[User]
 Overnight guard duty.  Again.  It's important, you know, but it does seem like you find yourself drawing the short straw on scheduling all of the time.  You're not sure why, but the Captain apparently doesn't like you.  Oh well, you're not going to get any favors by complaining, and here in the guard house, at least there's a decent fire and some company.  Probably also a game of dice, if you...
   *BOOM*
 The sound is instantly recognizable.  Something is trying to ram down the gates.
   *BOOM*      *  CRACK  *
 And they're succeeding.  You know your duty.  You must hold off the invaders until reinforcements can arrive.

 Spoiler

Okay, recruits.  Drop and give me a d20.  An initiative roll, specifically.  Look on your character sheet to find your initiative modifier.

[User]
 "Initiative"  - (d20+1)[ 14 ]

The as yet unnamed Human Fighter looks around and gets his bearings on the situation.

[User]
 Initiative  - (d20+3)[ 14 ]

Reynard jumps to his feat, drawing his short-sword.

((Xsesiv, names don't matter at the moment))

[User]
 Initiative  - (1d20+3)[ 17 ]

Shouting  "To arms! Enemies at the gate!"   the halfling fighter readies herself to battle.

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

Tayln heaves his axe along as he runs towards the gate.

[User]
 The gates come crashing down and into the alley-style entrance to town, you can see eight short, yellow-tinged humanoids.  Goblins.  They look ready for a fight, and you can sense that they have reinforcements that will likely arrive before yours.

 Spoiler

Pick a color to represent your PC.  First-come, first-served.  We'll use these colors from here on, however.

So, let's get some goblin initiative rolls:

 Spoiler

  Init1  - (1d20+1)[ 11 ] ,   Init2  - (1d20+1)[ 20 ] ,   Init3  - (1d20+1)[ 18 ] ,   Init4  - (1d20+1)[ 7 ] ,   Init5  - (1d20+1)[ 15 ] ,   Init6  - (1d20+1)[ 9 ] ,   Init7  - (1d20+1)[ 12 ] ,   Init8  - (1d20+1)[ 4 ]

Now, let's talk about actions in combat, and your options.

In general, you have a standard action and a move action you can use in a combat round (there's also something called a swift action, but that doesn't apply right now).  Some actions are a "full-round" action, which use both your standard action and your move action.

Moving with a move action allows you to move up to your maximum movement rate.  For each 5' of movement you have, you can move one square on the map; diagonal movement costs 1.5 squares per move -- due to rounding down, this means the first diagonal costs 1 square of movement, the second 2 squares of movement, the 3rd 1 again, etc.

A normal melee attack is a standard action.  This means you can move and attack in the same round.  However, our halfling fighter must use a full-round action to gain the benefits of both weapons; (s)he can attack with just the main hand as a standard action or with both hands as a full-round action. Given your sizes (small and medium) and weapons, you can only attack ("threaten") an opponent occupying one of the 8 squares adjacent to your own.

In any round where you don't actually move (but are free to move), you may elect to take a free 5' (1 square) step.  While trying to move past or around opponents might normally provoke a retaliatory attack, movement with a 5' step never does.

So, your basic options at this point are to:

1) Wait for the goblins to come to you.  If you get to act before they do, you can  ready  an action, to, for example: "attack the first goblin to come within reach".

2) Go meet them.  You can

a) Take a move action to get to them (or get close), and then attack (if possible) with a standard action -- if you can't get all the way to them, you can  ready  an attack with your standard action as above.

b) Take a "double move" by using your standard action as a second move action (you can do this, but not vice-versa) to get to the goblins, but you won't be able to attack on your turn this round.

c) Use the   charge   maneuver.  If you move in a straight line and there are no obstacles in your way (including any teammates), you may move at twice your movement speed and make a single melee attack (as with a standard action) against a target.  You gain a +2 to attack rolls for charging, but also take -2 to your armor class until the start of your next turn.  See the link for definitions and restrictions.

For any of the attacking options, you may apply a feat if you have an applicable one.  For example, the human fighter can use Combat Expertise to lower attack bonus for a bonus to armor class and the half-orc barbarian can use power attack to sacrifice attack bonus for extra damage.

[User]
 I'll take  green .

So, the order goes:

Goblin 2
Goblin 3
Strawberries
Goblin 5
 Reynard
Xsesiv
Goblin 7
Tayln/Goblin 1
Goblin 6
Goblin 4
Goblin 8

Right?

[User]
 I'll take  red .

And on my turn I intend to charge the nearest goblin.

[User]
 Yup, the initiative order is:

20 Goblin 2
18 Goblin 3
17 Strawberries
15 Goblin 5
14 Reynard (wins tie due to higher init modifier)
14 Xsesiv
12 Goblin 7
11 Tayln (wins tie because [houserule] I let the PC win on a tie if init modifiers are equal)
11 Goblin 1
 9 Goblin 6
 7 Goblin 4
 4 Goblin 8

The first two goblins will go after everyone has claimed colors.

[User]
 I'll take  blue , then.

 Spoiler
 So, just to make sure I understand, I can move aand attack with just one weapon or charge (with just one weapon as well) or wait for someone to come near me and then attack with two weapons. I can't move 5' and attack with both weapons because I need a full round to use two-handed fighting. Did I get everything right?

[User]
 One goblin charges straight at Xsesiv, while another one slides around his companions and manages a strike at Tayln.  Both attacks fall wide of the mark, however.

 Spoiler

Goblin #2 charges to E13 and attacks (  Attack  - (1d20+3)[ 7 ] ,   Damage  - (1d6)[ 3 ] ) Xsesiv.  (vs. AC 17 -- since you haven't acted yet, you lose Dec to AC)

Goblin #3 moves to C13 and attacks (  Attack  - (1d20+1)[ 11 ] ,   Damage  - (1d6)[ 3 ] ) Tayln. (vs. AC 15 -- ditto)

Strawberries is up.

Note the above map should be updated.  Refresh your browser cache is it's not showing the movement.

[User]
 I'm going to move and attack the goblin right in front of me (in C13).

 Spoiler
 If I understood everything, in order to do that I have to roll [roll]1d20+5 [/roll] for damage with my shortsword and then roll  (1d4+1)[ 2 ]  for damage. Did I do that right?

[User]
 Rolling again since I managed to get the code wrong

 Spoiler
  (1d20+5)[ 17 ]  and for damage  (1d4+1)[ 3 ]  for damage.How is that this time?

[User] Okay... just so you know, remember what I said about the 5' step?  You could take that step and still use a full-round action (attack with both weapons), if you like.  If you want to do so, I'll just take -2 off your attack roll and you can roll the offhand attack, or you can leave it as it is.

[User]
 Spoiler
 Sorry 😳. I'm going to attack with both weapons, then.  Rolling for the second attack  (1d20+3)[ 5 ]  and  (1d4)[ 3 ]  for damage

 "Where did they came from?"  The halfling draws both her weapons and swings them towards her nearest opponent, all the while praying for the reinforcements to arrive soon  "We have to hold them off!"

[User]
 Strawberries connects with one blade, wounding the goblin in front of her as another goblin comes forward to join the fray.

Goblin #5 comes forward (to C12), but is unable to reach anyone this turn.

Reynard then Xsesiv are up.  Feel free to post actions in either order, and I'll resolve them.

[User]
 The human fighter brandishes his longsword and chops at the goblin who charged him.

 Spoiler
  Attack  - (d20+4)[ 6 ]   Damage  - (d8+2)[ 3 ] Well, that couldn't have been much worse.

[User]
 Reynard bounds forward, then slashes at the Goblin attacking Tayln.

 Spoiler
5 foot step 1 square, then attack with both weapons.

  Attack1  - (d20+5)[ 14 ]
  Damage1  - (d4+1)[ 3 ]
  Attack2  - (d20+3)[ 11 ]
  Damage2  - (d4+1)[ 5 ]

[User]
 Reynard's first slice causes the goblin to scream in pain, as the second just misses.  Xsesiv is lucky not to have dropped his weapon with a clumsy strike.

(No, you really wouldn't have dropped your weapon, that's just flavor text to describe a bad miss. 😁)

Goblin 2 is injured, but still fighting.  Goblin 7 moves to F12.

Tayln is up.


[User]
 Arena Tournament, Round 78:  Morekal 2.5  vs.  Max Artifice
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Morekal 2.5  - Master_Rahl22
 Max Artifice  - RPGAgmJAY

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

[User]
 No purchases

  Initiative  - (1d20+2)[ 13 ]

[User]
 Max Artifice:

Purchases since last battle:
Scribe Scroll of Shield(CL:2nd) -25gp (-2xp from craft reserve)
Scribe Scroll of Mage Armor(CL:1st) -12.5gp (-1xp from craft reserve)
Scribe Scroll of Kelgore's Fire Bolt(CL:3rd) - 37.5gp (-3xp from craft reserve)
Scribe Scroll of Beastland Ferocity (CL: 1st) -12.5gp (-1xp from craft reserve)
Scribe Scroll of Invisibility (CL:1st) -25gp (-2xp from craft reserve)
Scribe Scroll of See Invisibility (CL:1st) -25gp (-2xp from craft reserve)
Scribe Scroll of Sandblast (CL:1st) -12.5gp (-1xp from xp pool)
Scribe Scroll of Entangle (CL: 1st) -12.5gp (-1 xp from xp pool)
Scribe Scroll of Magic Missle (CL: 1st) x2 -25gp (-2xp from xp pool)
Scribe Scroll of Fly, Swift (CL: 1st) -25gp (-2xp from xp pool)
Scribe Scroll of Faith Healing (CL: 1st) -12.5gp (-1xp from xp pool)
Scribe Scroll of Seeking Ray (CL: 1st) -25gp (-2xp from xp pool)

Initiative:  (1d20-2)[ 10 ]

Checked in. Good luck!

[User]
 Morekal, Turn 1

Start in W-10 holding greatsword

Swift: Enter Stance of Clarity for +2 AC vs Max Artifice and -2 vs all other opponents

Double-move to G-10

End of turn

Stats:

 Spoiler

HP: 13/13
AC: Full 18, FF 16, Touch 14
Saves: Fort +4, Ref +0, Will -1

Buffs:
Stance of Clarity
Rageclaws

Manuevers:
Moment of Perfect Mind 0/1
Sudden Leap 0/1
Sapphire Nightmare Blade 0/1

[User]
 Max Artifice - Round 1 AND Round 2

Standing in C10 wearing a spiked gauntlet and holding 2 scrolls.

Waits...
(Delay Action. Moving my Initiative Count to the top of the order for Round 2 for the following actions:)

Round 2
Standard Action: Activate scroll
UMD check (DC21):  (1d20+20)[ 24 ]
If successful, pop the spoiler... otherwise ignore as the spell fails to activate:

 Spoiler

Scorching Ray directed at Morekal.
Ranged Touch attack:  (1d20+5)[ 23 ]
Damage:  (4d6)[ 16 ]  Fire Damage.

Not Done... need results of above action before finishing turn.

Stats:

 Spoiler

Max Artifice
HP:7/7
AC:16 (T15, FF12)
Armed with spiked gauntlet, scrolls of 'scorching ray' and 'Fly,swift'.
Infusions: 3/3

[User]
 Max Artifice - Round 2 (Completed)

Free Action: Speak:  "Stupid Rageclaws..."

Move Action: Head North, breaking LoS at B6.

LoS/Refs:

 Spoiler

Continue moving to C3.
Hide:  (1d20+10)[ 15 ]

Done.

Stats:

 Spoiler

Max Artifice
HP:7/7
AC:16 (T15, FF12)
Location: C3 (Hidden)
Armed with spiked gauntlet, scroll of 'Fly,swift'.
Infusions: 3/3

[User]
 Morekal, Turn 2

LOS:

 Spoiler
Swift: Use Sudden Leap.    Jump  - (1d20+10)[ 23 ]  Enough to get to E-9.
Move: Move to B-3

Not done, need LOS

Stats:

 Spoiler

HP: -3/13 (alive until -10)
AC: Full 18, FF 16, Touch 14
Saves: Fort +4, Ref +0, Will -1

Buffs:
Stance of Clarity
Rageclaws

Manuevers:
Moment of Perfect Mind 0/1
Sudden Leap 1/1
Sapphire Nightmare Blade 0/1

[User]
 Refs:
 Spoiler
Spot for Morekal:  (1d20)[ 20 ]

LoS established when Morekal reaches B7.  Max is in C3.  Morekal may revise his turn from this point.

[User]
 Morekal, Turn 2 continued

Finish move action to B-4
Swift: Activate Law Devotion for +3 to attack
Standard: Attack
  Attack  - (1d20+9)[ 14 ]
  Damage  - (2d6+6)[ 13 ]

End of turn

Stats:

 Spoiler

Location: B-4
HP: -3/13 (alive until -10)
AC: Full 18, FF 16, Touch 14
Saves: Fort +4, Ref +0, Will -1

Buffs:
Stance of Clarity
Rageclaws

Manuevers:
Moment of Perfect Mind 0/1
Sudden Leap 1/1
Sapphire Nightmare Blade 0/1

[User]
 Missed.

Max Artifice - Round 3

Free Action: 5' step to B2.

Move Action: Draw Scroll of Sandblast.

Standard Action: Activate Scroll just pulled.
UMD Check(DC 21):  (1d20+20)[ 27 ]
Pop spoiler if successful, otherwise ignore as spell fails to activate:

 Spoiler

Sandblast. 10' radius from caster.
 (1d6)[ 5 ]  nonlethal damage, reflex for half. (DC 15)
If failing the reflex, you are also stunned for 1 round.

As long as you take at least 1 point of non-lethal damage you are unconscious since your nonlethal damage is higher than your hp total. Don't think rageclaws protects from that.

Done. Is that Game?

Stats:

 Spoiler

Max Artifice
HP:7/7
AC:16 (T15, FF12)
Location: B2
Armed with spiked gauntlet, scroll of 'Fly,swift'.
Infusions: 3/3

[User] Wow, and if I'd rolled a 7 or higher I would've splatted you first.  Good call on the nonlethal damage, I think that's the only way I've seen to negate Rageclaws.  Good game.

[User]
 High Ref Sallera
 Morekal has sand in his eyes, Max takes the victory.


[User]
 Overnight guard duty.  Again.  It's important, you know, but it does seem like you find yourself drawing the short straw on scheduling all of the time.  You're not sure why, but the Captain apparently doesn't like you.  Oh well, you're not going to get any favors by complaining, and here in the guard house, at least there's a decent fire and some company.  Probably also a game of dice, if you...
   *BOOM*
 The sound is instantly recognizable.  Something is trying to ram down the gates.
   *BOOM*      *  CRACK  *
 And they're succeeding.  You know your duty.  You must hold off the invaders until reinforcements can arrive.

 Spoiler

Okay, recruits.  Drop and give me a d20.  An initiative roll, specifically.  Look on your character sheet to find your initiative modifier.

[User]
 Jauffry Wildarson, Human Fighter
  What did I get myself into?   thought Jauffry to himself.  A fresh recruit to the guard, Jauffry decisively lifted himself from the stool he was sitting in, unsheathed his longsword, and prepared to face the danger that was attacking the wall.  "Here we go again."

 Spoiler
Initiative Roll with +1 modifier:
 (1d20+1)[ 4 ]

[User]
 Brom Toregson, Half-Orc Barbarian

Hearing the crash, Brom stiffened slightly before quickly getting up from his stool and speaking to the guard across from him.

 "We finish dis later, Krag.  You still owe me."

Having said that, Brom hefted his Greataxe from his back and prepared himself for combat.

 Spoiler
Initiative Modifier = +1
  Initiative  - (1d20+1)[ 7 ]

[User]
 Garret Thornbough, Halfling Fighter

Upon hearing the crash Garret leaped to his feet with an oath, drawing his shortswords as he did so. "What the hell was that!?"

 Spoiler
  Initiative  - (1d20+3)[ 16 ]

[User]
 Collier MacMurray, Human Fighter

Late night guard duty was never the most exciting, and after a few shifts of this work Mac had found the perfect way to deal with it. Legs propped up, eyes shut. Of course, that all went to hell tonight.

 "Brom...Shut the hell up...."  he murmured. Then another crash.  "Brom, I said KNOCK"  That's when he finally opened his eyes, and saw everyone sprinting.

 "Oh."

Swinging his feet to the ground, Mac drew his longsword and sprinted to join his fellow guards at the gate. Maybe tonight wouldn't be so dull after all.

 Spoiler
 (1d20+1)[ 3 ]

[User]
 The gates come crashing down and into the alley-style entrance to town, you can see eight short, yellow-tinged humanoids.  Goblins.  They look ready for a fight, and you can sense that they have reinforcements that will likely arrive before yours.

 Spoiler

Pick a color to represent your PC.  First-come, first-served.  We'll use these colors from here on, however.

So, let's get some goblin initiative rolls:

 Spoiler

  Init1  - (1d20+1)[ 21 ] ,   Init2  - (1d20+1)[ 17 ] ,   Init3  - (1d20+1)[ 17 ] ,   Init4  - (1d20+1)[ 21 ] ,   Init5  - (1d20+1)[ 18 ] ,   Init6  - (1d20+1)[ 10 ] ,   Init7  - (1d20+1)[ 18 ] ,   Init8  - (1d20+1)[ 10 ]

Now, let's talk about actions in combat, and your options.

In general, you have a standard action and a move action you can use in a combat round (there's also something called a swift action, but that doesn't apply right now).  Some actions are a "full-round" action, which use both your standard action and your move action.

Moving with a move action allows you to move up to your maximum movement rate.  For each 5' of movement you have, you can move one square on the map; diagonal movement costs 1.5 squares per move -- due to rounding down, this means the first diagonal costs 1 square of movement, the second 2 squares of movement, the 3rd 1 again, etc.

A normal melee attack is a standard action.  This means you can move and attack in the same round.  However, our halfling fighter must use a full-round action to gain the benefits of both weapons; (s)he can attack with just the main hand as a standard action or with both hands as a full-round action. Given your sizes (small and medium) and weapons, you can only attack ("threaten") an opponent occupying one of the 8 squares adjacent to your own.

In any round where you don't actually move (but are free to move), you may elect to take a free 5' (1 square) step.  While trying to move past or around opponents might normally provoke a retaliatory attack, movement with a 5' step never does.

So, your basic options at this point are to:

1) Wait for the goblins to come to you.  If you get to act before they do, you can  ready  an action, to, for example: "attack the first goblin to come within reach".

2) Go meet them.  You can

a) Take a move action to get to them (or get close), and then attack (if possible) with a standard action -- if you can't get all the way to them, you can  ready  an attack with your standard action as above.

b) Take a "double move" by using your standard action as a second move action (you can do this, but not vice-versa) to get to the goblins, but you won't be able to attack on your turn this round.

c) Use the   charge   maneuver.  If you move in a straight line and there are no obstacles in your way (including any teammates), you may move at twice your movement speed and make a single melee attack (as with a standard action) against a target.  You gain a +2 to attack rolls for charging, but also take -2 to your armor class until the start of your next turn.  See the link for definitions and restrictions.

For any of the attacking options, you may apply a feat if you have an applicable one.  For example, the human fighter can use Combat Expertise to lower attack bonus for a bonus to armor class and the half-orc barbarian can use power attack to sacrifice attack bonus for extra damage.

[User]
 Man, those goblins got good rolls.  After the colors on the map are claimed, I'll resolve their first actions.

21 Goblin 1
21 Goblin 4
18 Goblin 5
18 Goblin 7
17 Goblin 2
17 Goblin 3
16 Garret
10 Goblin 6
10 Goblin 8
 7 Brom
 4 Jauffry
 3 Collier

[User]
 Spoiler
Claiming the green circle (Jauffry)

[User]
 Spoiler
 Mac's feeling lucky, and claims the red circle.

[User]
 Spoiler
I shall claim the Yellow circle.

[User]
 Spoiler
Well, I guess Garret's blue then.


[User]
 You see a man with pitch black hair that falls down the length of his back in a standard white japanese doctor's suit walk in. He speaks through his face-mask:

 Are you ready for you appointment? Because the doctor shall see you now.

[User]
 No thank you. I find appointments trivial. Time is not my master.
 (1d20)[ 3 ]
 (1d40)[ 12 ]  (1d39)[ 20 ]  (1d38)[ 35 ]  (1d37)[ 29 ]  (1d36)[ 36 ]
 Hand (5)

 Spoiler
Destiny Hero - Captain Tenacious
Scapegoat
Lightning Vortex
D-Shield
Fires of Doomsday

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 Initiative:  (1d20)[ 3 ]
Draw:  (5d40)[ 12 ][ 19 ][ 26 ][ 21 ][ 16 ](94)
Re-Rolls:  (3d40)[ 7 ][ 17 ][ 35 ](59)

[User]
 (1d20)[ 1 ]

Initiative again.

[User]
 (1d20)[ 15 ]

ironic

[User]
 Just sit tight while the doctor operates.
 (1d35)[ 21 ]
 I shall play two face-downs and set a monster. End Phase.

 Spoiler
 Hand:  3
 Spoiler
 GIant Rat
Emergency Provisions
Emergency Provisions

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Injection Fairy Lily
4.Cure Mermaid
5.Cure Mermaid
6.Kisetai
7.Kisetai
8.Kisetai
9.Blast Sphere
10.Blast Sphere
11.Blast Sphere
12.Nimble Momonga
13.Nimble Momonga
14.Sangan
15.Giant Rat
16.Giant Rat
17.Life Absorbing Machine
18.Gravity Bind
19.Messenger of Peace
20.Messenger of Peace
21.Limit Reverse
22.Limit Reverse
23.Draining Shield
24.Draining Shield
25.Solemn Wishes
26.Solemn Wishes
27.Dark Bribe
28.Dark Bribe
29.Dark Bribe
30.Lightning Vortex
31.Mystical Space Typhoon
32.Magic Cylinder
33.Mirror Force
34.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|-|-
-|-|F|F|-[/table]
F=Facedown

[User]
 I will not sit still. Neither time nor space can bind me, and I will inevitably show you this.
 (1d35)[ 32 ]
 I shall summon  Destiny Hero - Captain Tenacious  in attack mode and play three facedowns. I end my turn.
 Field: None
{table="head"]1|2|3|4|5
-|-|CT|-|-
-|F|F|F|-[/table]
 Captain Tenacious:   800 /800
 Facedown
 Facedown
 Facedown
 Hand (2)

 Spoiler
Fires of Doomsday
Lightning Vortex
F: Scapegoat
F: Bottomless Trap Hole
F: D-Shield

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 Fine then, but I will need some supplies. I draw!
 (1d34)[ 4 ]
 I summon my  Cure Mermaid  in attack mode and attack your Destiny Hero! I end my turn, regardless of success.

 Spoiler
 Hand:  3
 Spoiler
 Giant Rat
Emergency Provisions
Emergency Provisions

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Injection Fairy Lily
4.Cure Mermaid
5.Kisetai
6.Kisetai
7.Kisetai
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
11.Nimble Momonga
12.Nimble Momonga
13.Sangan
14.Giant Rat
15.Giant Rat
16.Life Absorbing Machine
17.Gravity Bind
18.Messenger of Peace
19.Messenger of Peace
20.Limit Reverse
21.Limit Reverse
22.Draining Shield
23.Draining Shield
24.Solemn Wishes
25.Solemn Wishes
26.Dark Bribe
27.Dark Bribe
28.Dark Bribe
29.Lightning Vortex
30.Mystical Space Typhoon
31.Magic Cylinder
32.Mirror Force
33.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|CM|-
-|-|F|F|-[/table]
F=Facedown
CM=Cure Mermaid ATK (1500)

[User]
 I activate D-Shield, protecting him and moving my captain to defense mode.
 (1d34)[ 10 ]
 I end my turn.

{table="head"]1|2|3|4|5
-|-|CT|-|-
-|F|DS|F|-[/table]
 Captain Tenacious:  800/ 800
 D-Shield  (Equipped to CT. Cannot be destroyed by battle)

 Hand (3)

 Spoiler

Fires of Doomsday
Lightning Vortex
Destiny Hero - Blade Master
F:Scapegoat
F:BTH

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 I need more supplies, nurse. And during my Standby Phase I gain penance for my work, thanks to Cure Mermaid, in the toll of 800 life points!
 (1d33)[ 16 ]
 I set another card face-down and end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Giant Rat
Emergency Provisions
Emergency Provisions

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Injection Fairy Lily
4.Cure Mermaid
5.Kisetai
6.Kisetai
7.Kisetai
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
11.Nimble Momonga
12.Nimble Momonga
13.Sangan
14.Giant Rat
15.Giant Rat
16.Gravity Bind
17.Messenger of Peace
18.Messenger of Peace
19.Limit Reverse
20.Limit Reverse
21.Draining Shield
22.Draining Shield
23.Solemn Wishes
24.Solemn Wishes
25.Dark Bribe
26.Dark Bribe
27.Dark Bribe
28.Lightning Vortex
29.Mystical Space Typhoon
30.Magic Cylinder
31.Mirror Force
32.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga

 Stats:  8800 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|CM|-
-|F|F|F|-[/table]
F=Facedown
CM=Cure Mermaid ATK (1500)

[User]
 During your end phase I activate my facedown scapegoat, summoning two Doomsday tokens to my side of the field.
 (1d34)[ 2 ]
 I sacrifice three of these tokens to summon Destiny Hero - Plasma in attack mode. Plasma equips your Cure Mermaid and attacks your facedown.

{table="head"]1|2|3|4|5
-|P|CT|ST|-
-|F|CM|DS|-[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Sheep Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (3)

 Spoiler

Fires of Doomsday
Lightning Vortex
Destiny Hero - Blade Master
F:BTH

 Graveyard (0)

 Spoiler
None

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 You attacked my  Nimble Momonga , which activates it's effect in the graveyard! So I gain 1000 life points and get two more face-down.

 Spoiler
 Hand:  3
 Spoiler
 Giant Rat
Emergency Provisions
Emergency Provisions

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Injection Fairy Lily
4.Cure Mermaid
5.Kisetai
6.Kisetai
7.Kisetai
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
11.Sangan
12.Giant Rat
13.Giant Rat
14.Gravity Bind
15.Messenger of Peace
16.Messenger of Peace
17.Limit Reverse
18.Limit Reverse
19.Draining Shield
20.Draining Shield
21.Solemn Wishes
22.Solemn Wishes
23.Dark Bribe
24.Dark Bribe
25.Dark Bribe
26.Lightning Vortex
27.Mystical Space Typhoon
28.Magic Cylinder
29.Mirror Force
30.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 Nimble Momonga

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga
Nimble Momonga

 Stats:  9800 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|F|-
-|F|F|F|-[/table]
F=Facedown

Do you end your turn?

[User]
 During my second main phase I play a facedown. End turn.

{table="head"]1|2|3|4|5
-|P|CT|ST|-
F|F|CM|DS|-[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Sheep Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (3)

 Spoiler

Fires of Doomsday
Lightning Vortex
Destiny Hero - Blade Master
F:BTH

 Graveyard (0)

 Spoiler
None

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 They called me crazy, said this as inoperable. Given the right resources *draws* I can do anything!
 (1d30)[ 28 ]
 I'll set two cards and a monster and end my turn.

You lucky... Well, there goes my entire deck strategy, let's see if I can survive.

 Spoiler
 Hand:  3
 Spoiler
 Emergency Provisions

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Injection Fairy Lily
4.Cure Mermaid
5.Kisetai
6.Kisetai
7.Kisetai
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
11.Sangan
12.Giant Rat
13.Giant Rat
14.Gravity Bind
15.Messenger of Peace
16.Messenger of Peace
17.Limit Reverse
18.Limit Reverse
19.Draining Shield
20.Draining Shield
21.Solemn Wishes
22.Solemn Wishes
23.Dark Bribe
24.Dark Bribe
25.Dark Bribe
26.Lightning Vortex
27.Mystical Space Typhoon
28.Mirror Force
29.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 Nimble Momonga

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Life Absorbing Machine
Magic Cylinder
Emergency Provisions
Nimble Momonga
Nimble Momonga
Giant Rat

 Stats:  9800 Life Points
 Field:  {table="head]1|2|3|4|5
-|F|F|F|-
F|F|F|F|F[/table]
F=Facedown

[User]
 (1d33)[ 9 ]
 Plasma shall attack the facedown you just played.

{table="head"]1|2|3|4|5
-|P|CT|ST|-
F|F|CM|DS|-[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Sheep Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (2)

 Spoiler

Destiny Hero - Blade Master
Destiny Hero - Blade Master
F:Fires of Doomsday
F:BTH

 Graveyard (0)

 Spoiler
None

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User] No he won't, because I activate my Magic Cylinder, dealing 2650 to your life points and ending your attack. I also chain Emergency Provisions, giving me 1000 more life points when I give up my Cylinder.

[User]
 Very well then. I end my turn.
 LP: 5350
{table="head"]1|2|3|4|5
-|P|CT|ST|-
F|F|CM|DS|-[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Sheep Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (2)

 Spoiler

Destiny Hero - Blade Master
Destiny Hero - Blade Master
F:Fires of Doomsday
F:BTH

 Graveyard (0)

 Spoiler
None

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 Ok then, the pressure is on. I draw my newest tool!
 (1d29)[ 11 ]
 I set another monster and end my turn.

 Spoiler
 Hand:  3
 Spoiler
 Emergency Provisions

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Injection Fairy Lily
4.Cure Mermaid
5.Kisetai
6.Kisetai
7.Kisetai
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
11.Giant Rat
12.Giant Rat
13.Gravity Bind
14.Messenger of Peace
15.Messenger of Peace
16.Limit Reverse
17.Limit Reverse
18.Draining Shield
19.Draining Shield
20.Solemn Wishes
21.Solemn Wishes
22.Dark Bribe
23.Dark Bribe
24.Dark Bribe
25.Lightning Vortex
26.Mystical Space Typhoon
27.Mirror Force
28.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 Nimble Momonga
Magic Cylinder
Emergency Provisions

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga
Nimble Momonga
Giant Rat
Sangan

 Stats:  10800 Life Points
 Field:  {table="head]1|2|3|4|5
-|F|F|F|F
-|F|F|F|-[/table]
F=Facedown

[User]
 Very well. I draw.
 (1d33)[ 22 ]
 LP: 5350
{table="head"]1|2|3|4|5
-|P|CT|ST|-
F|F|CM|DS|-[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Sheep Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (3)

 Spoiler

Destiny Hero - Blade Master
Destiny Hero - Blade Master
Allure of Darkness
F:Fires of Doomsday
F:BTH

 Graveyard (0)

 Spoiler
None

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 D-Shield
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 "I play Allure of Darkness, drawing two cards."
 (1d32)[ 14 ]  (1d31)[ 27 ]
 I remove Blade Master from play from my hand for the effect. I set a facedown card. Plasma will attack the facedown you just summoned.
 LP: 5350
{table="head"]1|2|3|4|5
-|P|CT|ST|-
F|F|CM|DS|F[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Sheep Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (3)

 Spoiler

Destiny Hero - Blade Master
Destiny Hero - Double Dude
F:Fires of Doomsday
F:BTH
F:D-Shield

 Graveyard (2)

 Spoiler
Allure of Darkness
Scapegoat

 RFG

 Spoiler
Destiny Hero - Blade Master

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Heavy Storm
 Lightning Vortex
 Fires of Doomsday

[User]
 You destroyed my Sangan, allowing me to pull my favorite nurse to my hand! Injection Fairy Lily!

 Spoiler
 Hand:  2
 Spoiler
 Emergency Provisions
Injection Fairy Lily

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Cure Mermaid
4.Kisetai
5.Kisetai
6.Kisetai
7.Blast Sphere
8.Blast Sphere
9.Blast Sphere
10.Giant Rat
11.Giant Rat
12.Gravity Bind
13.Messenger of Peace
14.Messenger of Peace
15.Limit Reverse
16.Limit Reverse
17.Draining Shield
18.Draining Shield
19.Solemn Wishes
20.Solemn Wishes
21.Dark Bribe
22.Dark Bribe
23.Dark Bribe
24.Lightning Vortex
25.Mystical Space Typhoon
26.Mirror Force
27.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 Nimble Momonga
Magic Cylinder
Emergency Provisions
Sangan

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga
Nimble Momonga
Giant Rat
Sangan

 Stats:  10800 Life Points
 Field:  {table="head]1|2|3|4|5
-|F|F|F|-
-|F|F|F|-[/table]
F=Facedown

[User] ((Do You do anything this turn? It's been like an hour... >>))

[User]
 Sorry, didn't know you ended your turn.

 I guess that I'll draw my newest resource, this surgery is going far worse than anticipated.
 (1d27)[ 10 ]
 I set a monster and end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Emergency Provisions
Injection Fairy Lily

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Cure Mermaid
4.Kisetai
5.Kisetai
6.Kisetai
7.Blast Sphere
8.Blast Sphere
9.Giant Rat
10.Giant Rat
11.Gravity Bind
12.Messenger of Peace
13.Messenger of Peace
14.Limit Reverse
15.Limit Reverse
16.Draining Shield
17.Draining Shield
18.Solemn Wishes
19.Solemn Wishes
20.Dark Bribe
21.Dark Bribe
22.Dark Bribe
23.Lightning Vortex
24.Mystical Space Typhoon
25.Mirror Force
26.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 Nimble Momonga
Magic Cylinder
Emergency Provisions
Sangan

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Life Absorbing Machine
Life Absorbing Machine
Nimble Momonga
Nimble Momonga
Giant Rat
Blast Sphere

 Stats:  10800 Life Points
 Field:  {table="head]1|2|3|4|5
-|F|F|F|F
-|F|F|F|-[/table]
F=Facedown

[User]
 During the end phase of your turn I activate Fires of Doomsday.
 (1d30)[ 28 ]
 I sacrifice one of my Doomsday Tokens to summon Destiny Hero - Double Dude. Double Dude will attack the left-most facedown, followed by the 2nd facedown. Plasma will attack the 3rd facedown.
 LP: 5350
{table="head"]1|2|3|4|5
DD|P|CT|ST|DT
-|F|CM|DS|F[/table]
 Plasma:   2650 /600
 Captain Tenacious:  800/ 800
 Double Dude   1000 /1000 (May attack twice)
 Sheep Token:  0/ 0
 Doomsday Token:  0/ 0
 Cure Mermaid:  Plasma gains 750 attack
 D-Shield
 Facedown
 Hand (2)

 Spoiler

Heavy Storm
Destiny Hero - Blade Master
F:BTH
F:D-Shield

 Graveyard (2)

 Spoiler
Allure of Darkness
Scapegoat

 RFG

 Spoiler
Destiny Hero - Blade Master

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 Mystical Space Typhoon
 Bottomless Trap Hole
 Bottomless Trap Hole
 Lightning Vortex
 Fires of Doomsday

[User]
 You destroyed my two Momongas and my Giant Rat, letting me pull another rat to my field in attack mode. I draw my next resource.
 (1d25)[ 13 ]
 I activate my  Messenger of Peace  and two of my  Life Absorbing Machines ! I then switch my Giant Rat to defense mode and end my turn.

 Spoiler
 Hand:  1
 Spoiler
 Injection Fairy Lily

 Deck:
 Spoiler

1.Injection Fairy Lily
2.Injection Fairy Lily
3.Cure Mermaid
4.Kisetai
5.Kisetai
6.Kisetai
7.Blast Sphere
8.Blast Sphere
9.Giant Rat
10.Gravity Bind
11.Messenger of Peace
12.Limit Reverse
13.Limit Reverse
14.Draining Shield
15.Draining Shield
16.Solemn Wishes
17.Solemn Wishes
18.Dark Bribe
19.Dark Bribe
20.Dark Bribe
21.Lightning Vortex
22.Mystical Space Typhoon
23.Mirror Force
24.Swords of Revealing Light

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 Nimble Momonga
Magic Cylinder
Emergency Provisions
Sangan
Nimble Momonga
Nimble Momonga
Giant Rat

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Life Absorbing Machine
Emergency Provisions
Blast Sphere

 Stats:  12800 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|GR|-|F
F|F|LAM|LAM|MOP[/table]
F=Facedown
GR=Giant Rat DEF (1450)
MOP=Messenger of Peace
LAM=Life Absorbing Machine

[User]
 (1d29)[ 26 ]
 I play Heavy Storm, destroying all of the spell/trap cards on the field. Plasma will then equip your Giant Rat, and attack your facedown. Double Dude will then attack directly twice.
 LP: 5350
{table="head"]1|2|3|4|5
DD|P|CT|ST|DT
-|-|GR|-|-[/table]
 Plasma:   2600 /600
 Captain Tenacious:  800/ 800
 Double Dude   1000 /1000 (May attack twice)
 Sheep Token:  0/ 0
 Doomsday Token:  0/ 0
 Giant Rat:  Plasma gains 700 attack

 Hand (1)

 Spoiler

Bottomless Trap Hole
Destiny Hero - Blade Master

 Graveyard (6)

 Spoiler
Allure of Darkness
Scapegoat
Heavy Storm
D-Shield
D-Shield
BTH

 RFG

 Spoiler
Destiny Hero - Blade Master

 Destiny Hero Token Deck

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Phantom Skyblaster
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Blade Master
 Destiny Hero - Captain Tenacious
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Double Dude
 Elemental Hero Stratos
 Grinder Golem
 Dandylion
 Destiny Draw
 Destiny Draw
 Destiny Draw
 Allure of Darkness
 Dark City
 Dark City
 Threatening Roar
 Mirror Force
 Bottomless Trap Hole
 Lightning Vortex
 Fires of Doomsday

[User] Screw it, I lose. There is ONE card combo that I could pull to win, and it isn't coming soon *mystical space typhoon lightning vortex...*. I surrender.

[User]
 Consider adding Spell absorption due to your high level of spell cards.

Effect-Monster lockdowns can be a major hindrance on your deck. In addition, while Lily can get to amazing attack points, she is vulnerable on your turn. Consider including Heart of clear water or some other way to ensure her survival. In addition, a way to get piercing or a direct attack would be valuable, as you might end up just having to attack defense monster after defense monster until your opponent can deal with her.

Another interesting idea would be to add Counselor Lily into your deck, and include lifepoint-gaining synchros like Magical Android or Thought Ruler Archfiend.


[User]
 Got to go now so I'll make this quick.

Johel will post the map shortly.

You have 1 level up notice (Only Leaders can level up)

Leader Altarus

 Spoiler

Hits: 1
Combat: 2
Defence: 2
Move: 3
Upkeep: 4
Special: None (yet)

NB: Leaders have 2 to start with in all stats.

You may choose one of the following on level up:

Specials:
 - Basic Attack
 - Basic Defence
 - Basic Logistics
(increase atk, def or move of other units in stack respectively.)

Stat Boost
 - Boost any one of the unit's stats by 1 (-1 for Upkeep).

[User]
 Ground : Roll for each square

 001-030 : Plains : -
 031-035 : Rocky Desert : -
 036-040 : Sand Desert : move x 2
  041-065  : Forest : move x2, defense +1
  066-070  : Swamp : move x2, defense +1
 071-080 : Mountains : move x 3, defense +2
 081-085 : Rocky Hills : move x 2, defense +1
 085-100 : Hills : defense +1

[User]
 Okay, here's some city actions I've told all the others... better tell you, too...

Here's the city actions list:
-Produce a unit: units cost part of your starting wealth (200)
-Research a technology: techs take up an entire round not producing wealth - each round, the Production used on the technology instead of wealth is taken from the tech's overall cost - low level techs cost 25 production. Sorry if this seems gibberish, i'm ill.

-Make wealth: That.

[User]
 You haven't posted, so I shall assume you chose to MAKE WEALTH.

You now have 221 Wealth.


[User]
 Welcome to Aslia! The leader, krench, has decided it is time to lead your stone orcs into a new age of prosperity and conquest, and you are in control!

Johel will post the map shortly.

You have 1 level up notice (Only Leaders can level up)

Leader krench

 Spoiler

Hits: 2
Combat: 2
Defence: 2
Move: 2
Upkeep: 2
Special: Basic Defence

NB: Leaders have 2 to start with in all stats.

You may choose one (as in, one overall, not one of each) of the following on level up:

Specials:
 - Basic Attack
 - Basic Defence
 - Basic Logistics
(increase atk, def or move of other units in stack respectively.)

Stat Boost
 - Boost any one of the unit's stats by 1 (-1 for Upkeep).

[User]
 Well here are the orders at least
If i have anything but my leader they move north as far as they can
The leader levels up in basic defence and stays still
The city will start to build a granary

 Spoiler

race: stone orcs
Production+2
Culture-2
Starting Tech:
Masonry, Pottery
Colour:
Indigo
Capital City: Krench

[User]
 Granary progress: 10/35.

End turn?

 y/n

Note that, by paying wealth, you can complete the building of the granary this turn.

If you do pay to finish: wealth total = 168
If you don't, wealth total = 193.

[User]
 Ground : Roll for each square

 001-030 : Plains : -
 031-035 : Rocky Desert : -
 036-040 : Sand Desert : move x 2
  041-065  : Forest : move x2, defense +1
  066-070  : Swamp : move x2, defense +1
 071-080 : Mountains : move x 3, defense +2
 081-085 : Rocky Hills : move x 2, defense +1
 085-100 : Hills : defense +1

[User] you start of with a lot of gold i will rush it and if the rules allow it rush the wall as well

[User]
 Okay.

You have a granary and a wall.

You have 118 Wealth left.


[User]
 Becoming a general's aide was surprisingly easy. All it took was introducing the previous man to one of your cultists in a back alley and natural selection ensured the position would suddenly be open. A letter of recomendation from an ambitious lietenent and the position was yours.

Pretending to be just a lowly clerk, however, was frustrating. All your power, and yet nothing to do but file papers all day, just waiting for the right moment to make your move. It makes your fingers itch with the repressed urge to just kill someone. Still, all the waiting may have finally paid off.

Another aide arrives in General Drystan's office, carrying a stack of papers. "Sir, the reports from the frontier just came in. There have been several more raids and Captain Sigfried hasn't yet found where they are basing their raids from."
 "Damn piggarts! How do they keep managing this?"
 "I don't know sir."
 "It's that orc chief, the one they call Stonewater. Without him, the savages would have been ours months ago. What I wouldn't give for his head on a plate."

[User]
 Onidomo

It was galling, playing at being a servant to this weak, mewling little flesh-sack of a mortal. Ah, but that was the trick, wasn't it? For all their puny, worthless frailty, they had something he wanted, something he needed - their free will, their worship, the fuel that drove the wheels of Hell ever onward.

But even his limited patience had finally paid off. When he heard those words, Onidomo smiled. He turned to the general, and there was something deeply unsettling, something fundamentally  wrong  in his even, white-toothed smile.

"  You know, General... I know someone who might be able to arrange that for you. Someone who specializes in removing difficult problems. He does, however, require certain... unusual fees.  "

[User] The general looks somewhat taken aback by your offer.  "Really now? You just  happen  to know someone who can get rid of an orc chieftain that the Royal Knights haven't been able to find?"  He says, incredulous.

[User]
 Onidomo

The demon in man-skin smiled, and something darksome gleamed in his eyes. " I am well connected... take this as a sign of Heaven's favor for your endeavor, general, that such a coincidence could happen. But not too fortuitous, perhaps... as I said, the method I have in mind is somewhat expensive. "

[User] "How expensive? If you want money, don't expect anything up front. I'm not about to fall for a scam."

[User]
 Onidomo

Onidomo continued to grin - entirely too relaxed for an inferior officer in such a situation. " No, no... the source I have in mind has little use for money. He'll want... assistance in return. Political support, small personal favors. Perhaps making sure certain talented and worthy individuals are recognized for their ability. That sort of thing. "

[User] "If you can bring me proof that Stonewater is dead, then I'll promote whoever you want, but not before."

[User]
 Onidomo

Onidomo gave a wicked little grin " Naturally. Your proposal is... acceptable. " He said, bowing out of the room.

Just as planned.

[User] Free now of the general's office and now with a goal, you contemplate the challenge now ahead of you. The orc chief must be found and killed, of course, but first one must actually travel to Maltak, unless you want to leave it to your cultist followers. Preparations must be made, lest your cult fall apart without you.


[User]
 Arena Tournament, Round 89:  Chile VIII  vs.  Abogralia 2
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Chile VIII  - chilepepper
 Abogralia 2  - Scorer

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

[User]
 Abogralia reporting in...

 (1d20-1)[ 2 ]

Purchases:

1x Tanglefoot Bag 50gp
2x Faith Healing Potions 100gp
1x Shield of Faith Potion (El Dios Aguacaton) 50gp
10x MW Bolts 61gp

[User]
 No purchases.

Chile, Round 1

 Spoiler
Double move to T1.

Done

[User]
 Abogralia 1st Turn

 Spoiler

Start in  B11  with Grappling hook in hand

Move: to  F11
Standard: Throw Grappling Hook

 Use Rope  DC 12 (+2 silked rope)
 (1d20+11)[ 17 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  B11
Abogralia ended @  F11
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

No Consumables used yet

[User]
 Chile, Round 2

 Spoiler

Position T1

Hide  (1d20+11)[ 12 ]
Ready an action to BU on LoS in range.

Reactive Spot / Listen
 (1d20+6)[ 25 ]  /  (1d20+0)[ 1 ]

Done

Stats

 Spoiler

HP8/8
AC 15 13 12 (2 armor, 3 dex)

[User]
 Abogralia 2nd Turn

 Spoiler

Double move: Climb with Accelerated Climbing

DC 0, Double auto success (MOD is +5, -5 from accelerated, +0)

Once in the top remain prone and hiding

 Hide   (1d20+12)[ 25 ]
 Move Silently   (1d20+10)[ 11 ]
 Spot   (1d20+3)[ 4 ]
 Listen   (1d20+1)[ 7 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  F11
Abogralia ended @  G11  prone
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

No Consumables used yet

[User]
 Refs:
 Spoiler
Interesting.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 3

 Spoiler

Position T1

Hide  (1d20+7)[ 23 ]
Ready an action to BU on LoS in range.

Reactive Spot / Listen
 (1d20+6)[ 22 ]  /  (1d20)[ 4 ]

Done

Stats

 Spoiler

HP8/8
AC 15 13 12 (2 armor, 3 dex)

[User]
 Abogralia 3rd Turn

 Spoiler

Move: Retract Grappling Hook
Move: Draw Crossbow

 Hide   (1d20+12)[ 25 ]
 Move Silently   (1d20+10)[ 11 ]
 Spot   (1d20+3)[ 8 ]
 Listen   (1d20+1)[ 14 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  G11  prone
Abogralia ended @  G11  prone
HP 8/8
AC 19 +4 vs ranged (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 Refs:
 Spoiler
But not so much.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 4

 Spoiler

Position T1

Maintain hide (23)
Maintain Ready action to BU on LoS in range.

Reactive Spot / Listen
 (1d20+6)[ 11 ]  /  (1d20)[ 20 ]

Done

Stats

 Spoiler

HP8/8
AC 15 13 12 (2 armor, 3 dex)

[User]
 Abogralia 4th Turn

 Spoiler

Free: Reload Crossbow with MW bolt
Standard: Ready an Action

 Spoiler

To shoot Crossbow at LoS

 Hide   (1d20+12)[ 15 ]
 Move Silently   (1d20+10)[ 12 ]
 Spot   (1d20+3)[ 19 ]
 Listen   (1d20+1)[ 17 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  G11  prone
Abogralia ended @  G11  prone
HP 8/8
AC 19 +4 vs ranged (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow (Loaded with MW)
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 Refs:
 Spoiler
This'll go nowhere fast.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 5

 Spoiler

Position T1

Maintain Hide (23)
Maintain Ready action to BU on LoS in range.

Reactive Spot / Listen
 (1d20+6)[ 22 ]  /  (1d20)[ 15 ]

Done

Stats

 Spoiler

HP8/8
AC 15 13 12 (2 armor, 3 dex)

[User]
 Abogralia 5th Turn

 Spoiler

This lack of contact with my opponent is starting to worry me...

Standard: Ready an Action

 Spoiler

To shoot Crossbow at LoS

 Hide   (1d20+12)[ 14 ]
 Move Silently   (1d20+10)[ 20 ]
 Spot   (1d20+3)[ 8 ]
 Listen   (1d20+1)[ 4 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  G11  prone
Abogralia ended @  G11  prone
HP 8/8
AC 19 +4 vs ranged (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow (Loaded with MW)
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 Refs:
 Spoiler
well, if this goes on we'll have to urge them on, I think there was a rule somewhere to force players into action

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 6

 Spoiler

Position T1

Hiding (23)
Readied action to BU on LoS in range.

Reactive Spot / Listen
 (1d20+6)[ 7 ]  /  (1d20)[ 15 ]

Done

Stats

 Spoiler

HP8/8
AC 15 13 12 (2 armor, 3 dex)

[User]
 Abogralia 6th Turn

 Spoiler

Standard: Ready an Action

 Spoiler

To shoot Crossbow at LoS

 Hide   (1d20+12)[ 18 ]
 Move Silently   (1d20+10)[ 11 ]
 Spot   (1d20+3)[ 22 ]
 Listen   (1d20+1)[ 18 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  G11  prone
Abogralia ended @  G11  prone
HP 8/8
AC 19 +4 vs ranged (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow (Loaded with MW)
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 Refs:
 Spoiler
I wonder how long it'll take them to realize.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 7

 Spoiler

Copy, paste.

Done

[User]
 Abogralia 7th Turn

 Spoiler

Standard: Ready an Action

 Spoiler

To shoot Crossbow at LoS

I use my move action to Active Listen
 Listen   (1d20+1)[ 8 ]
 Hide   (1d20+12)[ 20 ]
 Move Silently   (1d20+10)[ 15 ]
 Spot   (1d20+3)[ 9 ]
 Listen   (1d20+1)[ 21 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  G11  prone
Abogralia ended @  G11  prone
HP 8/8
AC 19 +4 vs ranged (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow (Loaded with MW)
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 Refs:
 Spoiler
well, the audience should be booing by now, we want to see action after all

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 8

 Spoiler

Soooo, if my opponent is just hiding as well, it's probably time for the ref-meteor countdown.  (to which I will call his bluff or we'll die together)

So, still in the same place doing the same thing.

Done

[User]
 Abogralia 8th Turn

 Spoiler

Let me guess... We're hiding both... 🤨

Very well, I will then start action...

Move: Put Crossbow away
Move: Jump down the cliff towards  F11

Jump DC 15
 (1d20+5)[ 12 ]

If fail jump...

Tumble DC 15
 (1d20+8)[ 22 ]

If I fail everything enough to fall 10'

Falling Damage
 (1d6)[ 2 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  G11  prone
Abogralia ended @  F11
HP 8/8 (maybe -1d6)
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
Cautious minds think alike?

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 9

 Spoiler

Still with the hiding in T1 and the ready action to BU on LoS in range.

Done

[User]
 Abogralia 9th Turn

 Spoiler

Double Move: To  F17

If I see Chile, then finish my move back in  F15

If not, then continue to  H17

 End of Turn

STATS

 Spoiler

Abogralia started @  F11
Abogralia ended @  F15  or  H17
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
Hm, maybe not.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 10

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 10th Turn

 Spoiler

Run: To  S17

 End of Turn

STATS

 Spoiler

Abogralia started @  H17
Abogralia ended @  S17
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
Almost there...

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 11

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 11th Turn

 Spoiler

Move: Draw Crossbow (already loaded)
Free: 5' step to  T18
If I see Chile, attack,
if not, well, Fulkl defense I guess 😛

 End of Turn

STATS

 Spoiler

Abogralia started @  S17
Abogralia ended @  T18
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
*sigh* Come  on ...

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 12

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 12th Turn

 Spoiler

Move: To  X17
If I see Chile, attack,
if not, Full defense

 End of Turn

STATS

 Spoiler

Abogralia started @  T18
Abogralia ended @  X17
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

Crossbow (Loaded with MW)

No Consumables used yet

Edit: Sorry for edit, wrong header.

[User]
 Refs:
 Spoiler
Ooh, they might get close enough for  listen  checks soon...

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 13

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 13th Turn

 Spoiler

Double Move: To  U12

 End of Turn

STATS

 Spoiler

Abogralia started @  X17
Abogralia ended @  U12
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
Although Abogralia's MS mod is a little high for that.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 14

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 14th Turn

 Spoiler

Move: Put Crossbow away
Move: Draw Grappling Hook

 End of Turn

STATS

 Spoiler

Abogralia started @  U12
Abogralia ended @  U12
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Grappling Hook
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
But really, climbing again?

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 15

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 15th Turn

 Spoiler

Standard: Throw Grappling Hook

 Use Rope  DC 12? (+2 silked rope)
 (1d20+11)[ 25 ]

Move: Climb up accelerated

 Climb  DC 0
 (1d20)[ 8 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  U12
Abogralia ended @  U12  +10'
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Grappling Hook
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Chile, Round 16

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 16th Turn

 Spoiler

Move: Finish Climbing and end up Prone trying to hide
Move: Retract Grappling Hook

 Hide   (1d20+12)[ 16 ]
 Move Silently   (1d20+10)[ 17 ]
 Spot   (1d20+3)[ 17 ]
 Listen   (1d20+1)[ 12 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  U12  +10'
Abogralia ended @  T12
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Grappling Hook
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
Pity Chile's so patient.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 17

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Abogralia 17th Turn

 Spoiler

Move: Put Grappling Hook away
Move: Crawl to  T11
 Hide   (1d20+12)[ 22 ]
 Move Silently   (1d20+10)[ 27 ]
 Spot   (1d20+3)[ 22 ]
 Listen   (1d20+1)[ 2 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  T12
Abogralia ended @  T11
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
well they're at least in the same row now

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Chile, Round 18

 Spoiler

Still with the hiding (23) in T1 with the ready action to BU on LoS in range.

Done

[User]
 Refs, does not hold up play.

[spoiler]So can we go ahead and issue a countdown on Chile?  What's the statute of limitations for staying in a single square like that?[/spoiler[

[User]
 Broken spoilers aside...

Refs:
 Spoiler
The only real issue is if both gladiators aren't moving.  At this rate, the stalemate should be broken eventually, so there isn't really a problem.

[User]
 Abogralia 18th Turn

 Spoiler

Move: Draw Crossbow
Move: Crawl to  T10
 Hide   (1d20+12)[ 21 ]
 Move Silently   (1d20+10)[ 12 ]
 Spot   (1d20+3)[ 23 ]
 Listen   (1d20+1)[ 11 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  T11
Abogralia ended @  T10
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 97 total owned)
10 MW bolts left
(10 carried of a 10 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Free

Crossbow (Loaded with MW)

No Consumables used yet

[User]
 Refs:
 Spoiler
Not that that helps much.

Abogralia:
 Spoiler
No LoS.

Chile:
 Spoiler
No LoS.

[User]
 Originally Posted by hustlertwo
 Refs, does not hold up play.

[spoiler]So can we go ahead and issue a countdown on Chile?  What's the statute of limitations for staying in a single square like that?[/spoiler[

ARE YOU F***ING KIDDING ME!?!  You couldn't spend 1 second to look at your post before you left.  I'd demand a restart but I am so pissed off I don't even care.  I quit.

[User] Really?  I mean, yes, that was a stupid thing to do, and I'll grant the view from up here may be different, but it doesn't seem as though it gave away much.  Given that there's been no LoS in 18 rounds, it seems... well, fairly obvious.  And for the same reason, a restart wouldn't really add a noticeable amount of time to the match.

[User]
 Clearly hiding in one spot for a few rounds wouldn't incite such a question.  Therefore, hustler has revealed what I've done since nearly the beginning of the match, my continuing tactic, and (most importantly) allowed my opponent to accurately deduce my exact location.

While a rewind might not take that long, I'd be forced to adapt a new tactic.  That's forcing an unfair disadvantage on me.

So yes, really.  This match was ruined by hustlertwo.  Congratulations to Aborgalia for winning due to ref error and laziness.

[User]
 Mm, if you say so.

 Abogralia advances.


[User] The mood in your village has dropped as of late. It used to be that you could trade peacefully with the surface-dwellers' encampments near the mouth of the cavern that you lived in. However, two days ago you received word that a new king had come to power in the human lands, adjacent to your own. Whereas the old king had been open-minded and kind, his son was racist and cruel. The first thing he did upon taking power was to assign a 5 gold piece bounty for every kobold in the kingdom, to compensate for a childhood grudge.the entrance to your cave has been boarded up, but scouts have reported that several adventuring parties, looking to make fast money, should arrive today. You only have a few hours to get all preparations ready to defend your people.

[User]
 Spoiler
Drik-Drok shall identify himself with  green  text.

  Oh, what to do, what to do,  Drik-Drok thought with fervent worry,  I should help defend our town. As a hero, it is my duty. But...

Ickit loaded his crossbow.  But nothing.  He quickly began running aimlessly around the cavern, hoping to find somebody who would come up with a plan. Ickit was never one for coming up with plans himself.

 Spoiler
Question, do the heroes know each other personally? I know we're all famous, but I wasn't sure if we were in an adventuring party together or anything similar.

 Spoiler
Still haven't fluffed up my character. I'm truly sorry, I'll be getting on that tomorrow.

[User] "The way I see it, the tunnels are too small for an adventuring party to come down all at once."  TikTik examined the boarded-up tunnels, feeling around for anywhere a trap or two could potentially be set, and subsequently sprung. all the while, the small kobold talked to himself about which traps to set.  "If I assume 2 or so can fit through at a time, maximum, I can put this there...and maybe one of these here...Those surface-dwellers won't know what hit them."  The kobold laughed as he started grabbing bits of this and that from his pack and laying them out in front of him.

[User]
 "Kukle agrees with TikTik." Declares the ancient, winged Kobold Kukle Duk. His skin is covered in exceptionally thick, blue scales. "Our first line of defense should be a strong offense. Let us fill  this tunnel with all manner of spring-loaded death and await the cries of foolish money-grubbing adventurers."

"Perhaps, too, an ambush we should set along this tunnel. If it is a fight they are looking for, let us give it to them in a small space where it be better for us who are small in stature (YET great in bravery!)"

[User] By this point, Drik-Drok had wandered his way towards the trapsetter and the blue one, who seemed to know what they were talking about,  "An ambush? Yes! Yes!"  cried Ickit,  "maybe Drik-Drok help after all! Drik-Drok can cast alarm spell at entrance or ambush spot or any place you might think good. If whole cave quiet, maybe they hear from even 180 feet away. Maybe more because of echo!"  At this point Drik-Drok was so pleased that he might be able to be of assistance that he was literally hopping up and down on his scaly feet.


[User]
 Arena Tournament, Round 87:  Cally McSummon  vs.  Teravel  vs.  Arena Character #1  vs.  Dexter
 Map:
 Spoiler

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

 Cally McSummon  - thefurmonger
 Teravel  - Sallera
 Arena Character #1  - V for Victory
 Dexter  - Introbulus

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

[User]
 Init:  (1d20-3)[ 1 ]

No purchases, aside from reactionary.

Cally:
 Spoiler
Well, our alliance last match actually worked out rather well.  Don't forget to update your sheet with your 2nd place winnings.  Anyway, shall we do the same this match?  I can get Dexter if you deal with the warlock.

[User]
 Still deciding on purchases.  For now, Initiative.

 (1d20+3)[ 7 ]

[User]
 I thought only the 1st and 2nd place moved on? I am fairly sure I came in 3rd.

*Edit* Oh, just looked back. DQ for Gleb is 2nd place for me? sweet.

And @Sallera
 Spoiler
Sounds good to me.

[User]
 Got it, Init  (1d20-5)[ -4 ]

Not sure on purchaces, will know in a day or so.

[User]
 Last Purchases:

-20gp 2Rope Silk(50ft each), Knotted and tied together

-1gp Grappling Hook

Initiative:
 (1d20+4)[ 21 ]

I'll wait till everyone is done with their purchases before I post

[User]
 Buying.

Scroll (100 Gp)
SNA I
SNA I
Blockade
Blockade

Scroll (150 Gp)
SNA II

*Edit* IS there pricing anywhere for a 12' ladder? or just a 12' Plank? I assume you see what I'm looking for (A bridge)

[User]
 Starting GP: 755

Selling my longbow (+37.5 GP = 792.5)
Buying MW Composite Longbow Sr 3 (-700 GP = 92.5 GP)

 Ready!

[User]
 Arena Character #1, Round 1

Arena Character #1 moves to square 23P and picks up the lantern

 Spoiler

Hp: 6/6
AC: 18, 14, 14 (+4 armor, +4 dex)

[User]
 Well, let's get this started right away.  😏 Starting with bow in hand...

  Dexter, Round 1

Dexter will move to square X17, and take a shot at Arena Character #1.

Attack:  (1d20+5)[ 9 ]
Damage:  (1d8+3)[ 4 ]

Crit:  (1d20+5)[ 13 ]
Crit D:  (2d8+6)[ 22 ]

Edit: Forgot my stat Block.

 Spoiler

HP: 11/11
AC: 17
Weapon in Hand: Composite Longbow (3 SR)
Position: X17

 End of Turn

[User]
 BTW.

Cally starts in B-14 Holding 2 scrolls and a shield.

  Trippy  my AC starts in B-13 wearing his armor.

[User]
 Teravel, Round 1

Starting in N2, with shield and lit lantern.
Move N2 -> P4 -> P9, autosucceeding on jump.
Standard: Ready action:
 Spoiler
Spit acid at Dexter or AC1 if they come within range.

Stats:
 Spoiler
HP 10/10, AC18 (13, 15)
Soulmelds shaped: Dissolving Spittle 2/2, Krenshar Mask 1/1, Rageclaws 1/1

Done.

[User]
 Arena Character #1, Round 2

Arena Character #1 five foot steps to 23O and drops the lantern over the side as a free action. He then readies an action

Readied Action:

 Spoiler

Eldrich Blast anyone who enters range

 Stats:

 Spoiler

Hp: 6/6
AC: 18, 14, 14 (+4 armor, +4 dex)

Sorry, posted my turn too soon. my apologies

[User]
 Cally Round 1

Cally
Move: To E-18
Free: Order Trippy to Attack Arena char #1

Trippy
Move: to K-22 Auto success on Jump

Cally
Swift: Cast Blockade in F-18 (A 5' Wood block appears in F-18 giving me cover)
Standard: Start to cast a spell DC 16 to read
 Spoiler
SNA I

Turn Over

Stats
 Spoiler

HP 12
AC 16 (+cover)
F 6, R 1, W 4
Loc E-18

[User]
 Arena Character #1, Round 2

Arena Character #1 five foot steps to 23O and drops the lantern over the side as a free action. He then attacks Trippy with an eldrich blast.

Attack: (1d20+4)[ 15 ]
Damage: (1d6)[ 3 ]

Stats:

 Spoiler

Hp: 6/6
AC: 18, 14, 14 (+4 armor, +4 dex)

[User]
 Dexter, Round 2

Hmm...not quite willing to chance a jump yet, Dexter will hold his ground, and fire at the shadowy-illuminated Arena Character #1.

Miss Chance (Low %):  (1d100)[ 69 ]

Attack:  (1d20+5)[ 13 ]
Damage:  (1d8+3)[ 7 ]

Crit:  (1d20+5)[ 6 ]
Crit Dam:  (2d8+6)[ 10 ]

Stat block:

 Spoiler
HP: 11/11
AC: 17
Weapon in Hand: Composite Longbow (3 SR)
Position: X17
Arrows fired: 2

 End of Turn

[User]
 Teravel, Round 2

Move P9 -> Q10 -> Q15 -> R16, autosucceeding on jump.
Standard: Spit acid at Dexter.
Ranged touch:  (1d20+3)[ 13 ]
Damage:  (3d6)[ 15 ]

Stats:
 Spoiler
HP 10/10, AC18 (13, 15)
Soulmelds shaped: Dissolving Spittle 2/2, Krenshar Mask 1/1, Rageclaws 1/1

Done.

[User]
 Cally Round 2

Right before my Init a Small Earth elemental appears in I-22 (will be known as Bob)

Trippy Moves to O-22 by way of O-21 auto succeding on jump

Attack #1:  (1d20+3)[ 22 ]
Damm:  (1d6+3)[ 8 ]
If hit trip  (1d20+1)[ 7 ]

More to come.

[User] Just to double check did that drop arena char #1?

[User] Well, for the record, the Acid Spit took me down first, so I'm coming in dead last regardless.  ^^;

[User]
 @Introbulus: I know your already dead but Arena Character #1 is not in an area of shadowy illumination, he dropped the lantern off of the edge of the platform and the lanterns only provide illumination too 10ft at max, meaning  Arena Character#1 is in TOTAL DARKNESS(Evil laugh goes here)

@Thefurmonger: I do not believe Trippy has darkvision, meaning he needs to roll a d100 to see if he passes my concealment from the darkness(its a 50% chance that he will not hit) Arena Character #1 has darkvision, therefore he is unhindered by the darkness. While in the area of darkness Trippy also is considered  blinded . Finally, please note that the darkness is non-magical and as such cannot be dispelled unless a light is moved or magically created.

[User] Actually, since Teravel is standing in R16 with a hooded lantern, Arena Character #1 is only in shadowy illumination.  Since Trippy has low-light vision, it's bright illumination for him and he suffers no miss chance at all.

[User]
 Sorry, I was going with exactly what Sallera said, I should have put that in my post tho.

Provided that the light issue is taken care of does the attack drop #1?

[User] Yeah, he dropped

[User]
 Ok, then

Cally Cont.

Free: Yell "That went well partner, now lets see who ends up with first, I wish you the best"

Free: Handle trippy to attack Teravel.

Free: Yell In Terran (Im not gonna bother spoilering it) "Attack the Azurin, Try to Jump if you have to!"

Standard: Cast obscuring Mist to cover my Platform.

Bob the elemental.

Move to J-17
Jump check DC 10  (1d20-3)[ -2 ]

End Turn

Stats
 Spoiler

HP 12
AC 16 (+cover)
F 6, R 1, W 4
Loc E-18

[User] Wow, Bob falls to his death.... Awsome.

[User]
 Teravel, Round 3

5ft step to Q17.
Standard: Spit acid at Trippy.
Ranged touch:  (1d20+3)[ 16 ]
Damage:  (3d6)[ 10 ]

Stats:
 Spoiler
HP 10/10, AC18 (13, 15)
Soulmelds shaped: Dissolving Spittle 2/2, Krenshar Mask 1/1, Rageclaws 1/1

Done.

[User]
 With Trippy Disabled and me not wanting to dip into more consumables I;m gona enjoy my second place finish.

Good game to all.

And Sallera I'm happy to team up any time you want, it was a lot of fun.

[User] Hehe, alright.  'Twas a good round, thanks for the alliance.  We certainly managed an efficient final. 😛

[User] I sure feel efficiently defeated. ^^; Heh...maybe I'll retire Dexter after this match, and replace him with a more competent marksman.

[User] I was actually going to retire Cally after my last match. now i think i might keep him around for a bit.

[User]
 High Ref PsiDog
 Ding! Match Call, Round Complete.

1st: Teravel
2nd: Cally McSummone
3rd: Arena Char #1
4th: Dexter

Teravel and Cally may collect the 1st / 2nd place champion gold on their way out.


[User]
 I know what this copypasta says so I don't need it.

Johel will post the map shortly.

You have 1 level up notice (Only Leaders can level up)

Leader Amorphous Prime

 Spoiler

Hits: 1
Combat: 2
Defence: 1
Move: 3
Upkeep: 1*
Special: Desert Hardening

*technically 0, but cannot go below 1 without special means i.e. undeadness.
NB: Leaders have 2 to start with in all stats.

I may choose one of the following on level up:

Specials:
 - Basic Attack
 - Basic Defence
 - Basic Logistics <--- i choose zees
(increase atk, def or move of other units in stack by 1 respectively.)

Stat Boost
 - Boost any one of the unit's stats by 1 (-1 for Upkeep).

[User]
 Ground : Roll for each square

 001-030 : Plains : -
 031-035 : Rocky Desert : -
 036-040 : Sand Desert : move x 2
  041-065  : Forest : move x2, defense +1
  066-070  : Swamp : move x2, defense +1
 071-080 : Mountains : move x 3, defense +2
 081-085 : Rocky Hills : move x 2, defense +1
 085-100 : Hills : defense +1

[User]
 I up Amorphous Prime's move to 4, and spend this turn (and possibly the next) researching Death Rites. I know what i'm doing here.

Death Rites at  15/25 .

End turn.

[User]
 Right! Next turn.

Finish Death Rites, at 30/25

Upkeep plus Waste for previous two turns puts me at 178.

End turn.


[User]
 Welcome to Kherhold! The leader, Alaysia, has decided it is time to  read another boring copypasta  lead your civilisation into a new age of prosperity and conquest, and you are in control!

Johel will post the map shortly.

You have 1 level up notice (Only Leaders can level up)

Leader: Queen Alaysia

 Spoiler

Hits: 2
Combat: 2
Defence: 2
Move: 2
Upkeep: 1
Special: None so far.

NB: Leaders have 2 to start with in all stats.

You may choose one (and please, one! not one of each, 'cause then i'd have to force you to choose one and one only) of the following on level up:

Specials:
 - Basic Attack
 - Basic Defence
 - Basic Logistics
(increase atk, def or move of other units in stack respectively.)

Stat Boost
 - Boost any one of the unit's stats by 1 (-1 for Upkeep).

Here's the city actions list:
-Produce a unit: units cost part of your starting wealth (200)

-Research a technology: techs take up an entire round not producing wealth - each round, the Production used on the technology instead of wealth is taken from the tech's overall cost - low level techs cost 25 production. Higher levels cost more. You can ask me to make new techs if you want... I'll tell you what you need to get them, but it costs an extra 50 wealth from your 200 to hush them up and keep them secret. Sorry if this seems gibberish, i'm ill. Also a copypasta.

-Make wealth: That.

You'll need to get more techs before you can see other resources.

[User]
 In the last game, there was one kind of unit that could found new cities. I forgot what the name of the unit was, but I'm going to go ahead and make two of them this turn (or just one if I can only do that.).

I'll subtract Alaysia's upkeep by 1. She's not a Queen that lives in luxury, so she shouldn't be as much a burden on the civilization as other lords.

[User]
 City Action: Recruit 2 Settlers, cost 25 Wealth.

Your Wealth (as of end of turn): 167

You now have 2 (2) settlers!

End turn  Y/N ?

[User]
 Ground : Roll for each square

 001-030 : Plains : -
 031-035 : Rocky Desert : -
 036-040 : Sand Desert : move x 2
  041-065  : Forest : move x2, defense +1
  066-070  : Swamp : move x2, defense +1
 071-080 : Mountains : move x 3, defense +2
 081-085 : Rocky Hills : move x 2, defense +1
 085-100 : Hills : defense +1

[User]
 Great work with the map Johel.

I will either move the settlers out one due east, the other due south, and then end my turn, or I will end the turn now and move them next turn.

[User] You only get to move them next turn, so, lets do that!

[User] Sounds good. In that case, for the second turn the settlers will move due east and south. The city in the meantime is going to build a granary.

[User]
 One of the settlers manages to make it 2 squares east.

The other one goes 1 square south, and gets slowed down by the sand desert.

You now have 127 Wealth, and a Granary.


[User]
 {table=head] A | B | C | D | E | F | G | H | I | J | K | L | M | N | O
||||||  Y  |  Y  |  X  |  X  |||||
||||||  Y  |  Y  |  X  |  X  |||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
|||||| T | B | P | S |||||
||||||||||||||
||||||||||||||
[/table]
Choose your characters' positions and roll initiative. For the sake of observers, please use the [roll] function.[/QUOTE]

[User]
 1=Theo
2=Bob
3=Pip
4=Sam

Initiative:
Bob  (1d20+3)[ 18 ]
Pip  (1d20+10)[ 21 ]
Theo  (1d20+3)[ 23 ]
Sam  (1d20+6)[ 10 ]

[User]
 Orange Init  - (d20+2)[ 13 ]
  Purple Init  - (d20+1)[ 12 ]
 Theo
Pip
Bob
Orange Slaad
Purple Slaad
Sam

[User]
 Theo frowns and bellows in a loud voice:

 In the name of Pelor, foul and twisted creatures, BEGONE!

Banishment. Both Slaad have to make a Will save DC (DC = 24 - creature’s HD + 12). For the Orange Slaad, this is DC 25. For the Purple, this is DC 27. Failure indicates you have been banished back to your home plane.

By the way, it should be T B P S. Casters on the outside. You'll see why in a few rounds...

[User]
 Range on  banishment  doesn't seem to be 75 ft. Did he move or did I miss something that increases its range?

  Orange save vs. Banishment  - (d20+9)[ 25 ]
  Purple save vs. Banishment  - (d20+10)[ 12 ]  assuming you can bypass SR 25.

[User]
 Originally Posted by afroakuma
 Range on  banishment  doesn't seem to be 75 ft. Did he move or did I miss something that increases its range?

 assuming you can bypass SR 25.

Sorry, forgot the 30' standard move up before the spell

Caster Check  (1d20+12)[ 32 ]

SR is bypassed. Buh bye.

[User]
 ...thus removing the biggest threat to you. 😛

Alrighty, finish your turns and let the orange set to work on you.

By the way, as per the rules, the orange slaad has  magic circle against law  and  see invisibility  up.

[User] Pip, upon seeing the smaller of the two creatures vanish at Theo's admonishment, moves up 20' and readies an action to attack if the other Slaad comes within reach. He switches to Assassin's stance as a swift action

[User]
 Bob readies himself for combat.

He moves up 30', even with Theo, and proceeds to manifest  Expansion  on himself, augmented to TWO size categories, for 7pp. He is now a Huge size. He gets a +4 on Strength and Dex, but a -2 Size penalty to AC and to Attack. Attack rolls are the same, +2 from extra Str mod is negated by the penalty to attack.

As a free action, he taunts the Orange Slaad

 Hey, froggie! You want some of THIS? Bring it on!

It is now the Orange Slaad's turn.

[User]
 {table=head] A | B | C | D | E | F | G | H | I | J | K | L | M | N | O
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
|||||||  Y  |  Y  ||||||
|||||||  Y  |  Y  ||||||
||||||||||||||
||||||| B | B | B |||||
|||||| T | B | B | B |||||
||||||| B | B | B |||||
|||||||| P ||||||
||||||||||||||
||||||||||||||
||||||||||||||
||||||||| S |||||
||||||||||||||
||||||||||||||
[/table]
The orange slaad drops a  confusion  on Bob's square, then advances 30 ft.

Will save vs. DC 17, please. Both Theo and Bob.

[User]
 1) Pip moved up 20' last turn, although this doesn't put him in the Confusion's effect

2) Saves: (neither one of them can fail the save, as both have modfiers over +17)

Theo:  (1d20+24)[ 29 ]
Bob:  (1d20+18)[ 30 ]  (includes his +4 vs Mind Affecting from Slayer)

3) Slaad provokes Attack of Opportunity for moving out of Bob's threatened range of 20' (by continuing to advance into it).

[User]
 (since it screwed up the AoO's)

AoO[roll]1d20+22[/roll]
Damage  (3d6+23)[ 36 ]

[User]
 See, this is what I get for trying to do anything on these boards when they're this slow.

Had I been able to load the post with your character sheets, I would have known.

However, there's no point in continuing. Your characters can save against anything I throw at them, and where the orange slaad depends on mind-affecting abilities and none of your characters can be hit by them except on a 1, this is basically "How many wasted actions would it realistically try before being pasted?"

I can  lightning bolt  you instead, or whatever, but the fact is that within one round, two at most, it will be dead, likely without having done anything more than some slight electric damage to your party.

Mostly, though, I'm just so bloody sick of this lag. Four.

[User]
 aaaarrrrgh!
attack on AoO:  (1d20+22)[ 38 ]

[User]
 Originally Posted by afroakuma
 no point in continuing

Victory is yours.

[User]
 Sam moves up 15' and over 5' (right behind where Pip is now) and casts Haste on the party.

Theo casts Recitation, giving everyone another +3 luck bonus on resistances, then moves up 15' (provoking AoO)

Pip uses Pouncing Strike jump check DC Slaad's AC  (1d20+25)[ 33 ]  to clear Bob and to end up directly opposite Theo. Since he's flanking, he gets precision damage. He gets an additional attack thanks to Haste, at his maximum attack bonus.

Full attack roll: 1 (1d20+25)[ 30 ] /2 (1d20+25)[ 42 ] /3 (1d20+25)[ 45 ] /4 (1d20+20)[ 25 ] /5 (1d20+20)[ 28 ]

Damage for the attacks:
1 (1d4+17)[ 19 ] +sneak attack  (6d6+12)[ 32 ]
2 (1d4+17)[ 19 ] +sneak attack  (6d6+12)[ 28 ]
3 (1d4+17)[ 21 ] +sneak attack  (6d6+12)[ 25 ]
4 (1d4+17)[ 19 ] +sneak attack  (6d6+12)[ 30 ]
5 (1d4+17)[ 19 ] +sneak attack  (6d6+12)[ 33 ]

[User]
 As I said, the win is yours.

I will need to place more restrictions, evidently, to make this at all useful - I just don't know what they should be.


[User]
 {table=head]-| A | B | C | D | E | F | G | H | I | J | K | L | M | N
1||||||| S | S | S |||||
2|||| C | C || S | S | S |||||
3|||| C | C || S | S | S |||||
4||||||||||||||
5||||||||||||||
6||||||||||||||
7||||||||||||||
8||||||||||||||
9||||||||||||||
10||||||||||||||
11||||||||||||||
12||||||||||||||
13||||||||||||||
14||||||||||||||
15||||||||||||||
16||||||||||||||
17|||||| 1 | 2 | 3 | 4 |||||
18||||||||||||||
19||||||||||||||
[/table]
Pick your four starting spots and then place your cohort adjacent to one of the slots. Roll initiative.

 Cyaegha Steambeast; Steamdraken (1d20+9=14, 1d20+2=7)

[User]
 Using all the same tricks I did in Afroakuma's fight:

 Spoiler

MV(CL16) x2 on Liam from Keld
MV(CL16) x2 on Traj from Keld
GMW (CL12) x12 on all weapons (Chained from Lesser Rod)
Hero's Feast on all, CL16
Hero's Feast - [roll=1d8+8]1d8+8[/roll]
Ectoplasmic Armor(CL8) cast on everyone from Buff Betty
Extended Mass Conviction(CL16) cast on everyone from Keld
Extended Battle Magic Perception (CL16) cast on Keld
Minor Aura - Motivate Dex kept up by Betty
Mage Armor on Issendir and Betty from Issendir

  knowledge Steambeast  - (1d20+30)[ 47 ]
  knowledge Steamdrachen  - (1d20+30)[ 47 ]

Liam is in 2   Init Liam  - (1d20+16)[ 33 ]
Traj is in 3   Init Traj  - (1d20+21)[ 37 ]
Keld is behind Liam   Init Keld  - (1d20+12)[ 26 ]
Issendir is behind Traj   Init Issendir  - (1d20+24)[ 39 ]
Betty is behind Keld   Init Betty  - (1d20+23)[ 42 ]

[User]
 Hmmm, Hero's Feast didn't roll right because I copied it over from my fight with Afroakuma.

Again, Hero's Feast...
  Hero's Feast  - (1d8+8)[ 16 ]

brb, lunch time.

[User]
 Both creatures appear as large metalline constructs that vent large amounts of steam. The smaller one appears to wield electrical powers, while the larger you recognize as emulating a dragon. They are of the Construct type and carry the Steam-Powered subtype.

Initiative:
Betty
Issendir
Traj
Liam
Keld
Steambeast
Steamdraken

Your move.

[User]
 Betty - Casts Haste

Issendir - Delays

Traj - casts swift Inspirational Boost, begins a Dragonfire Inspiration (+3 base), then activates his Badge of Valor as an immedate action after his turn (uses next rounds swift action). Traj is also in Punishing Stance, if it matters.

Liam - Delays

Keld - Activates Circlet of Rapid Casting as a swift action, using 2 charges to cast Recitation, granting +3 to hit, saves, and AC for all allies (all worship Pelor).  Standard Action to cast Righteous Wrath of the Faithful, giving +3 moral to attack and damage rolls, which is effectively +2 hit and +3 dmg because base stats assume Hero's Feast, a +1 moral to hit.

Issendir comes out of delay, casting Teleport (self + 3 others) to move himself, Liam, Keld, and Traj up so that Liam is 5' back from each of the monsters and centered between them.  Uses Circlet of Rapid Casting (2 charges) as a swift action to cast Split Ray of Enfeeblement augemented by his Rod of Empower, targeting one each.  Flat-footed Touch attacks
  RoE Beast  - (1d20+16)[ 22 ]  [roll RoE DMG]1d6+5[/roll] x1.5
  RoE Drachen  - (1d20+16)[ 35 ]  [roll RoE DMG]1d6+5[/roll] x1.5

Liam comes out of delay, moves 5' forward and makes a full attack, first against the beast, moving to the Drachen if the beast drops.  Flurry and PA for 2.

  Primary  - (1d20+24)[ 44 ]    DMG  - (1d8+30)[ 38 ]   DFI  - (6d6)[ 24 ]
  Haste  - (1d20+24)[ 26 ]    DMG  - (1d8+30)[ 31 ]   DFI  - (6d6)[ 23 ]
  Flurry  - (1d20+24)[ 37 ]    DMG  - (1d8+30)[ 32 ]   DFI  - (6d6)[ 22 ]
  Secondary  - (1d20+19)[ 31 ]    DMG  - (1d8+30)[ 31 ]   DFI  - (6d6)[ 26 ]
  Tertiary  - (1d20+14)[ 26 ]    DMG  - (1d8+30)[ 33 ]   DFI  - (6d6)[ 26 ]

And thats my turn.

[User]
 Crap, RoE didn't roll...again

RoE Beast - (1d20+16)[22]   RoE DMG  - (1d6+5)[ 9 ]  x1.5
RoE Drachen - (1d20+16)[35]   RoE DMG  - (1d6+5)[ 10 ]  x1.5

Edit:
So the beast gets a penalty of -13, and the drachen gets a -15

[User]
 I'll need you to overcome SR 20 on both creatures.

Liam's primary and haste attacks combined take down the Cyaegha steambeast. The rest of the attacks go into the steamdraken, but it remains standing. It will full-attack Liam.

I'll roll as if you overcome the creature's SR: if you don't, the melee attack rolls will all be increased by 7.

 Bite; Claw; Claw; Bolt (1d20+16=17, 1d20+14=22, 1d20+14=18, 1d20+11=14)

If these hit, here's damage (again, with the penalty: add 12 to the bite and 8 to the claws if you don't pass SR).
 Bite; Claw; Claw; Bolt damage; Bolt fire damage (2d6+6=14, 1d8+4=10, 1d8+4=7, 1d6=4, 1d6=3)

[User]
 SR check  - (1d20+12)[ 29 ]

/crosses fingers

Do you want me to roll for the dead guy?

EDIT:
Liam's AC is 32...errr, 35, forgot about the Recitaiton.  I think that means all your attacks miss.

That OotS about being a better warrior because of number sense?  Yea, thats me all over.  I have that one printed out and stuck in the binder I keep my high level fighter in.  I show it to everyone when I have mathfail issues.

[User] Yup, that passes. Your move. I'm going to assume you'll poke the steamdraken with a stick and it'll explode.

[User]
 Originally Posted by Fax Celestis
 Yup, that passes. Your move. I'm going to assume you'll poke the steamdraken with a stick and it'll explode.

Explode?  ****, wasn't expecting Death Throes!  Whats the DC?

[User] Uh... I was kidding? There's no death throes, but maybe I should add those to the steam-powered subtype. It'd make sense.

[User]
 Definitely!  Hot water damage for everyone!

Do you want me to roll Liam's attacks?

[User] If you can deal at least five damage after DR 15 and fire resist 10, the steamdraken will die.

[User]
 I don't think its a problem.  I also forgot to mention that Liam's axe blade is Adamantine.  Its on the character sheet.  Should he have killed them both in 1 round?

Got anything bigger?

[User] Yeah, I checked that. The adamantine got through the steambeast's DR, but not through the steamdraken's.

[User]
 Yea, freakin Starmetal.  BTW, though, I'm pretty sure that Starmetal and Adamantine are pretty much interchangeable, except that Starmetal also does mean things to Undead.  I might be wrong, and I don't have my CArcane in this state, but thats what I thought.

Anyway...what else ya got?  Fighting multiple foes would probably be more advantageous for you, and less for me.