

If it's ~50% or more land, then you can walk there.

[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  - 		76	(-20 Train Unit (Settlers)) (Incendental expenses not calcualted into Expected Upkeep will appear here on the turn they come into effect.)
			Expected Income: 		3
			Expected Upkeep: 		19

 BONUS TURNS  - 		3

Units/Max - 	4/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Saneos (Capital) :
 Spoiler

 Population - 3
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

 1 Sahn (Leader, Level 1)
 Spoiler
Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1, Basic Logistics[br]Upkeep - 20

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

 Location - Southeast of Capital

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

 Location - Northwest 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]
 Thank you for your answers. In light of the detail about the Leader's bonus, can I retcon the Leader to having moved 1 square to the east? Assuming I can..

 Salinoa, Turn 2
 Capitol: Saneos
The citizen of Saneos know well of pottery and the benefits that come from it. The benefits on their own are not significant enough however, but a plan to reap the benefits has been made. A plan to keep the food in a specially made building for it: The Granary. It will be a large building preserving a lot food, allowing more people to be fed!

Build: Granary

 The Settlers
Several groups of Salino are ready to move out and establish other cities in the vicinity. The Salino will spread and florish!

From Stack 1:
Settler 1 moves 1 West and merges with the Leader stack, after which it moves 2 West with the Leader
Settler 2 moves 1 North-West and 1 West
Settler 3 moves 2 North

 Leader Sahn
It is time to show the logistical capabilities of the Leader. He has teamed up with some of the settlers and moves forward!

Assuming the retconning to have Sahn one square west of the citadel as stated above is possible:
Sahn teams up with Settler 1 and then moves 2 West

 Warriors
The exploring of the warriors continues as well.

Stack 2 moves 1 South
Stack 3 moves 1 North-West

 End of Turn 2
Off we go to Turn 3, bonus turn.


[User] Shaft 17 of the Luscuva mines has just collapsed. Finding no way out, you determine the only way out is down.

[User]
 i tell every one to stay calm

 Spoiler
  http://www.myth-weavers.com/sheetvie...sheetid=134280  This is my character sheet

[User]
 Spoiler
I think you should make all the dice rolls on your end, to avoid suspicions of cheating.  Are we mine workers, or what?

My sheet:  http://www.myth-weavers.com/sheetvie...sheetid=135908

I scout the surrounding area for useful resources.

[User]
 There are three other people on this side of the collapse with you. Mankin, who is the foreman, is a hulking black-furred minotaur who has worked in the mine for years. You've seen him singlehandedly break up a fight between a half-orc and an ogre. The others are two miners you haven't been assigned with before.

Coughing, Mankin chokes out  "All accounted for?"  He looks around, and sees that someone was caught in the collapse.   "Sorin, help me dig out Drealod. You!"  He points at Mazasha,   "Check for Harans Breath."  He is referring to a deadly, sentient dust that comes up from the belly of the volcano shaft 17 is dug into.

 Spoiler
Okay, if Zach's cool with it, I'll make all the rolls. When you attempt to do something requiring a roll, list the bonus in a spoiler.

[User]
 what should I do🤨
 Spoiler
i make a spot check to see if there is any why out or if there is any one who is traped. i get a +0 and i am good with you rolling

[User] Tharivol looks for an escape route or anyone trapped in the rocks. He sees no one in the rocks, and he can hear more rumbling on the other side of the cave in  which sounds like more rocks falling a blocking the exit. West is the cave in, East goes down at a slight angle before curving South and getting very steep. Mankin pulls the wounded dwarf from the rubble, and away around the corner to tend to his wounds with the other prisoner. The dwarf doesn't look very good.

[User]
 I try to check for Haran's breath

 Spoiler
I did change my sheet to take eschew materials as my feat.
I don't know exactly how I am supposed to check for this breath thing?

[User]
 Reaching out with your innate sense of magic, you determine that the only magic nearby is somewhere on Mankin. It is divination magic, clearly not Haran's breath.

 Spoiler
detect magic

[User] seeing that the dwarf dont look good i switch auras to fast healing

[User]
 Mankin, who is wrapping the dwarf's leg in clothe, doesn't notice as the dwarves wounds stop bleeding and some of the smaller ones seal up. The dwarf wakes up, but just has the strength to lean up a little and look at the minotaur tending to him.

After he's finished, Mankin picks up the dwarf and starts walking down the tunnel.  "Alright, lets find a way out. Follow me and don't get lost."  He set off, grimly determined.

[User] I stay in the middle of the party and watch out for enemies as I travel with them.

[User]
 Spoiler
Going to be gone for the next week, feel free to make my char do whatever.

[User] i stay in front

[User] The tunnel goes around the corner and slopes downward. It twists and turns, following an old ore vein. You walk for hours, and your torches are running low, when there is a split in the tunnel. One seems to be the original tunnel, as it's about the same width and hight, but the other slopes up somewhat. Mankin stops and stares at it, as if trying to intimidate it.  "This tunnel was mapped  just a few weeks ago, and this definitely wasn't on the map. We should've gone at least another mile before we came to a split, and it should've been on the left."  He looks at the prisoner and the other miners. Both are much more tired than Mazasha or Tharivol. After a moments thought he says  "Alright. Here's as good a place to stop and rest a little as any. Let's see what we've got for supplies."

[User] I help set up camp and keep watch, and if a burrowing mammal happens to wander by, I speak with it.

[User]
 i listen down both tunnels🤨
 Spoiler
oes that count my tourchis if it dont i give them 3,listen is +0

[User] Tharivol has one old torch he made from some scrap clothe he found, it should last an hour. He walks down each tunnel a little to hear better. From the main tunnel you hear a slight airflow, like a constant exhale. Down the other is a distant dripping sound, and also the skittering of tiny claws.

[User] I ask the minotaur if he knows a way out, and if so how far it is.  If we can get out his way before our supplies run out then we should do that, otherwise we might as well explore this new tunnel.

[User] Well, I thought I did. But what was supposed to be the most up to date-"  You hear a slight whistling and suddenly an arrowhead appears poking out of Mankins chest. Down the new tunnel you see a stone-gray dwarf with black spiky hair lower his crossbow and begin reloading it, looking at you calculatingly and unafraid.

[User]
 I zap the dwarf with a magic missile spell

 Spoiler
Zach, why is hp not filled in on your character sheet?


[User]
 Third time Ive faced Slade...and he still hasnt gotten an action 😛

Buff Rounds: All Day +...how many do you need?  I can do up to 6.

Map: Collums again?

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]

[User]
 all day +1 buff

Collums are fine.

 Spoiler

oil of magic weapon +3 on scimitar

How about I take bottom this time?

[User]
 Ok, that works.

Buffs
 Spoiler
All Day: Use Oils of GMW and Magic Vestment
Round 1: Drink Potion of Haste

Sure, I'll have the top half for the first time 🙂

Initiative  (1d20+4)[ 24 ]

Where are you starting?

[User]
 I think I'll take F9 20ft in the air.

  initive  - (d20+3)[ 18 ]

[User]
 In F4 stands a smallish man wearing shining full-body armor.  In each hand, he carries a kukri.

I guess I go first.

 Spoiler
Stance: Tallis starts in "Leading the Charge"
Standard: Tallis drinks potion of fly
Move: Tallis flies up 20ft
Swift: Tallis uses White Raven Tactics
-
Swift: Tallis uses Burning Blade
Full Round: Tallis uses Pouncing Charge

After downing a potion, and rising up to your level, the man charges at you, slashing furiously with his kukris, which set themselves alight as he charges.

Kukri  (1d20+25)[ 44 ]
Damage  (1d4+23)[ 24 ]
Extra Fire  (1d6+7)[ 13 ]

Kukri  (1d20+25)[ 32 ]
Damage  (1d4+23)[ 25 ]
Extra Fire  (1d6+7)[ 8 ]

Kukri  (1d20+20)[ 28 ]
Damage  (1d4+23)[ 27 ]
Extra Fire  (1d6+7)[ 11 ]

Kukri  (1d20+15)[ 34 ]
Damage  (1d4+23)[ 24 ]
Extra Fire  (1d6+7)[ 8 ]

Kukri  (1d20+25)[ 33 ]
Damage  (1d4+20)[ 23 ]
Extra Fire  (1d6+7)[ 10 ]

Kukri  (1d20+25)[ 40 ]
Damage  (1d4+20)[ 23 ]
Extra Fire  (1d6+7)[ 9 ]

Kukri  (1d20+20)[ 35 ]
Damage  (1d4+20)[ 24 ]
Extra Fire  (1d6+7)[ 8 ]

More attacks/status effects will follow.  Turn not ended yet.

Oh, and I realized that I am actually 12th level.  I'll update him after the battle though😳

[User]
 Crit Conformation:  (1d20+25)[ 38 ]
Extra Damage  (3d4+69)[ 75 ]
Crit Conformation:  (1d20+15)[ 19 ]
Extra Damage  (3d4+69)[ 78 ]
Crit Conformation:  (1d20+25)[ 26 ]
Extra Damage  (3d4+60)[ 64 ]
Crit Conformation:  (1d20+20)[ 33 ]
Extra Damage  (3d4+60)[ 70 ]

Free Attack:  (1d20+25)[ 41 ]
Damage  (1d4+23)[ 24 ]
Free Attack:  (1d20+15)[ 34 ]
Damage  (1d4+23)[ 25 ]
Free Attack:  (1d20+25)[ 32 ]
Damage  (1d4+20)[ 23 ]
Free Attack:  (1d20+20)[ 39 ]
Damage  (1d4+20)[ 22 ]

More may follow.

[User] ... so I assume you have quick draw; otherwise its a move action to draw the potion, which how are you holding it with your kukris taking up hands?

[User]
 EDIT: Forgot about that...in that case, I just charge you without rising first.

I forgot the extra fire damage on those free attacks:
Extra Fire  (1d6+7)[ 8 ]
Extra Fire  (1d6+7)[ 13 ]
Extra Fire  (1d6+7)[ 13 ]
Extra Fire  (1d6+7)[ 8 ]

Crit Conformation  (1d20+25)[ 37 ]
Extra Damage  (3d4+69)[ 76 ]
Crit Conformation  (1d20+20)[ 38 ]
Extra Damage  (3d4+60)[ 66 ]

Free Attack  (1d20+25)[ 32 ]
Damage  (1d4+23)[ 27 ]
Extra Fire  (1d6+7)[ 11 ]
Free Attack  (1d20+20)[ 21 ]
Damage  (1d4+20)[ 21 ]
Extra Fire  (1d6+7)[ 8 ]

So, please tell me how many hit you, and I can figure out what exactly happens to you 😛

[User]
 Originally Posted by Olo Demonsbane
 EDIT: Didnt realize that...in that case, I just charge you without rising first.

I forgot the extra fire damage on those free attacks:
Extra Fire [roll0]
Extra Fire [roll1]
Extra Fire [roll2]
Extra Fire [roll3]

Crit Conformation [roll4]
Extra Damage [roll5]
Crit Conformation [roll6]
Extra Damage [roll7]

Free Attack [roll8]
Damage [roll9]
Extra Fire [roll10]
Free Attack [roll11]
Damage [roll12]
Extra Fire [roll13]

More may follow.

last one misses; also Slow down; and please adress questions I raised above.

[User]
 Sorry.  Lightning Maces just gives me extra attacks, so I was trying to get them all out there.

I apparently dont have my kukris already out, I draw them as part of the charge.  And I use my move and standard action to drink the potion.

[User]
 Originally Posted by Olo Demonsbane
 Sorry.  Lightning Maces just gives me extra attacks, so I was trying to get them all out there.

drawing your weapons for free requires a standard move action... you need quick draw to do it as part of a charge.

 Originally Posted by SRD

 Spoiler

Draw or Sheathe a Weapon

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

[User]
 No, I dont.  I use my first full round action to drink the potion, use White Raven Tactics, use Pouncing Charge, drawing my kukris as part of the movement.

 Originally Posted by Quick Draw
  Normal:  Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement.

EDIT: Sorry, I was kind of confused 😳
EDIT2: You edited again...Im not exactly sure what happens 🫤

[User]
 yes you do

 Originally Posted by drawing a weapon
 If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a  regular move . If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

A charge is a special full round action, not a regular move.

[User]
 Um....can I update my character?  I am only 12th level, and didnt realize that I needed quick draw...

I can do it in less than 10 minutes, probably.

Im really really sorry about this...

[User]
 Originally Posted by Olo Demonsbane
 Um....can I update my character?  I am only 12th level, and didnt realize that I needed quick draw...

I can do it in less than 10 minutes, probably.

Im really really sorry about this...

... well, sure, but with quick draw you ubercharge me into oblivion. ANOTHER 1 ROUND MATCH!

Though to be Fair I probably would have done the exact same thing, as I lightning Mace a Simitar.

[User]
 I had to add in a Monk level...😛

Sorry I had those mistakes, I always thought differently 😳

...We need to build more defensively aligned characters, dont we 😏

[User]
 Originally Posted by Olo Demonsbane
 I had to add in a Monk level...😛

Sorry I had those mistakes, I always thought differently 😳

...We need to build more defensively aligned characters, dont we 😏

no... slade's ac isn't shabby, but we're making cannons to blitz spellcasters, so even though my ac is 27 (and about to become HIGHTER thanks to browsing dragon magic) I can only fit so many hitpoints into a body.

[User]
 I definitely reccomend 1 use items...get a potion of Conviction +5 for 900gp, and you can breeze past the SoDs 🙂

Plus, you can pump your AC to the stratosphere with Barskin +5 (1200gp) and Shield of Faith +5 (900gp).

That way, when the casters want 4 rounds or so...you have actions.

[User]
 I can bounce SoDs, remember?

If I give up on Low Templar dirty fighting Slades going to grab Occult slayer for more spellcasting annoying goodness instead.

and I'll stick to fewer buff rounds. Barkskin only works if you  have  Nat armor to begin with. Hadn't heard of conviction though, where's that?

[User]
 Spell Compendium.  Its a level one cleric buff that gives the same bonus to saves as Shield of Faith does to AC.

And since when can you not use Barkskin without natural armor?

[User] Yeah, you can use Barkskin in much the same way you can cast Magic Vestment on a normal article of clothing. Humans and such have a natural armor bonus of +0, not "-".

[User]
 ... huh, guess I miss-read it.

I'm just curious about something, you can ignore these rolls.

  dirty fighting  - (d6)[ 2 ]  <--dex damage
  dirty fighting2  - (d6)[ 5 ]  <-- sickened
[roll=dirty fighting3]d6[/roll]

[User]
 dirty fighting  - (d6)[ 5 ] sikkened
  dirty fighting1  - (d6)[ 2 ] dex
  dirty fighting2  - (d6)[ 2 ] dex
  dirty fighting3  - (d6)[ 1 ] streagth
  dirty fighting 4  - (d6)[ 3 ] con


[User]
 Arena Tournament, Round 64:  Rusty  vs.  Hodge
 Map:

 Spoiler

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

 XP Award:  300xp
 GP Award:  300gp

 Rusty  - Schism
 Hodge Hutchinson  - Strangie

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

[User]
 *grumblegrumblecolorspraygrumblegrumble*

Initiative:  (1d20+8)[ 22 ]

Purchasing 30 bullets and a scroll of magic weapon.

[User]
 Herpderp.

Purchasing 3 Javelins and 2 potions of Cure Light Wounds.

Initiative, not that it would matter.

 (1d20+2)[ 10 ]

[User]
 Aaaand... a divine scroll of True Strike, then.

Anything else?

[User]
 A +5 Vorpal Longsword.

I mean.

No, nothing else.

Starting in B11 with javelin in one hand, scroll in the buckler hand.

Stats:

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
HP: 10/10
Position: B11
Holding: Javelin, scroll (Obscuring Mist)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 1

Starting in Y-10, sling on belt, scroll in one hand.

Standard: Cast a spell, start glowing.

Spellcraft DC 16:
 Spoiler
Light of Lunia

Move to S-10. Drop prone.

Done.

Edit: Fixed minor error in turn order.

Stats:
 Spoiler
HP: 9/9 - PP: 4/4
AC: 17 full, 14 touch, 13 ff (+4 vs ranged due to being prone)
Currently in: S-10, prone.

Spells prepared: Cure Minor Wounds, Resistance, Virtue,  Light of Lunia , Light of Lunia, Lesser Vigor

[User]
 Hodge, Round 1  (I should start doing this more often)

Spellcraft:

 Spoiler
 (1d20+7)[ 21 ]

 Not done, waiting for result of Spellcraft.

Continue move to D13 and continue, breaking LoS as I move to E14.

 Spoiler
Move to G14 and kneel, gaining +2 AC vs. ranged attacks, I think? Also, readying an action to use the scroll of Obscuring Mist and block Rusty's LoS to Hodge if he can see Rusty attack him at range.

Done.

Stats:

 Spoiler
AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2) (vs. Ranged: 20 for Kneeling +2)
HP: 10/10
Position: G14
Holding: Javelin, scroll (Obscuring Mist)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 2

 Spoiler
Stand up, draw sling, 5-ft step to S-11, drop prone.

Done.

For the sake of expediency I'll let you know that I've not done anything that would give me LoS to squares behind the post.

Stats:
 Spoiler

HP: 9/9 - PP: 4/4
AC: 17 full, 14 touch, 13 ff (+2 vs all from tree, +4 vs ranged due to being prone)
Currently in: S-11, prone.

Spells prepared: Cure Minor Wounds, Resistance, Virtue,  Light of Lunia , Light of Lunia, Lesser Vigor

[User]
 Hodge, Round 2

Actions:

 Spoiler
Put away Scroll of Obscuring Mist, draw out Scroll of True Strike, stay kneeling at G14

Done. I didn't move, so no LoS needed.

Stats:

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2) (vs. Ranged: 20 for Kneeling +2)
HP: 10/10
Position: G14
Holding: Javelin, scroll (True Strike)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 3

 Spoiler
Ready action to shoot both rays of Light of Lunia if Hodge enters LoS without cover or concealment.

Done. Still no LoS behind the post.

Stats:
 Spoiler
HP: 9/9 - PP: 4/4
AC: 17 full, 14 touch, 13 ff (+2 vs all from tree, +4 vs ranged due to being prone)
Currently in: S-11, prone.

Spells prepared: Cure Minor Wounds, Resistance, Virtue, Light of Lunia, Light of Lunia, Lesser Vigor

[User]
 Hodge, Round 3

Hodge blathers something at his position. (Spellcraft 16 DC)

If Rusty can use spellcraft:

 Spoiler
True Strike

Actions:

 Spoiler
Use scroll of True Strike as standard, drop useless scroll as free action, draw out potion of Cure Light Wounds as move. Stay kneeling in G14

Done. Still haven't moved! This might take a while...

THE WAITING GAME BEGINS.

Stats:

 Spoiler
AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2) (vs. Ranged: 20 for Kneeling +2)
HP: 10/10
Position: G14
Holding: Javelin, potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty has no ranks in spellcraft, so no dice.

 Rusty, round 4

 Spoiler
Hold position, same readied action as before.

Done. No change in sight from last round.

Stats:
 Spoiler
HP: 9/9 - PP: 4/4
AC: 17 full, 14 touch, 13 ff (+2 vs all from tree, +4 vs ranged due to being prone)
Currently in: S-11, prone.

Spells prepared: Cure Minor Wounds, Resistance, Virtue,  Light of Lunia , Light of Lunia, Lesser Vigor

[User]
 Hodge, Round  5  4  (Oops)

Actions:

 Spoiler
Start moving to G13, stay kneeling.

Not done. Need LoS before continuing.

[User] LoS established.  Rusty is prone in S11, Hodge is kneeling in G13.

[User] Rusty is also holding a readied action, which doesn't go off. Figured you should know that.

[User]
 Oh snap!

Hodge moves no further, and throws his javelin with the strength of a thousand morons! Powered by the amazing accuracy of True Strike! Watch this be a natural 1 and all that build up for nothing!

(EDIT: Wow.)

Attack!  (1d20+21)[ 41 ]  (+3 base ranged, -2 for range at 60 ft. Or is it -4? Someone may need to correct me on this. And then +20 for True Strike, and it apparently made no difference.)
Damage!  (1d6+3)[ 4 ]

Read only if Crit

 Spoiler
Crit Threat:  (1d20+21)[ 31 ]
Additional Crit Damage:  (1d6+3)[ 5 ]

Hodge is holding a potion in his buckler hand and now nothing in the other.

Done.

Stats

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2) (vs. Ranged: 20 for Kneeling +2)
HP: 10/10
Position: G13
Holding: Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Interesting. 2 pp for 8 damage negation. I'm pretty sure Rusty had cover there, as a corner of G-13 passes though H-13 to reach S-11, though it hardly matters.

 Rusty, round 5

Standard: Release Light of Lunia, both rays.

Attack 1 vs touch AC+4:  (1d20+4)[ 9 ]

Damage 1:  (1d6)[ 1 ]

Attack 2 vs touch AC+4:  (1d20+4)[ 5 ]

Damage 2:  (1d6)[ 3 ]

5-ft step (roll, whatever) to R-10, remaining prone.

Done.

Edit: Fixed tags.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff (+4 vs ranged due to being prone)
Currently in: S-11, prone.

Spells prepared: Cure Minor Wounds, Resistance, Virtue,  Light of Lunia , Light of Lunia, Lesser Vigor

[User]
 I think it's if you can draw a line from any corner of your square and you can make it go from the square you're targetting, you can see the other person.

Well, I did ask for LoS... oh well. Anyway. Damn your Elan resilience. Both rays miss, though (thankfully)

 Hodge, Round 5

Hodge will stand up and run toward the broken bridge, getting those running legs moving. He draws his warhammer out on the way in his free hand as part of his movement.

Free action: "Here I come! *as he approaches the bridge* Hooga chugga hooga chugga HUP!"

Jump:  (1d20+4)[ 15 ]
 Not done, need result of Jump check.

Hodge clears the jump! He continues on, using both actions to end his movement in R11, with the tree, standing next to Rusty.

Done.

Stats

 Spoiler
AC: 20 (Base 10 + Dex 2 + Armor 4 + Shield 2 + Tree 2)
HP: 10/10
Position: R11
Holding: Warhammer, Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Ugh. I hate the lettering on this map. I meant to roll to T-10, but it looks like a lowercase R. 😩

Oh well.

I'm terribly screwed at this point barring a miracle, so...

 Rusty, round 6

Move: Stand up. (Take your AoO)

Standard: Cast a spell. (You could also take your AoO for this, though I'll have 4 more AC if you do.)

Spellcraft DC 15:
 Spoiler
Resistance.

Done. Feel free to color spray me now.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff (+4 vs ranged due to being prone)
Currently in: S-11, prone.

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia , Light of Lunia, Lesser Vigor

[User]
 During Rusty's turn, Hodge takes his AoO (he only gains one AoO as he does not have Combat Reflexes)

AoO Attack:  (1d20+4)[ 11 ]
Damage:  (1d8+3)[ 8 ]

Read only if Crit:

 Spoiler
Crit Check:  (1d20+3)[ 5 ]
Crit Damage:  (2d8+6)[ 13 ]

Spellcraft:

 Spoiler
 (1d20+7)[ 9 ]

 Hodge, Round 6

Swing again, if Rusty isn't already clobbered.

Free: "Finally, about damn time I got to hit people!"
Standard: Attack!

Attack:  (1d20+4)[ 6 ]
Damage:  (1d8+3)[ 5 ]

Read Only if Crit:

 Spoiler
Crit Check:  (1d20+4)[ 23 ]
Crit Damage:  (2d8+6)[ 11 ]

Hodge will retain his position at R11.

Free: "... or at least I would if I could..."

(EDIT: What terrible rolls. Oh well. My punishment for rolling a 20 earlier.)

Done.

Stats:

 Spoiler
AC: 20 (Base 10 + Dex 2 + Armor 4 + Shield 2 + Tree 2)
HP: 10/10
Position: R11
Holding: Warhammer, Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Well that's... surprising. No "hahayou'reunconciousIwinnow" color spray? 🤨
 Rusty, round 7

Double move to H-2.

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff (+4 vs ranged due to being prone)
Currently in: H-2
Buffs: Resistance 2/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia , Light of Lunia, Lesser Vigor

[User]
 No, because my hands are full and I can't cast anything. 😛
 Hodge, Round 7

Drop warhammer as free, and move to O6, drawing a javelin on the way. At the end of movement, throw that sucker at Rusty.

Attack: [roll]1d20+1/[roll] (-2 for range)
Damage:  (1d6+3)[ 9 ]

Read only if Crit:

 Spoiler
Crit Check:  (1d20+1)[ 9 ]
Crit Damage:  (1d6+3)[ 7 ]

Done.

Stats:

 Spoiler
AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
HP: 10/10
Position: O6
Holding: Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Dangit, sorry. Messed up my attack roll. Here it is:

Attack:  (1d20+1)[ 8 ]

[User]
 You could have dropped it as a free action before. 😛 But hey, I'm not complaining.

 Rusty, round 8

Move to B-1. Drop sling.

Cast a spell, start glowing.

Spellcraft DC 16 (like you need to roll it again):
 Spoiler
Light of Lunia

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff (+2 from tree)
Currently in: B-1
Buffs: Resistance 3/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User]
 Don't worry I still have a plan. You're all out of lights now, hopefully. Also you have a good Will save.

 Hodge, Round 8

Hodge will move to N4, and then disappear into the water as he moves to L4.

 Spoiler
Continue double movement to K4, walking along the bottom (moving at 1/4 the speed I presume

Done.

 Spoiler
AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
HP: 10/10
Position: K4
Holding: Potion (Cure Light Wounds)
Air remaining: 24/24

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 9

Pick up sling, move to B-9.

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff
Currently in: B-9
Buffs: Resistance 4/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User]
 Hodge, Round 9
Move out of the water, at J3, and finish double move to D4, drawing third and final javelin on the way. Kneel down at the tree in D4.

Done.

 Spoiler

AC: 20 (Base 10 + Dex 2 + Armor 4 + Shield 2 + Tree 2 (22 vs. ranged for kneeling +2))
HP: 10/10
Position: D4
Holding: Javelin, Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 10

Release Light of Lunia, both rays.

Attack 1 vs touch AC:  (1d20+4)[ 12 ]

Damage 1:  (1d6)[ 2 ]

Attack 2 vs touch AC:  (1d20+4)[ 5 ]

Damage 2:  (1d6)[ 6 ]

Checking results before I finish turn.

[User]
 Move to B-15.

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff (+2 from tree)
Currently in: B-15
Buffs: Resistance 5/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User]
 Hodge, Round 10

Stand straight. Move to G10, drop javelin here as a free action. Continue double movement to C14, drawing longsword on the way as part of movement.

Free action: "Are you going to fight me or what!?"

Done.

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
HP: 10/10
Position: C14
Holding: Longsword, Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 11

5-ft step to A-16, cast spell from scroll.

Spellcraft DC 16:
 Spoiler
True Strike

Drop scroll, draw greataxe one-handed.

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff
Currently in: A-16
Buffs: Resistance 6/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User]
 Hodge, Round 11

Spellcraft:

 Spoiler
 (1d20+7)[ 23 ]

 Waiting for result of Spellcraft...

Drop longsword.

Readied action:

 Spoiler
Take 5 foot step directly away from Rusty and cast Color Spray in Rusty's direction if he attacks Hodge.

Done.

Stats:

 Spoiler
AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
Position: C14
Holding: Potion (Cure Light Wounds)

Spells...
0: 3/3
1st: 3/3

[User]
 Rusty, round 12

Move to A-8. Fire sling.

Attack:  (1d20+24)[ 43 ]

Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 2/4
AC: 17 full, 14 touch, 13 ff
Currently in: A-8
Buffs: Resistance 7/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User]
 Ouch. That hurt. D: So much for my plan.

... hmm. Don't you need a free hand to be able to load the sling? I don't recall you ever actually loading the sling at any point.

From SRD: Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

If you loaded it prior somehow, I must have missed it. If this is the case, please show me where it is and we'll continue.

[User]
 Everyone starts a match with a loaded sling. 🤨 If I didn't specify that it was loaded, I apologize, but I'm pretty sure I could go and cite a dozen matches where it's been that way. It does take a free hand to load it, so yes, I'd have to get rid of the greataxe to do so, but that doesn't have any effect on the fact that it already had a bullet in it.

Edit: Same with a crossbow. Haven't ever seen somebody use an action to load their crossbow at the start of a match.

[User]
 GM Kyeudo

Schism is correct in his assumption. Arena rules allow for mundane preparations to be completed before the start of the match, which includes loading slings and crossbows.

[User]
 Oops. My bad. Well, you dropped it at one point. That bullet must stay glued in there until you use it. :B

Super glue sling bullets!

Anyway.

 Hodge, Round 12

Move to D8, cast a spell.

Spellcraft, DC 16. As if you really need to...

 Spoiler
Color Spray

Blinding lights cover your vision!

Will Save DC 14 to resist. *finger cross*

Done.

Stats:

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
HP: 5/10 (Why did my HP get deleted out? Weird.)
Position: C14
Holding: Potion (Cure Light Wounds)

Spells...
0: 2/3
1st: 3/3

[User]
 Gogo Elan super powers!

Spend 1 pp to activate Resilience.

Will Save (Oh God please work):  (1d20+8)[ 22 ]

[User]
 Rusty, round 13

Free: Drop sling.

Free: Shift grip on greataxe to two hands.

Charge C-8 and HULK SMASH!

Attack:  (1d20+5)[ 8 ]

Damage:  (1d12+3)[ 5 ]  +  (2d6)[ 4 ]

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 1/4
AC: 17 full, 14 touch, 13 ff
Psionic Focus: No
Currently in: C-8
Buffs: Resistance 8/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User] The RNG shows mercy to no Elan.

[User]
 Better you hit me with the sling than that damned thing...

 Hodge, Round 13

Free action: Duck and cover as angry Elan tries to murder face
Misc.: 5 foot step to E7.

Standard: Cast a spell!

 Spoiler
 Ray of Enfeeblement

A coruscating ray points from Hodge's free hand at Rusty!

Ranged touch attack:  (1d20+3)[ 22 ]
Penalty to STR for 1 minute if hit:  (1d6+1)[ 5 ]

Read only if Crit (Yes, it is possible to crit on a touch attack spell)

 Spoiler
Crit check:  (1d20+3)[ 7 ]
Extra crit penalty:  (1d6+1)[ 4 ]

Done.

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
HP: 5/10
Position: E7
Holding: Potion (Cure Light Wounds)

Spells...
0: 1/3
1st: 3/3

EDIT: You might wanna check your weight capacity after that. Can you stilll carry your stuff? 😛

[User]
 Rusty can still carry 32 pounds of stuff, yes. 😛
 Rusty, round 14

5-ft step to D-7.

Ready action:
 Spoiler
Spontaneously cast True Strike, burning the prepared Lesser Vigor, if Hodge a) ends turn in an area Rusty could reach with a single move action.

Done.

Stats:
 Spoiler
HP: 8/9 - PP: 1/4
AC: 17 full, 14 touch, 13 ff
Psionic Focus: No
Currently in: D-7C-8
Buffs: Resistance 9/10

Spells prepared: Cure Minor Wounds,  Resistance , Virtue,  Light of Lunia, Light of Lunia , Lesser Vigor

[User]
 http://www.d20srd.org/srd/carryingCapacity.htm

This says you can only carry 30 pounds as a light load at STR 9. Just wanted to point it out because it might affect your speed and AC.

 Hodge, Round 14

5 foot step to F6.

Cast a spell! Blinding lights! Yeah, you guessed it. Will DC 14.

Draw dagger as move action.

Done.

 Spoiler

AC: 18 (Base 10 + Dex 2 + Armor 4 + Shield 2)
Position: F6
Holding: Dagger, Potion (Cure Light Wounds)

Spells...
0: 0/3
1st: 3/3

[User]
 Well yeah, it's a medium load. Doesn't mean he can't carry it though. 😛 I thought you were asking whether it put him over his max load.

Burn another PP for Resilience.

Will Save:  (1d20+8)[ 10 ]

Edit: *insert rage-filled bashing of perfectly innocent keyboard here*

I hope you're happy with yourself. 🫤

[User]
 Hey man, it was a really good match. Don't get too down about it, heh. At least it didn't consist of slinging stones the entire time...

And yes, I am quite happy, because it was a fun match.

Free action: Laugh gleefully.
5 foot step to: E6
Full round action: Stick a dagger in 'em, 'cause he's done.

Then, do the Running Man dance, poorly.

Perform:  (1d20-2)[ 18 ]

That's game. That was actually rather entertaining, if I do say so myself.

[User] Uh-uh, roll the unconscious duration first. 😛 I could still survive it.

[User]
 Well, it's unconscious for 2d4 rounds, at a minimum of 2. So I don't think you can survive two Coup-de-Graces, haha. Then you're blinded and stunned for 1d4 rounds after. But I'll humor you.

Unconscious (2d4)[ 6 ]
Blinded and Stunned (1d4)[ 4 ]

Coup de Grace damage:  (2d4+6)[ 10 ] . DC of 10 + the previous damage roll to survive. 😛

[User]
 Yeah... now I'm dead. You win. 😛

Edit: I wasn't counting your strength modifier when I was thinking I could survive two coup-de-graces. You're right, of course. 😉

[User]
 (Unserious) Ref question: Can I carve out Rusty's organs and sell them on the black market before the next match? 😁

Anyway, good game, man. I thought you were gonna nail me with the greataxe before with that True Strike. I am also glad I got to preserve my potions. Overall, good show.

I'll see if I can do something about Ox for you. 😉

[User]
 Pfft, I had a readied action to cast a True Strike. You were gonna  get it .

Oh well. I've just had an idea for a better Elan cleric, so I'll probably retire Rusty anyway. 🙂

[User]
 Oh, no, I meant earlier, when you decided to hit me with the sling instead, haha. I was really glad. 😦 You had another one readied before the last Color Spray, too? I see... well, I'm glad I got you with the Enfeeblement then, beforehand. Much better chance of surviving the damage, thanks to Diehard. That's why I held onto that potion with my life the whole time, haha.

Looking forward to it then! I want to keep Hodge around as I think he is one of my better characters.

[User]
 High Ref Mav:

 Hodge gets the win and the loot


[User]
 Arena Tournament, Round 65:  Violent Roses  vs.  Sam Jones  vs.  Titus  vs.  Gareth
 Map:
 Spoiler

 Awards
1st Place: 600 XP, 550 GP
2nd Place: 200 XP, 250 GP
3rd Place: 100 XP, 100 GP

 Violent Roses  - Madtinker
 Sam Jones  - MasterRahl22
 Titus  - 02yoeung
 Gareth  - Schism

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

[User]
 Ouch, blinding yellow name font. It burns, it burnnnnssss.

Initiative:  (1d20+3)[ 18 ]

Purchasing a sling, thirty bullets, a potion of shield of faith +2 and a psionic tattoo of force screen.

[User]
 Violent Roses
Init  (1d20+3)[ 23 ]

No purchases.

[User]
 Titus

Buying 5 javelins [5gp] and a Psionic Tattoo of Skate [ML1, 50gp]

  Initiative  - (1d20+4)[ 17 ]

[User]
 No purchases.  Good luck all!

  Initiative  - (1d20+5)[ 13 ]

[User]
 Violent Roses, Rd-1

With sling in hand, move to A7.  Load Sling.

Done

Stats
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,  Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (20 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

[User]
 Gareth, round 1

Starting in N-2 with a potion in one hand and a greataxe held loosely in the other.

Move: to V-3.

Standard: Drink potion.

Free: Drop potion bottle.

Free: Shift grip on greataxe to two hands.

Done.

Stats:
 Spoiler
HP: 8/8 - PP 9/9
AC: 18 full, 15 touch, 15 ff
Currently in: V-3.
Buffs: Shield of Faith 1/10

[User]
 Titus, round 1

Start with all my armour and shield equiped, javelin in hand, battleaxe at my waist

Move action: move to H26

Standard action: activate total defence [+4 dodge AC]

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 26 [18 FF, 20 Touch]

Law Devotion: unused
Steely Strike: unused
Psionic Tattoo of Skate unused

5 javelins left

[User]
 Sam Jones, round 1

Start in Y-13 holding heavy wooden shield and mace.

Move action: Move to R-11
Standard: Cast a spell, Spellcraft DC 16 to identify

Refs info and Question:

 Spoiler

Casting Light of Lunia.  The spell description doesn't say what kind of action it takes to discharge the light as rays.  Can I get a ruling on that?

Turn done but I do need the question answered.

Stats:

 Spoiler

HP: 12/12
AC: 17, FF: 16, Touch: 11

Current buffs: Light of Lunia
Spells cast/prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 VR, Rd 2

Move to D3, fire sling at Gareth.
Attack  (1d20+2)[ 21 ]
damage (1d4+5)[ 6 ]
Crit Confirm  (1d20+2)[ 12 ]
Crit Damage  (1d4+5)[ 6 ]

Done

Stats
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,  Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (19 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

[User]
 Gareth, round 2

Spend 2 pp to negate the damage.

Move: to Z-8.

Standard: Activate Psionic Tattoo.

Done.

Stats:
 Spoiler
HP: 8/8 - PP 7/9
AC: 22 full, 15 touch, 19 ff
Currently in: Z-8
Buffs: Shield of Faith 2/10

[User]
 Titus, round 2

Move action: whistle a cheery sea shanty

Standard action: continue total defence [+4 dodge AC]

Turn done

Stats:

 Spoiler
Position: H26

HP: 10/10
AC: 26 [18 FF, 20 Touch]

Law Devotion: unused
Steely Strike: unused
Psionic Tattoo of Skate unused

5 javelins left

[User]
 @Rahl

 Spoiler

Standard Action

[User]
 Sam Jones, round 2

Move: Move to Z-10
Free: Activate Hatred Domain against Gareth
Standard: Discharge spell, 2 rays.
  Attack vs touch AC  - (1d20+3)[ 19 ]    Damage  - (1d6)[ 1 ]
  Attack vs touch AC  - (1d20+3)[ 4 ]    Damage  - (1d6)[ 5 ]

Done.

... Me and the dice roller are gonna have it out if this keeps up.

Stats:

 Spoiler

HP: 12/12
AC: 17, FF: 16, Touch: 11

Current buffs: Hatred vs Gareth (+2 attack, AC, and saves) - 10 rounds left
Spells cast/prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 VR, Rd 3
Move:Load Sling
Standard:Ready Action
 Spoiler
throw sling bullet at Sam or Gareth if LoE is established.

Stats:
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,
Loc:D3
 Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (19 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

Edit:Closed spoilers

[User]
 Talk about being stuck between a rock and a hard place...

 Gareth, round 3

5-ft step to Z-9 and attempt to smack Mr. Jones's pretty face clean off.

Attack:  (1d20+4)[ 19 ]

Damage: (1d12+6)[ 11 ]

Done.

Stats:
 Spoiler
HP: 7/8 - PP 7/9
AC: 22 full, 15 touch, 19 ff
Currently in: Z-8
Buffs: Shield of Faith 3/10, Force Screen 2/10

[User]
 Titus, round 3

Actions:

Move action: move to J19
Standard action: total defence again [+4 dodge AC]

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 26 [18 FF, 20 Touch]

Law Devotion: unused
Steely Strike: unused
Psionic Tattoo of Skate unused

5 javelins left

[User]
 Sam Jones, turn 3

Ouch!  Sam Jones is extremely displeased with Gareth.  Allow me to demonstrate how displeased...

Full round: Activate Profane Agony against Gareth.  Sickens and deals 3d6 non-lethal damage to the target.  Fort save DC 12 negates damage but not sickened.

Stats:

 Spoiler

HP: 1/12
AC: 17, FF: 16, Touch: 11

Current buffs: Hatred vs Gareth (+2 attack, AC, and saves) - 9 rounds left
Rebuke attempts remaining: 4/5
Spells cast/prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User] Uh, forgot roll for Profane Agony.   (3d6)[ 9 ]

[User]
 Gareth is displeased with you too. 2 pp to negate 8 of the nonlethal damage.

Edit: That's a full-round action. Don't need to do that quite yet. 😛

[User]
 D'oh, forgot fort save.  (1d20-2)[ 0 ]

Edit: Yeah, thought so. No change to previous immediate action.

Editedit: Didn't need to roll that quite yet, but oh well. I'll just fail it next round. 😉

[User] OOC: Note that Profane Agony says that your deity expresses his displeasure through you.  Sam Jones' deity is listed as Sam Jones.  😁

[User]
 VR

Move to H1

Ready action
 Spoiler
If LoE is established, shoot enemy with sling.

Done

Stats
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,  Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (19 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

[User]
 Gareth, round 4

Smack around the cleric some more: (1d20+4)[ 21 ]

Damage: (1d12+6)[ 13 ]

Will see whether that worked or not before I finish.

[User]
 Gareth, laying down the hurt since 2009.

Since Mr. Jones there is quite dead now, I assume his action doesn't finish, right?

Edit: Assuming it doesn't, move to W-3.

Done.

Stats:
 Spoiler
HP: 7/8 - PP 7/9
AC: 22 full, 15 touch, 19 ff
Currently in: W-3
Buffs: Shield of Faith 4/10, Force Screen 3/10

[User]
 I think there is some confusion as to the difference between a "full round action" and casting a spell with a "1 round" casting time.

A full round action means you cannot also use a move action other than a 5 foot step, but occurs immediately.

A spell with a casting time of "1 round" on the other hand requires a full round action to cast and does not go off until right before the caster's next round.

Using "Profane Agony" is the former not the latter, meaning it goes off on Sam Jones turn, knocking out Gareth prior to his action taking place.

Good Gaming!
-Jason

Rank 1 Ref.

[User]
 Except for the fact that he's an Elan and has an immediate action available to negate it, yeah. So I'll go with the 2 pp to negate 8 of the damage.

That's still a 19 on the attack roll and an 11 on the damage, due to being sickened. More than enough to knock out Mr. Jones.

[User] Oh, cool.  I'm guessing Gareth will still use PP to negate at least some of the damage, but that does mean that he's sickened for his attack against me.

[User] Yes, same as I would have done if it was a standard like I thought. How long is the sickened duration, by the way?

[User]
 You and your damn attack rolls.  Hatred makes my AC 19 vs you, so you just got it.  Knew I should've waited around a bit more and used Shield of Faith, or at least not gone after the one guy who gets to negate damage for free...

Sickened for one round.  Despite my grumblings, gg!

[User]
 Nice rolling, Schism

 Titus, round 4

Actions:

Move action: move to K13
Standard action: chuck a javelin at Gareth

  Attack  - (1d20+1)[ 2 ]  [-4 to hit, for 85ft range]
  Damage  - (1d6+5)[ 11 ]
  Crit Confirm  - (1d20+1)[ 16 ]
  Damage  - (1d6+5)[ 10 ]

End of turn

Stats:

 Spoiler
HP: 10/10
AC: 22 [18 FF, 16 Touch]

Law Devotion: unused
Steely Strike: unused
Psionic Tattoo of Skate unused

4 javelins left

Heh, seems you stole all the good rolls for today

[User]
 VR

Move:  Move to D2
Standard:  Shoot Gareth w/Sling
Attack (1d20+2)[ 22 ]
Damage (1d4+5)[ 8 ]

Done

Stats
 Spoiler

Location: D2
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,  Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (19 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

[User]
 Crit confirm!
 (1d20+2)[ 18 ]
damage (1d4+5)[ 8 ]

Can he negate damage that would drop him below zero (ya know, cause he isn't concious to take the action)?

[User] Yes, he essentially negates the damage before he takes it.

[User]
 Screw this, I'm not taking on all three people. 😦

2 pp to negate the 8 damage.

 Gareth, round 5

Move to Z-6. Total Defense.

Done.

Stats:
 Spoiler
HP: 7/8 - PP 3/9
AC: 26 full, 19 touch, 23 ff
Currently in: Z-6
Buffs: Shield of Faith 5/10, Force Screen 4/10

[User] Does the eighteen not hit your AC for the critical heat?

[User] It misses quite spectacularly.

[User]
 Titus, round 5

Actions:

Move action: move to M12, drawing a javelin
Swift action: activate Law Devotion [+3 attack]
Standard action: lob it at Violent Roses

  Attack  - (1d20+4)[ 15 ]  [-4 to hit, 65ft away]
  Damage  - (1d6+5)[ 7 ]
  Crit confirm  - (1d20+4)[ 18 ]
  Crit damage  - (1d6+5)[ 10 ]

Turn done

Stats:

 Spoiler

HP: 10/10
AC: 22 [18 FF, 16 Touch]

Law Devotion: 10/10 turns remaining
Steely Strike: unused
Psionic Tattoo of Skate unused

3 javelins left

[User]
 VR
Scream in Orc:  @Orc speakers
 Spoiler
Have you heard the one about the Little Wood Elf that could?

Free action; Drop sling.
Five foot step to D3.
Move Action: Draw Bastard Sword
Ready Action:
 Spoiler
enter rage and attack any enemy that enters a square I threaten

Stats
 Spoiler
Location: D3
Violent Roses
M NE Water Orc Barbarian (Bear Totem), Level 1, Init +3, HP 19/19, Speed 30
AC 18, Touch 13, Flat-footed 15, Fort +6, Ref +3, Will -3, Base Attack Bonus 1
Bastard Sword 6 (1d10+5, 19-20x2)
Sling (19 bullets) +4 (1d4+5, x2)
Chain Shirt, Light Wooden Shield (+4 Armor, +1 Shield, +3 Dex)
Abilities Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
Condition None

[User]
 Gareth, round 6

Run to Z-26. Drop prone.

Done.

[User]
 Hehe, how brave of you

 Titus, round 6

Actions:

Free action: swap Law Devotion to AC
Move action: Move to H6, drawing my battleaxe
Standard action: Total Defence [+4 dodge AC]
Free action: Yell in Common
 "Your mother was a hampster, and your father smelled of elderberries!"

Turn done. Less talking, more walking Mr. Orc

Stats:

 Spoiler
HP: 10/10
AC: 29 [21 FF, 23 Touch]

Law Devotion: 9/10 turns remaining [AC]
Steely Strike: unused
Psionic Tattoo of Skate: unused

3 javelins left

[User]
 VR

Free:  Rage
Full Round:  Charge to G5 and attack Titus.
Attack  (1d20+10)[ 15 ]
Damage  (1d10+7)[ 9 ]
Crit confirm  (1d20+10)[ 14 ]
Damage  (1d10+7)[ 8 ]

Stats
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  16,  Touch  13,  Flat-footed  15,  Fort  +9,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (18 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 24, Dex 16, Con 24, Int 8, Wis 4, Cha 4
 Condition  Raging, 10/10 rounds

Edit: Done

[User]
 Gareth, round 7

Stand up. Move to R-26.

Done.

Edit: Fixed location in statblock.

Stats:
 Spoiler
HP: 7/8 - PP 3/9
AC: 22 full, 15 touch, 19 ff
Currently in: R-26
Buffs: Shield of Faith 7/10, Force Screen 6/10

[User]
 Rage and charge...should bring your AC down nice and low

 Titus, round 7

Actions:

Standard action: Attack Violent Roses with Steely Strike

  Attack  - (1d20+10)[ 30 ]
  Damage  - (1d8+5)[ 10 ]
  Crit confirm  - (1d20+10)[ 29 ]
  Crit damage  - (1d8+5)[ 12 ]

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 25 [21 FF, 19 Touch]

Law Devotion: 8/10 turns remaining [AC]
Steely Strike: Used
Psionic Tattoo of Skate: unused

3 javelins left

Location: H6

[User]
 Heh...didn't do the crit damage right, x3 weapon. So another 1d8+5

  Moar crit damage  - (1d8+5)[ 12 ]

[User]
 Holy *beeeeeeeep*.

Well, second place isn't so bad. 😦

[User] You can't charge without moving at least ten feet.

[User] I didn't charge, I was talking about your AC. I stayed still and hit you with a Steely Strike

[User]
 GM Kyeudo

 Originally Posted by madtinker
 You can't charge without moving at least ten feet.

He didn't charge. He was remarking on Violent Roses's choice to charge.

[User] Ah.  And yes, my AC was in the nether regions...about a fourteen.  I just didn't want to draw it out.  My face is split into many bite sized pieces.

[User]
 Gareth, round 8

Move to M-21. Total Defense.

Free: Pray for a miracle.

Done.

Stats:
 Spoiler
HP: 7/8 - PP 3/9
AC: 26 full, 19 touch, 23 ff
Currently in: M-21
Buffs: Shield of Faith 8/10, Force Screen 7/10

[User]
 Titus, round 8

Actions:

Move action: Move back to M12
Standard action: Total Defence

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 29 [21 FF, 23 Touch]

Law Devotion: 7/10 turns remaining [AC]
Steely Strike: Used
Psionic Tattoo of Skate: unused

3 javelins left

[User]
 Let's just get this over with, hm? I'm fine with second place. 😛
 Gareth, round 9

Move to K-14. Total Defense.

Done.

Stats:
 Spoiler
HP: 7/8 - PP 3/9
AC: 26 full, 19 touch, 23 ff
Currently in: K-14
Buffs: Shield of Faith 9/10, Force Screen 8/10

[User]
 Hehe, same too, we're both in the next round

 Titus, round 9

Move action: move to M13
Standard action: Attack!

  Attack  - (1d20+6)[ 24 ]
  Damage  - (1d8+5)[ 12 ]
  Crit confirm  - (1d20+6)[ 19 ]
  Crit damage  - (2d8+10)[ 20 ]

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 25 [21 FF, 19 Touch]

Law Devotion: 6/10 turns remaining [AC]
Steely Strike: Used
Psionic Tattoo of Skate: unused

3 javelins left

Edit: geez, should have put Law Devotion to attack. Your AC is 26, right?

[User]
 Swiiing... andamiss.

 Gareth, round 10

Standard: Try for a repeat of "the cleric incident".

Attack:  (1d20+4)[ 8 ]  (+4 if the Steely Strike is still in effect)

Damage:  (1d12+6)[ 17 ]

Done.

Stats:
 Spoiler
HP: 7/8 - PP 3/9
AC: 22 full, 15 touch, 19 ff
Currently in: K-14
Buffs: Shield of Faith 10/10, Force Screen 9/10

[User]
 Steely Strike wore off when I took my last turn, sowwy.

 Titus, round 10

Actions:

Free action: Move Law Devotion to attack
Standard action: attack!

  Attack  - (1d20+9)[ 18 ]
  Damage  - (1d8+5)[ 11 ]
  Crit confirm  - (1d20+9)[ 10 ]
  Crit damage  - (2d8+10)[ 19 ]

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 22 [18 FF, 16 Touch]

Law Devotion: 5/10 turns remaining [Attack]
Steely Strike: Used
Psionic Tattoo of Skate: unused

3 javelins left

[User]
 Gareth, round 11

Standard: Make chop suey out of Titus.

Attack:  (1d20+4)[ 19 ]

Damage:  (1d12+4)[ 12 ]

Done.

Stats:
 Spoiler
HP: 7/8 - PP 3/9
AC: 21 full, 14 touch, 18 ff
Currently in: K-14
Buffs: Force Screen 10/10

[User]
 Close...but no cigar

 Titus, round 11

Standard action: minces Gareth for the food he's making

  Attack  - (1d20+9)[ 21 ]
  Damage  - (1d8+5)[ 6 ]
  Crit Confirm  - (1d20+9)[ 22 ]
  Crit Damage  - (2d8+10)[ 23 ]

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 22 [18 FF, 16 Touch]

Law Devotion: 4/10 turns remaining [Attack]
Steely Strike: Used
Psionic Tattoo of Skate: unused

3 javelins left

[User]
 Gareth, round 12

Oof. 1 pp to negate 4 of the damage.

Standard:  HULK SMASH!

Attack:  (1d20+4)[ 24 ]

Damage:  (1d12+6)[ 15 ]

Done.

Stats:
 Spoiler
HP: 5/8 - PP 2/9
AC: 17 full, 14 touch, 14 ff
Currently in: K-14

[User]
 BAM! 😦

Crit confirm for the heck of it:  (1d20+4)[ 7 ]

Bonus damage:  (2d12+12)[ 19 ]

[User]
 Ouch.

Crit or not, I'm dead.

Good game!

[User]
 Guess that makes up for my pathetic rolling in Rusty vs Hodge. 😛

Free: Kiss greataxe and whisper sweet nothings to it.

Precioussss, preciousssss... 😁

[User] Hehe, see you in the next game. Next time I'll wait till your buffs wear off, hehe

[User]
 High Ref Hust
1. Gareth
2. Titus
3. Violent Roses
4. Sam Jones

First two move on, last two move out.  XP and loot for everyone but Sam.