[User]
 Arena Tournament Exhibition:  Abogralia2  vs.  Teravel
 Map:
 Spoiler

 Abogralia2  - Scorer
 Teravel  - Sallera

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

[User]
 Init:  (1d20-3)[ 4 ]

Edit: Purchasing a monocle (masterwork tool of Spot).

[User]
 Rolling init

 (1d20-1)[ 12 ]

no purchases, ready to go

[User]
 I'm assuming no more purchases from you, also should we keep it unspoilered?

  Abogralia 1st Turn

Start in B10 with Crossbow in hand

Move: To E7
Free: Reaload with MW Bolt
Standard: Shoot Teravel

 Attack
 (1d20+8)[ 18 ]
 Damage
 (1d6)[ 5 ]
 If Crit
 (1d20+8)[ 19 ]
 Additional Damage
 (1d6)[ 2 ]

STATS

 Spoiler

Abogralia started @  B10
Abogralia ended @  E07
HP 13/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
15 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

Crossbow not loaded

No Consumables used yet

[User] Forgot to substract range increment, but I think it is a hit anyway...

[User]
 Heh, I was thinking the heights were reversed.  Interesting... and yes, a hit.

 Teravel, Round 1

Starting in Y11, holding shield and morningstar.
Double move to N10 (passing through P12 along the way, so total cover established for hiding.)
Hide:  (1d20+6)[ 26 ]

Stats:
 Spoiler
HP 11/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 Abogralia 2nd Turn

Free: Pass Crossbow to one grip
Move: Draw Alchemist Fire
Free: Pass Alchemist to Mouth
Free: Full Crossbow Grip
Standard: Ready an Action

 Spoiler

Shoot on sight

 End of Turn

STATS

 Spoiler

Abogralia started @  E07
Abogralia ended @  E07
HP 13/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
15 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

Crossbow not loaded

No Consumables used yet

[User]
 Teravel, Round 2

Keep hiding (26).
Standard: Ready action:
 Spoiler
Attack with spikes if Abogralia readies an action or ends turn.

Stats:
 Spoiler
HP 11/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 Abogralia 3rd Turn

Double Move: H16
 End of Turn

STATS

 Spoiler

Abogralia started @  E07
Abogralia ended @  H16
HP 13/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
15 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

Crossbow not loaded

No Consumables used yet

[User]
 you sure that was a hit with the +2 AC from the guard rail? It's less thick than on the side of the ship so you may have overlooked it

and, um, N10, a square of the mast? I'd have thought you can't enter these like the big trees of River

[User]
 Oh, true, I was probably calculating from my unshielded AC.  And the N10 was a typo, should be O10.

 Teravel, Round 3

Move to H9.
Standard: Attack with spike volley.
Spike 1:  (1d20+4)[ 20 ]
Damage:  (1d6+1)[ 6 ]
Spike 2:  (1d20+4)[ 6 ]
Damage:  (1d6+1)[ 3 ]
Spike 3:  (1d20+4)[ 23 ]
Damage:  (1d6+1)[ 7 ]

Spot, if needed for your next turn:  (1d20+18)[ 37 ]

Stats:
 Spoiler
HP 16/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 Abogralia 4th Turn

Free: one hand grip Cbow
Move: Draw Potion
Standard: Drink it
Free: Full grip Cbow

 End of Turn

STATS

 Spoiler

Abogralia started @  H16
Abogralia ended @  H16
HP 9/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
15 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow
Mouth: Alchemist Fire

Crossbow not loaded

Faith Healing Potion used

[User]
 Weren't you at 0hp after that (restricted to one action)?

Edit: Also, you can't drink a potion with alchemist's fire in your mouth.

[User]
 Oh yeah, right, just forget the part of drinking it...

(Can't beleive I forgot such basic rule...🫤)

[User]
 Ah, wait a moment, I forgot range increment.  Subtract 2 from all those rolls, so only the last hits.  Go ahead and redo your turn.

Edit:  Unless you're carrying all your alchemical items, in which case you're in a medium load and restricted to +3 dex, and it hits anyway...

[User]
 I know it may sound fishy to say it 'till now, but I never carry everything, I always carry up to the limit of light load to prevent penalties, unless I specify it.

  Abogralia 4th Turn   redux

Free: 5' step to H15
Full-Round: Rapid Shot Teravel with Free Reloadings of MW bolts

 Attack 1
 (1d20+7)[ 24 ]
 Damage
 (1d6+1)[ 6 ]
 If Crit
 (1d20+6)[ 26 ]
 Additional Damage
 (1d6+1)[ 2 ]
 Attack 2
 (1d20+7)[ 26 ]
 Damage
 (1d6+1)[ 4 ]
 If Crit
 (1d20+6)[ 15 ]
 Additional Damage
 (1d6+1)[ 7 ]
 End of Turn

STATS

 Spoiler

Abogralia started @  H16
Abogralia ended @  H15
HP 6/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
12 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow
Mouth: Alchemist Fire

Crossbow not loaded

No Consumables used yet

[User]
 Two hits, no crit.

 Teravel, Round 4

Move to G15.
Standard: Attack with spike volley.
Spike 1:  (1d20+4)[ 23 ]
Damage:  (1d6+1)[ 5 ]
Spike 2:  (1d20+4)[ 16 ]
Damage:  (1d6+1)[ 3 ]
Spike 3:  (1d20+4)[ 7 ]
Damage:  (1d6+1)[ 4 ]

Stats:
 Spoiler
HP 6/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 Abogralia 5th Turn

It's all or nothing!

Free: Pass Cbow to one hand grip
Free: Pass Alchemist Fire to one hand
Free: Pass Cbow to mouth
Move: Draw Potion
Standard: Throw Alchemist Fire to Teravel

 Attack
 (1d20+10)[ 23 ]
 Damage
 (1d6+2)[ 3 ]
 If Crit
 (1d20+10)[ 24 ]
 Additional Damage
 (1d6+2)[ 6 ]

I take 1 splash damage

 End of Turn

STATS

 Spoiler

Abogralia started @  H15
Abogralia ended @  H15
HP 0/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
12 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Potion Faith Healing
Hand 2 Wielding: None
Mouth: Crossbow

Crossbow not loaded

One Alchemist used

[User]
 AoO:  (1d20+4)[ 10 ]
Damage:  (1d8+3)[ 10 ]
 Teravel, Round 5

Standard: Attack with spike volley.
Spike 1:  (1d20+4)[ 7 ]
Damage:  (1d6+1)[ 4 ]
Spike 2:  (1d20+4)[ 11 ]
Damage:  (1d6+1)[ 5 ]
Spike 3:  (1d20+4)[ 13 ]
Damage:  (1d6+1)[ 2 ]

Stats:
 Spoiler
HP 3/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 First, second fire damage...

 (1d6+1)[ 6 ]

[User] does this put you out?

[User] Nope, still up.  Bloodtalons.

[User]
 What does bloodtalons do?

  Abogralia 6th Turn

Standard: Drink Potion

 End of Turn

STATS

 Spoiler

Abogralia started @  H15
Abogralia ended @  H15
HP 9/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
12 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: None
Hand 2 Wielding: None
Mouth: Crossbow

Crossbow not loaded

One Alchemist used

[User]
 Same things as Rageclaws, just has a different essentia effect (+2 spot instead of 3 extra hp.)  Also, I assume you take the crossbow  out  of your mouth before drinking the potion...

AoO:  (1d20+4)[ 9 ]
Damage:  (1d8+3)[ 9 ]
 Teravel, Round 6

Standard: Use 2 charges of the Healing Belt for  (3d8)[ 15 ]  hp.

Stats:
 Spoiler
HP 12/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 Yup, Free actions to have clear mouth

  Abogralia 7th Turn

Free: One hand grip Crossbow
Move: Tumble to H13 while drawing Alchemist Fire
 (1d20+11)[ 30 ]
Standard: Throw Alchemist Fire at Teravel

 Attack
 (1d20+10)[ 12 ]
 Damage
 (1d6+2)[ 7 ]
 If Crit
 (1d20+10)[ 25 ]
 Additional Damage
 (1d6+2)[ 6 ]
 End of Turn

STATS

 Spoiler

Abogralia started @  H15
Abogralia ended @  H13
HP 9/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
12 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: None
Hand 2 Wielding: Crossbow
Mouth: None

Crossbow not loaded

2x Alchemist used

[User] ¬¬ .........  (1d8)[ 8 ]

[User]
 Teravel, Round 7

Standard: Spike volley.
Spike 1:  (1d20+4)[ 21 ]
Damage:  (1d6+1)[ 7 ]
Spike 2:  (1d20+4)[ 9 ]
Damage:  (1d6+1)[ 6 ]
Spike 3:  (1d20+4)[ 6 ]
Damage:  (1d6+1)[ 7 ]
Move to G12.

Stats:
 Spoiler
HP 11/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 Abogralia 8th Turn

Free: 5' step to I13
Move: Draw Alchemist
Standard: Throw Alchemist Fire at Teravel

 Attack
 (1d20+10)[ 26 ]
 Damage
 (1d6+2)[ 3 ]
 If Crit
 (1d20+10)[ 26 ]
 Additional Damage
 (1d6+2)[ 5 ]
 End of Turn

STATS

 Spoiler

Abogralia started @  H13
Abogralia ended @  I13
HP 2/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 95 total owned)
12 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: None
Hand 2 Wielding: Crossbow
Mouth: None

Crossbow not loaded

3x Alchemist used

[User]
 That should be +8, I think; range increment.  Hits anyway, of course.

 Teravel, Round 8

Standard: Spike volley.
Spike 1:  (1d20+4)[ 19 ]
Damage:  (1d6+1)[ 5 ]
Spike 2:  (1d20+4)[ 7 ]
Damage:  (1d6+1)[ 6 ]
Spike 3:  (1d20+4)[ 16 ]
Damage:  (1d6+1)[ 7 ]
Move to I12.

Stats:
 Spoiler
HP 8/16, AC19 (13, 16)
Soulmelds shaped: Manticore Belt 3/3, Bloodtalons 1/1, Kruthik Claws 1/1

Done.

[User]
 That's game...

-3 hp...

I seriously need Quick Draw...

[User]
 nice match guys 🙂

so, I was thinking about adding wind and rain effects to better represent the storm. Would you say that a -2 to ranged attacks gives ranged fighters too much of a disadantage?

On the one hand, the tilting favours ranged fighters over meleers since with clever maneuvering they can delay the enemy closing in. On the other, the rather small playing field(26x12, not counting the water) favours meleers

[User] How about just say there's a constant  strong wind  south?  Or north; either works, so long as it doesn't change.

[User] yeah, that's basically what I meant. The effect other than the -2 ranged will seldom become relevant, for example when a small character uses Reduce Person, for familiars etc

[User] Also the -2 to listen checks, and flying small characters will be affected as well.  I think it should work well; makes things more interesting.


[User]
 Deck:

 Spoiler
1	Forest
2	 Forest
3	 Forest
4	Forest
5	Forest
6	Forest
7	Forest
8	Forest
9	Forest
10	Forest
11	Dryad Arbor
12	Dryad Arbor
13	Dryad Arbor
14	Dryad Arbor
15	Dryad Arbor
16	Aisling Leprechaun
17	 Aisling Leprechaun
18	 Aisling Leprechaun
19	Aisling Leprechaun
20	Aisling Leprechaun
21	An-Havva inn
22	An-Havva inn
23	An-Havva inn
24	 An-Havva inn
25	An-Havva inn
26	An-Havva Constable
27	An-Havva Constable
28	An-Havva Constable
29	 Arbor Elf
30	Arbor Elf
31	Arbor Elf
32	Arbor Elf
33	Arbor Elf
34	 Arbor Elf
35	Arbor Elf
36	Arbor Elf
37	Arbor Elf
38	 Ageless Entity
39	Ageless Entity
40	Ageless Entity
41	Ageless Entity
42	Ageless Entity
43	Essence Warden
44	Essence Warden
45	 Essence Warden
46	Basilisk Collar
47	Basilisk Collar
48	Bladed Pinions
49	Bladed Pinions
50	Brawn
51	Brawn
52	Brawn
53	 Brawn
54	Brushwagg
55	Brushwagg
56	Brushwagg
57	Brushwagg
58	Centaur Safeguard
59	Centaur Safeguard
60	Centaur Safeguard

Hand:

 Spoiler

 Forest
 An-havva inn
 Aisling Leprechaun.
 Arbor Elf
 Arbor Elf
 Aisling Leprechaun
 Brawn
 Forest
 Forest
 Essence Warden
Ageless entity
 Ageless entity
 Arbor elf
 Brushwagg

[User]
 You only drew 5 cards?

Rolling to see who goes first.  (1d20)[ 20 ]

Deck

 Spoiler

1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
18- Forest
19- Forest
20- Forest
21- Forest
22- Forest
23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
37- Vulshok Morningstar
38- Elvish Archdruid
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
44- Kithkin Mourncaller
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
58- Steel Leaf Paladin
59- Voice of the Woods
60- Wilt Leaf Leige

[User]
 wait.
****.
last card
 (1d55)[ 47 ]

do i go first?
[roll1d20[/roll]

[User] whatever, you go first

[User]
 (1d60)[ 18 ]   (1d59)[ 28 ]   (1d58)[ 29 ]   (1d57)[ 55 ]   (1d56)[ 35 ]   (1d55)[ 40 ]   (1d54)[ 34 ]   (1d53)[ 22 ]

Hand:

 Spoiler

Forest
 Forest
Giant Growth
Groundswell
Steel Leaf Paladin
Elvish Archdruid
Kithkin Mourncaller
Vulshok Morningstar

Deck:

 Spoiler

1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
60- Wilt Leaf Leige

Play Forest. Pass turn.

Land:
Forest

Creatures:

Other:

Life: 20

[User]
 draw:  (1d53)[ 34 ]

play forest. tap forest.

play arbor elf

[User]
 Draw  (1d52)[ 1 ]

Hand:

 Spoiler

 Forest
Giant Growth
Groundswell
Steel Leaf Paladin
Elvish Archdruid
Kithkin Mourncaller
 Vulshok Morningstar
Azorious Chancery

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
60- Wilt Leaf Leige

Play Forest. Tap both to play Volshok Morningstar. Pass turn.

Land:
Forest (T)
Forest (T)

Creatures:

Other:
Volshok Morningstar
Life: 20

[User]
 draw (1d52)[ 19 ]
play forest. tap forest. summon ageless entity.

field:
lands:
Forest[T]
Forest

Creatures:
Arbor elf
Ageless entity

Life: 20

[User] How are you able to summon Ageless Entity when his mana cost is 3GG?

[User]
 wait.
****, gotta stop posting when i'm on the verge of collapse from staying awake two days straight.

I mean. Essence Warden, sorry.

[User]
 Okay. I draw.  (1d51)[ 8 ]

Hand:

 Spoiler

Giant Growth
Groundswell
Steel Leaf Paladin
 Elvish Archdruid
Kithkin Mourncaller
Azorious Chancery
 Forest

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
60- Wilt Leaf Leige

Play Forest and tap all three for Elvish Archdruid. Pass turn.

Land:
Forest (T)
Forest (T)
Forest (T)

Creatures:
Elvish Archdruid

Other:
Volshok Morningstar
Life: 20

[User]
 i draw:  (1d51)[ 29 ]
untap.

Tap forest.
play aisling leprechaun.
Tap forest.
play arbor elf

[User]
 Draw  (1d50)[ 40 ]

Hand:

 Spoiler

Giant Growth
Groundswell
Steel Leaf Paladin
Kithkin Mourncaller
 Azorious Chancery
 Elvish Ranger
Forest

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
60- Wilt Leaf Leige

Play Azorious Chancery and return a Forest to my hand.

Tap Elvish Archdruid and 2 Forests to summon Elvish Ranger.  Your turn

Land:
Forest (T)
Forest (T)
Azorious Chancery (T)

Creatures:
Elvish Archdruid (T)
Elvish Ranger

Other:
Volshok Morningstar
Life: 20

[User]
 i draw:  (1d50)[ 35 ]

untap.
tap forest-> +1 mana
tap forest-> +1 mana
untap arbor elf->untap forest
untap arbor elf->untap forest
tap forest-> +1 mana
tap forest-> +1 mana
use 4 mana -> summon brawn

field:
lands:
forest[T]
forest[T]

Creatures:
Arbor elf[T]
Arbor elf[T]
Brawn
Aisling Leprechaun

[User]
 Draw a card  (1d49)[ 49 ]

Hand:

 Spoiler

Giant Growth
Groundswell
Steel Leaf Paladin
Kithkin Mourncaller
 Forest
Wilt Leaf Leige

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
 60- Wilt Leaf Leige

First I will play a Forest. Tap Azorious Chancery and 2 Forests to play Wilt-Leaf Leige.  Next I will attack with my Elvish Ranger, swinging with a 6/3.

Land:
Forest
Forest (T)
Forest (T)
Azorious Chancery (T)

Creatures:
Elvish Archdruid
Elvish Ranger (T)
Wilt-Leaf Leige

Other:
Volshok Morningstar
Life: 20

[User]
 Block with aisling leprechaun. aisling leprechaun is dead

draw:  (1d49)[ 39 ]
untap
tap forest
summon arbor elf.

field:
lands:
forest[T]
forest

creatures:
Arbor elf
Arbor elf
Arbor elf
Brawn
Essence Warden

Also, i forgot to add the life bonus from playing three new creatures after essence warden. so i'm at 23 life.

[User]
 Sorry for making you wait.

Draw  (1d48)[ 16 ]

Hand:

 Spoiler

Giant Growth
Groundswell
Steel Leaf Paladin
Kithkin Mourncaller
 Forest

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
 19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
 60- Wilt Leaf Leige

Play a Forest, and tap Azorious Chancery plus Forest to summon Kithkin Mourncaller.  Tap 2 Forests to equip Elvish Archdruid with Volshok Morningstar.

Attacking with Elvish Ranger again, swinging for 6.

Land:
Forest
Forest (T)
Forest (T)
Forest (T)
Azorious Chancery (T)

Creatures:
Elvish Archdruid + Volshok Morningstar
Elvish Ranger (T)
Wilt-Leaf Leige
Kithkin Mourncaller

Other:
Life: 20

[User]
 I block with brawn. Brawn dies. Damn.

draw:  (1d48)[ 15 ]
untap
tap all forests -> two mana
tap two arbor elves -> untap two forests
tap forests again -> two mana
tap one arbor elf -> untap one forest
tap last forest -> one mana
use all mana to summon ageless entity.
gain +1 life from essence warden
place +1/+1 counter on ageless entity.

field:
lands:
forest[T]
forest[T]

creatures:
Arbor elf[T]
Arbor elf[T]
Arbor elf[T]
Essence Warden
Ageless entity(+1/+1)

24 life
note: all my creatures have trample.

....

I'm Screwed.

[User]
 I draw  (1d47)[ 43 ]

Hand

 Spoiler

Giant Growth
Groundswell
Steel Leaf Paladin
Joraga Warcaller

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
 19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
[s]38- Elvish Archdruid/[s]
39- Elvish Visionary
40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
 54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
 60- Wilt Leaf Leige

Tap Elvish Archdruid for 3 {G} Mana, Azorious Chancery and 4 Forests to play Joraga Woodcaller (Multikicking 4 times).  Put 2 +1/+1 counters on Kithkin Mourncaller and Wilt Leaf Leige each.

Elvish Ranger attacks, swinging with 6/3.
Wilt Leaf Leige Attacks, swinging 7/7.

Turn.

Land:
Forest (T)
Forest (T)
Forest (T)
Forest (T)
Azorious Chancery (T)

Creatures:
Elvish Archdruid + Volshok Morningstar (T)
Elvish Ranger (T)
Wilt-Leaf Leige (2 +1/+1 counters) (T)
Kithkin Mourncaller (2 +1/+1 counters)
Joraga Warcaller (4 +1/+1 counters)

Other:
Life: 20

[User]
 Block your wilt leaf-liege with my essence warden, it dies. let you elvish ranger connect: 6 damage. i now have 18 life
i draw:  (1d47)[ 5 ]
untap
play forest.
tap one forest: play aisling leprechaun
tap arbor elf-> untap forest
tap three forests-> play an-havva inn.
green creatures in play:
3 arbor elves
ageless entity
Aisling leprechaun
Elvish Archdruid
Elvish Ranger
Wilt-Leaf Leige
Kithkin Mourncaller
Joraga Warcaller
10 total.
i gain ten life.
ageless entity gains ten +1/+1 counters.
it now has eleven of those.

ageless entity attacks, swinging with 15/15

Field:
Lands:
Forest[T]
Forest[T]
Forest[T]
Creatures:
Arbor elf[T]
Arbor elf
Arbor elf
Aisling Leprechaun
ageless entity(11 +1/+1 counters)
Life: 28

[User]
 Block with Joraga Warcaller, I don't know if you still have trample or not, so please tell me if you do.

Joraga Warcaller goes to the grave,  Kithkin Mourncaller's effect comes in.
 (1d46)[ 31 ]

Draw card.
 (1d45)[ 33 ]

Hand

 Spoiler

Giant Growth
Groundswell
 Steel Leaf Paladin
Elvish Eulogist
Elvish Visionary

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
 19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
 38- Elvish Archdruid
39- Elvish Visionary
 40- Elvish Visionary
41- Elvish Champion
 42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
 54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
 60- Wilt Leaf Leige

Tap Forest to play Elvish Visionary. Draw a card. Tap Elvish Archdruid for 4 (G) Mana, Azorious Chancery and Forest to play Steel Leaf Paladin, withdrawing Elvish Visionary back to my hand.

Attack with Elvish Ranger.

Land:
Forest (T)
Forest (T)
Forest
Forest (T)
Azorious Chancery (T)

Creatures:
Elvish Archdruid + Volshok Morningstar (T)
Elvish Ranger (T)
Wilt-Leaf Leige (2 +1/+1 counters)
Kithkin Mourncaller (2 +1/+1 counters)
Steel Leaf Paladin

Other:
Life: 20 (10?)

EDIT: Re-read text on Kithkin, so if you want, the second draw can come from my Visionary, otherwise I will reroll and edit my turn at your request.

[User]
 I do still have trample, so you're at ten HP. No reason to edit your turn.
Also, i suggest we start writing down the effective power and defense of our creatures, would make things a lot easier to keep track of.

Anyways, i block with aisling leprechaun. it dies.
I draw (1d46)[ 3 ]
Untap
Play forest
tap all forests, and one arbor elf(you know the drill) to summon ageless entity.
Attack with the ageless entity with all the counters, swinging with a 15/15

field:
creatures:
Field:
Lands:
Forest[T]
Forest[T]
Forest[T]
Forest[T]
Creatures:
Arbor elf[T](1/1)
Arbor elf(1/1)
Arbor elf(1/1)
ageless entity(11 +1/+1 counters)[T](15/15)
Ageless entity(4/4)
Life: 28

[User]
 First I will tap my last Forest and play Giant Growth on Wilt-Leaf Leige. Blocking your Ageless Entity with Kithkin Mourncaller and Wilt-Leaf Liege.  Kithkin is at 6/6, and Wilt-Leaf Liege is at 10/10.  Kithkin Mourncaller and your Entity die.

Draw a card.  (1d44)[ 5 ]

Hand

 Spoiler

Groundswell
Forest
 Elvish Eulogist
Elvish Visionary
Plains

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
 6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
 11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
 19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
 38- Elvish Archdruid
39- Elvish Visionary
 40- Elvish Visionary
41- Elvish Champion
 42- Elvish Eulogist
43- Imperious Perfect
[s]44- Kithkin Mourncaller/[s]
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
 54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
 60- Wilt Leaf Leige

Play a Plains, tap 2 Forests to summon Elvish Visionary and Elvish Eulogist.
Attacking with Steel Leaf Paladin, who has First Strike.

Land:
Forest (T)
Forest (T)
Forest
Forest
Plains
Azorious Chancery

Creatures:
Elvish Archdruid + Volshok Morningstar (5/5)
Elvish Ranger (6/3)
Wilt-Leaf Leige (2 +1/+1 counters) (7/7)
Steel Leaf Paladin (6/6) (T)
Elvish Visionary (3/3)
Elvish Eulogist (3/3)

Other:
Life: 10

[User]
 Drawing a card due to Elvish Visionary.

 (1d43)[ 8 ]

[User]
 Oh Crap
block with aisling lep, it dies
 (1d45)[ 40 ]
tap three forests, summon brushwagg

[User]
 Draw a card  (1d42)[ 29 ]

Hand

 Spoiler

Groundswell
Forest
Elvish Champion

Deck:

 Spoiler

 1- Azorious Chancery
2- Azorious Chancery
3- Elfhame Palace
4- Elfhame Palace
5- Elfhame Palace
 6- Plains
7- Plains
8- Plains
 9- Forest
10- Forest
 11- Forest
12- Forest
13- Forest
14- Forest
15- Forest
16- Forest
17- Forest
 18- Forest
 19- Forest
20- Forest
21- Forest
22- Forest
 23- Forest
24- Forest
25- Creeping Mold
26- Dawn's Reflection
27- Fertile Land
28- Giant Growth
 29- Giant Growth
30- Groundswell
31- Groundswell
32- Presence of Gond
33- Elvish Promenade
34- Tangle Golem
35- Sunbeam Spellbomb
36- Sunbeam Spellbomb
 37- Vulshok Morningstar
 38- Elvish Archdruid
39- Elvish Visionary
 40- Elvish Visionary
41- Elvish Champion
42- Elvish Eulogist
43- Imperious Perfect
 44- Kithkin Mourncaller
45- Rhys the Redeemed
46- Birchlore Rangers
47- Civic Wayfinder
48- Elvish Pioneer
 49- Elvish Ranger
50- Elvish Vanguard
51- Elvish Warrior
52- Baloth Woodcrasher
53- Kaysa
 54- Joraga Woodcaller
55- Joraga Woodcaller
56- Oracle of Nectars
57- Selesnya Guildmage
 58- Steel Leaf Paladin
59- Voice of the Woods
 60- Wilt Leaf Leige

Play a Forest, tap 3 Forests to play Elvish Champion.  All of my Elves get anothe +1/+1 and since you control Forests, I get Forestwalk for all of them, and they become unblockable.

Elvish Ranger, swing 7/4 unblockable
Steel Leaf Paladin, swing 7/7 unblockable
Wilt-Leaf Liege, swing 8/8 unblockable
Elvish Visionary, swing 4/4 unblockable
Elvish Archdruid, swing 6/6 unblockable

That should be game, unless I am mistaken.

Land:
Forest (T)
Forest (T)
Forest (T)
Forest
Forest
Plains
Azorious Chancery

Creatures:
Elvish Archdruid + Volshok Morningstar (6/6)
Elvish Ranger (7/4)
Wilt-Leaf Leige (2 +1/+1 counters) (8/8)
Steel Leaf Paladin (7/7)
Elvish Visionary (4/4)
Elvish Eulogist (4/4)
Elvish Champion (4/4)

Other:
Life: 10

[User]
 That is game.
Well played

[User] Couldn't have done it without Elvish Champion.  I believe Magic players call it  mising  while Yu-Gi-Oh! players call it  Heart of the Cards .  The last card I drew was the one that won the game for me.


[User]
 I figured bothering with actual terrain features in what is basically just a gladiator duel is pointless, as the characters are level 15 gestalt and therefore probably all have flight and blindsight.

Ergo,  here's  the map.

[User]
 Initiative Roll:  (1d20+2)[ 19 ]

First thing I will do when it's my turn is create a black cloud around myself.

I'm huge and so occupy nine squares, so I'll start in G55-G57-I55-I57.


[User]
 Arena Tournament, Round 97:  Sparky  vs.  Louis XVI
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Sparky  - theterran
 Louis XVI  - Dwalin

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

[User] Updating my sheet and looking at purchases...will roll initiative shortly.

[User]
 Purchases - Powerstone of Energy Missile, Powerstone of Inertial Armor

  Initiative  - (1d20+4)[ 20 ]

[User]
 Alright, my only purchase is crafting another ballista, bringing me to three.

Initiative:  (1d20+5)[ 21 ]

[User]
 Alright, starting info:

 Spoiler
Starting in M25. Ballistas in each other starting square, loaded. First turn actions, Move to open doors, ready an action
 Spoiler
to attack any enemy I see

Also, I will be away until wednesday ish so be patient. Taking a small vacation. Should be back on thursday, friday at the latest.

[User]
 Sparky - Round 1

LoS:

 Spoiler

Starting in M2, with Powerstones in hand, I will manifest Inertial Armor from one.  Drop it, then open the doors.

 Done.

Stats:

 Spoiler
Location - M2
HP: 5/5
AC: 19  Touch 15  FF 15

IA - (1/10)

PP - 9/9

[User]
 Refs:
 Spoiler
Nyar.

Sparky:
 Spoiler
Your opponent's door is open.

Louis:
 Spoiler
Your opponent's door opens.

[User]
 Louis R2:
LOS:
 Spoiler
Move to L-22, dragging two of my Ballista to K-21 and M-21. Standard is Ready an Action:
 Spoiler
Attack anyone who I gain LOS to

Stats:

 Spoiler

Position: L-22
Ballistas: K-21,M-21, N-25
AC:18
HP:6

End of Turn

[User] LoS Please 🙂

[User]
 Refs:
 Spoiler
Nyar.

Sparky:
 Spoiler
No LoS.

Louis:
 Spoiler
No LoS.

[User]
 Sparky - Round 2

LoS:

 Spoiler

I will manifest Vigor.
Then I will move to M8, holding my Powerstone.

 Done.

Stats:

 Spoiler

Location - M8
HP: 10/5
AC: 19 Touch 15 FF 15

Vigor - (1/10)
IA - (2/10)

PP - 9/9

[User]
 Louis R3:
LOS:
 Spoiler
Move back to M-24, dragging one of my Ballista from M-21 to N-23. Standard is Ready an Action:
 Spoiler
Attack anyone who I gain LOS to

Stats:

 Spoiler

Position: M-24
Ballistas: K-21,N-23, N-25
AC:18
HP:6

End of Turn

[User]
 Refs:
 Spoiler
Nyar.

Sparky:
 Spoiler
No LoS.

Louis:
 Spoiler
No LoS.

[User]
 Sparky - Round 3

LoS:

 Spoiler
I will move to I-10.
If I still do not have LoS, I will move to H-15.

Need another LoS.

[User]
 Refs:
 Spoiler
Nyar.

Sparky:
 Spoiler
When you reach J10, you see Louis in M24, holding nothing, and a ballista in K21.  You may revise your turn from this point.

Louis:
 Spoiler
You see Sparky in J10, holding a powerstone, which triggers your readied action.  As you can't reach any weapons with LoE to that square, however, it is wasted.

[User]
 Sparky - Round 3  (revised)

I stop in J10 and manifest off of the powerstone!

 Cold    Damage  - (3d6+3)[ 14 ]  Fort Halves DC12

Then I drop the stone and end my turn.

Stats:

 Spoiler
Location - J10
HP: 10/5
AC: 19 Touch 15 FF 15

Vigor - (2/10)
IA - (3/10)

PP - 9/9

[User]
 Alright, I admit defeat since even a successful save knocks me out. Quick check though. I wasn't sure about it, and just looked it up and I think passing through the corner of a square which blocks counts as blocked, so he shouldn't have LoS from J-10 (the only possible line is squeezed away by K-14 and L-24). I think this is my only chance to avoid instant death, so I will take it.

 reference

[User]
 Hrm, looks fine to me.  Were you perhaps checking from centre to centre as opposed to corner to any point?

 Sparky exploits the low weather tolerance of the ruling class for the victory.

[User] Woops, figured it out, my straight edge just wasn't quite straight enough.


[User]
 Here be the battlefield for our game. I'll let you go first, chess.

Deck:

 Spoiler
1) Memnite
2) Memnite
3) Memnite
4) Golem Foundry
5) Golem Foundry
6) Energy Chamber
7)  Energy Chamber
8) Energy Chamber
9) Energy Chamber
10) Chimeric Mass
11) Chimeric Mass
12) Elixir of Immortality
13) Elixir of Immortality
14) Everflowing Chalice
15) Everflowing Chalice
16) Everflowing Chalice
17) Everflowing Chalice
18) Throne of Geth
19) Throne of Geth
20) Orinthopter
21) Orinthopter
22) Orinthopter
23) Contagion Engine
24) Contagion Engine
25) Tezzeret the Seeker
26) Clock of Omens
27) Steel Overseer
28) Steel Overseer
29) Dross Scorpion
30) Dross Scorpion
31) Wurmcoil Engine
32) Wurmcoil Engine
33) Serrated Biskelion
34) Master of Etherium
35) Master of Etherium
36) Sharding Sphinx
37) Disperse
38) Disperse
39) Esperzoa
40) Pentavus
41) Triskelion
42) Argentum Armor
43) Argentum Armor
44) Override
45) Override
46) Rite of Replication
47) Magnetic Flux
48) Platinum Angel
49) Infused Arrows
50) Infused Arrows
51) Darksteel Citadel
52) Seat of the Synod
53) Seat of the Synod
54) Island
55) Island
56) Island
57) Island
58) Island
59) Island
60) Island
61) Island
62) Island
63) Island
64) Island
65) Island
66) Island
67) Island
68) Island
69) Island
70) Island
71) Island
72) Island
73) Island
74) Island
75) Island

Opening Hand:

 Spoiler
 Memnite
Infused Arrows
Triskelion
 Memnite
Argentum Armor
Argentum Armor
 Island
Disperse
Tezzeret the Seeker
Override
 Island

Remaining Deck:

 Spoiler
 1) Memnite
2) Memnite
 3) Memnite
4) Golem Foundry
5) Golem Foundry
6) Energy Chamber
7)  Energy Chamber
8) Energy Chamber
9) Energy Chamber
10) Chimeric Mass
11) Chimeric Mass
12) Elixir of Immortality
13) Elixir of Immortality
14) Everflowing Chalice
15) Everflowing Chalice
16) Everflowing Chalice
17) Everflowing Chalice
18) Throne of Geth
19) Throne of Geth
20) Orinthopter
21) Orinthopter
22) Orinthopter
23) Contagion Engine
24) Contagion Engine
 25) Tezzeret the Seeker
26) Clock of Omens
27) Steel Overseer
28) Steel Overseer
29) Dross Scorpion
30) Dross Scorpion
31) Wurmcoil Engine
32) Wurmcoil Engine
33) Serrated Biskelion
34) Master of Etherium
35) Master of Etherium
36) Sharding Sphinx
 37) Disperse
38) Disperse
39) Esperzoa
40) Pentavus
 41) Triskelion
 42) Argentum Armor
43) Argentum Armor
 44) Override
45) Override
46) Rite of Replication
47) Magnetic Flux
48) Platinum Angel
 49) Infused Arrows
50) Infused Arrows
51) Darksteel Citadel
52) Seat of the Synod
53) Seat of the Synod
54) Island
55) Island
56) Island
57) Island
58) Island
59) Island
60) Island
61) Island
62) Island
63) Island
64) Island
65) Island
66) Island
67) Island
68) Island
69) Island
70) Island
71) Island
72) Island
73) Island
 74) Island  75) Island

[User]
 Deck:
 Spoiler

1 Prismatic Omen
2 Prismatic Omen
3 Prismatic Omen
4 Prismatic Omen
 5 Fusion Elemental
6 Fusion Elemental
7 Horde of Notions
8 Maelstrom Archangel
 9 Nicol Bolas, Planeswalker
10 Progenitus
11 Fist of Suns
12 Fist of Suns
13 Coalition Victory
14 Coalition Victory
15 Maelstrom Nexus
16 Maelstrom Nexus
17 Sen Triplets
18 Sphinx of the Steel Wind
19 Wall of Denial
20 Wall of Denial
21 Wall of Denial
22 Wall of Denial
23 Keeper of Progenitus
24 Keeper of Progenitus
25 Keeper of Progenitus
26 Keeper of Progenitus
27 Harrow
28 Harrow
29 Harrow
30 Harrow
31 Shard Convergence
32 Shard Convergence
33 Privileged Position
34 Privileged Position
35 Sakura-Tribe Scout
36 Sakura-Tribe Scout
 37 Forest
38 Forest
39 Forest
40 Forest
41 Forest
 42 Forest
43 Forest
 44 Forest
45 Plains
46 Plains
47 Plains
48 Plains
49 Mountain
50 Mountain
51 Mountain
52 Mountain
53 Swamp
54 Swamp
55 Swamp
56 Swamp
57 Island
 58 Island
 59 Island
60 Island

Opening Rolls:
 Spoiler

 (1d60)[ 44 ]
 (1d60)[ 59 ]
 (1d60)[ 5 ]
 (1d60)[ 9 ]
 (1d60)[ 42 ]
 (1d60)[ 58 ]
 (1d60)[ 37 ]

Rerolls if needed:
 (1d60)[ 22 ]
 (1d60)[ 11 ]
 (1d60)[ 44 ]

Starting Hand:
 Spoiler

Forest
Forest
 Forest
Island
Island
Fusion Elemental
Nicol Bolas, Planeswalker

I play a forest and end my turn.

Lands: Forest

[User]
 Draw:  (1d68)[ 35 ]

Play Island. Play two Memnites.

Field:

 Spoiler
Lands:
Island

Other:

Creatures:
Memnite

Memnite

Pass.

[User]
 Memnites. Gonna get pinged to death.

Draw!:  (1d53)[ 22 ]
Deck:
 Spoiler

1 Prismatic Omen
2 Prismatic Omen
3 Prismatic Omen
4 Prismatic Omen
 5 Fusion Elemental
6 Fusion Elemental
7 Horde of Notions
8 Maelstrom Archangel
 9 Nicol Bolas, Planeswalker
10 Progenitus
11 Fist of Suns
12 Fist of Suns
13 Coalition Victory
14 Coalition Victory
15 Maelstrom Nexus
16 Maelstrom Nexus
17 Sen Triplets
18 Sphinx of the Steel Wind
19 Wall of Denial
20 Wall of Denial
21 Wall of Denial
22 Wall of Denial
23 Keeper of Progenitus
 24 Keeper of Progenitus
25 Keeper of Progenitus
26 Keeper of Progenitus
27 Harrow
28 Harrow
29 Harrow
30 Harrow
31 Shard Convergence
32 Shard Convergence
33 Privileged Position
34 Privileged Position
35 Sakura-Tribe Scout
36 Sakura-Tribe Scout
 37 Forest
38 Forest
39 Forest
40 Forest
41 Forest
 42 Forest
43 Forest
 44 Forest
45 Plains
46 Plains
47 Plains
48 Plains
49 Mountain
50 Mountain
51 Mountain
52 Mountain
53 Swamp
54 Swamp
55 Swamp
56 Swamp
57 Island
 58 Island
 59 Island
60 Island

Hand:

 Spoiler

Forest
Forest
Keeper of Progenitus
Island
Fusion Elemental
Nicol Bolas, Planeswalker

I play an island and end my turn.

Lands:
Forest
Island

[User]
 And that Island was my only land card in opening, so it'll take some time to ping you to death.

Draw:  (1d67)[ 23 ]

Attacking with both Mimnites for a total of  2 .

Field:

 Spoiler
Lands:
Island

Other:

Creatures:
Memnite (T)

Memnite (T)

Pass.

[User]
 Life: 20 ---> 18

Draw!:  (1d52)[ 27 ]

Deck:
 Spoiler

1 Prismatic Omen
2 Prismatic Omen
3 Prismatic Omen
4 Prismatic Omen
 5 Fusion Elemental
6 Fusion Elemental
7 Horde of Notions
8 Maelstrom Archangel
 9 Nicol Bolas, Planeswalker
10 Progenitus
11 Fist of Suns
12 Fist of Suns
13 Coalition Victory
14 Coalition Victory
15 Maelstrom Nexus
16 Maelstrom Nexus
17 Sen Triplets
18 Sphinx of the Steel Wind
19 Wall of Denial
20 Wall of Denial
21 Wall of Denial
22 Wall of Denial
23 Keeper of Progenitus
 24 Keeper of Progenitus
25 Keeper of Progenitus
26 Keeper of Progenitus
27 Harrow
28 Harrow
29 Harrow
 30 Harrow
31 Shard Convergence
32 Shard Convergence
33 Privileged Position
34 Privileged Position
35 Sakura-Tribe Scout
36 Sakura-Tribe Scout
 37 Forest
38 Forest
39 Forest
40 Forest
41 Forest
 42 Forest
43 Forest
 44 Forest
45 Plains
46 Plains
47 Plains
48 Plains
4 9 Mountain
50 Mountain
51 Mountain
52 Mountain
 53 Swamp
54 Swamp
55 Swamp
56 Swamp
57 Island
 58 Island
 59 Island
60 Island

Hand:
 Spoiler

Forest
Keeper of Progenitus
Island
Fusion Elemental
Nicol Bolas, Planeswalker

First, I'll play a forest. Then I will tap all of my mana, and sacrifice said forest to play Harrow, searching for a mountain and swamp.

Field:
Forest (Tapped)
Island (Tapped)
Mountain
Swamp

Graveyard:
Forest

Your turn.

[User]
 Untap.

Draw:  (1d66)[ 37 ]

Swing with both Memnites for  2 . Curse my luck having run low.

Field: No changes since last turn.

Pass.

[User]
 Life: 18 ---> 16
Draw!:  (1d49)[ 2 ]

Deck:
 Spoiler

1 Prismatic Omen
 2 Prismatic Omen
3 Prismatic Omen
4 Prismatic Omen
 5 Fusion Elemental
6 Fusion Elemental
7 Horde of Notions
8 Maelstrom Archangel
 9 Nicol Bolas, Planeswalker
10 Progenitus
11 Fist of Suns
12 Fist of Suns
13 Coalition Victory
14 Coalition Victory
15 Maelstrom Nexus
16 Maelstrom Nexus
17 Sen Triplets
18 Sphinx of the Steel Wind
19 Wall of Denial
20 Wall of Denial
21 Wall of Denial
22 Wall of Denial
23 Keeper of Progenitus
 24 Keeper of Progenitus
25 Keeper of Progenitus
26 Keeper of Progenitus
27 Harrow
28 Harrow
29 Harrow
 30 Harrow
31 Shard Convergence
32 Shard Convergence
33 Privileged Position
34 Privileged Position
35 Sakura-Tribe Scout
36 Sakura-Tribe Scout
 37 Forest
38 Forest
39 Forest
40 Forest
41 Forest
 42 Forest
43 Forest
 44 Forest
45 Plains
46 Plains
47 Plains
48 Plains
4 9 Mountain
50 Mountain
51 Mountain
52 Mountain
 53 Swamp
54 Swamp
55 Swamp
56 Swamp
57 Island
 58 Island
 59 Island
60 Island

Hand:

 Spoiler

Prismatic Omen
Island
Fusion Elemental
Nicol Bolas, Planeswalker

Turn:
I will play another Forest, and then tap everything except the forest I just played and summon  Keeper of Progenitus

Land: Forest x2
Swamp
Mountain
Island

Creatures:
 Keeper of Progenitus

Graveyard:
Forest
Harrow

Your move.

[User]
 Untap.

Draw:  (1d65)[ 59 ]

Play Island. Pass.

[User]
 Draw!!!!!
 (1d48)[ 47 ]

Deck:
 Spoiler

1 Prismatic Omen
 2 Prismatic Omen
3 Prismatic Omen
4 Prismatic Omen
 5 Fusion Elemental
6 Fusion Elemental
7 Horde of Notions
8 Maelstrom Archangel
 9 Nicol Bolas, Planeswalker
10 Progenitus
11 Fist of Suns
12 Fist of Suns
13 Coalition Victory
14 Coalition Victory
15 Maelstrom Nexus
16 Maelstrom Nexus
17 Sen Triplets
18 Sphinx of the Steel Wind
19 Wall of Denial
20 Wall of Denial
21 Wall of Denial
22 Wall of Denial
23 Keeper of Progenitus
 24 Keeper of Progenitus
25 Keeper of Progenitus
26 Keeper of Progenitus
27 Harrow
28 Harrow
29 Harrow
 30 Harrow
31 Shard Convergence
32 Shard Convergence
33 Privileged Position
34 Privileged Position
35 Sakura-Tribe Scout
36 Sakura-Tribe Scout
 37 Forest
38 Forest
39 Forest
40 Forest
41 Forest
 42 Forest
43 Forest
 44 Forest
45 Plains
46 Plains
47 Plains
48 Plains
4 9 Mountain
50 Mountain
51 Mountain
52 Mountain
 53 Swamp
54 Swamp
55 Swamp
56 Swamp
 57 Island
 58 Island
 59 Island
60 Island

Hand:

 Spoiler

Island
Fusion Elemental
Nicol Bolas, Planeswalker

Turn:
First I will play an Island.
Next, I will tap a forest, whose mana is doubled by my keeper to play  prismatic omen.

Since all my lands are effectively now Island Swamp Mountain Plains Forests, I can produce any color of mana I want with them, which is doubled by my keeper in turn.

Next, I will tap a forest, swamp, mountain, and island to produce the 8 mana I need to play  Nicol Bolas, Planeswalker .

Finally, I will use his +3 ability to destroy the island you just played.

Land: (all but 1 forest tapped)
Forest x2
Swamp
Mountain
Island x2

Creatures:
 Keeper of Progenitus

Other:
 Nicol Bolas, Planeswalker .

Your move.

[User]
 ...Fold.

Sorry, but I don't have a chance.

[User]
 *Looks at next draw*
 (1d47)[ 4 ]

Wow, I'd have dropped a pair of Fusion Elementals next turn. And eaten your last land. Good game.

[User]
 Originally Posted by chess435
 *Looks at next draw*
[roll0]

Wow, I'd have dropped a pair of Fusion Elementals next turn. And eaten your last land. Good game.

Good game. Let me get my own mana-ramp deck codified, and we can have another game.

Unfortunately, I'm AFC right now, so I can't replicate it  exactly 0 for this.


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

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

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

DM notes:
 Spoiler
 Sheet

[User] Ram looks around for anything useful or/and dangerous (taking 20 on search checks). After that he examines the door.

[User]
 It is a door. It's made of lead, about a foot thick as far as you can tell. It slides rather than being pulled or pushed, disappearing into the stone wall. The door features a shallow depression in one side as a "handle", though it appears impossible to brace anything against the depression in such a way as to block the door shut, as any pressure would cause the bracing object to simply slide out.

You find nothing bar a torch, and many walls. 4, in fact.

[User] I open the door and look outside.

[User] After taking this somehow loong look I prepare my weapon and to the square just outside the door, then look around.

[User] You see very little, the corridors are unlit. You do make out that there's a corridor south and east, and they are 5' wide.

[User] I light a torch look around once again and move 2 sq to the south, trying to find out how long is it and if there are any splits.

[User]
 To the east:

Splits North and south at 10', door north at 30'.

To the south:

splits east at 20', ends in a T at 30'.

[User]
 I go south, checking for traps at 20', turn east and look into corridor.

 Spoiler

Search  (1d20+8)[ 16 ]

[User] Turns north after 10'.

[User]
 OK, I go further south (searching for traps as I go) and take a look into corridors at T- split.

 Spoiler

 (1d20+8)[ 19 ]
 (1d20+8)[ 24 ]

[User]
 The corridor east turns north after 40'. Immediately before the turning, there's a door north, with a bullseye painted on the floor in front of it.

The corridor west turns south after 10'.

[User]
 After few seconds I decide to flip a coin

 Spoiler

 (1d2)[ 1 ]

and go east, until I reach the door. ( I look for traps in sqares adjacent to the door, and take 10 on search cheks)

if I don't find anything I open the door and look inside.

[User] What do you do about the bullseye taking up the entire square outside the door?

[User] I take 20 on trapfinding for bullseye and adjacent sqares. if I find nothing I try to poke the it with a pole. if still nothing happens I just step on it.

[User]
 As you poke it,  (d1000)[ 979 ]  gp rains from the ceiling.

....Just kidding.

It does nothing you can tell, though you think you might have been just about able to hear a noise of some sort...a very long way away.

[User] Still daydreaming about mysterious rain of gold I decide that I need more time to think about strange door and bullseye. As I don't want to waste time only for thinking I go west and look into the corridor going south.

[User]
 10' south before turning east.

It goes on far far further than you can see, with no features to the limit of your vision.

[User] OK, I go back to T-split, then north till the split east and turn there going 10' in, then take a look into the coridor going north.

[User] It goes 40' north before turning east. It meets the corridor east from the starting room at 20'. There's a door east at 5'.

[User] I take 20 on trapfinding near the door. If I don't find anything I open the door and look inside.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 17 ]

[User]
 Spoiler

Initiative
 (1d20+5)[ 7 ]

[User]
 The caster moves forward and color sprays you. Make a will save.

The animal vanishes from sight.

[User]
 I use  Moment of perfect mind

 Spoiler

 (1d20+9)[ 28 ]

How close did the caster move? Can I charge at him?
And how big was the animal?

[User] he's 15' away, yes you can, medium.

[User]
 I charge at him and attack.

 Spoiler

Attack
 (1d20+6)[ 25 ]
for
 (2d4+5)[ 11 ]  +  (1d6)[ 2 ]  +  (1d8)[ 4 ]

[User]
 Spoiler

Crit confirm
 (1d20+6)[ 12 ]
for
 (2d4+5)[ 10 ]

[User] 150XP, longsword, chain shirt. Wow. Nice.

[User] Ok, I look around the room, if I don't find anything I take the chainshirt and longsword from the body (and finish the caster if he is still alive) and go to E-3. Than check the door for traps (take 20), open them and look outside.

[User] There's a torch attached to the wall, and a piece of paper that appears to have been discarded.

[User]
 I poke it with a pole 😁

If nothing explodes I continue doing this:

 Originally Posted by Lexin
 Ok, I look around the room, if I don't find anything I take the chainshirt and longsword from the body (and finish the caster if he is still alive) and go to E-3. Than check the door for traps (take 20), open them and look outside.

[User] To the north, the corridor goes 10' and turns east. To the south it goes 10' and turns west.

[User] I step outside and go 10' north, then look east.

[User] There's a door south just before the corridor turns north. At the end, there's a notecard on the wall.

[User] I check the door and the surrounding of the note for traps (take 20) and check the note.

[User]
 The note says 'burn me for help in times of trouble'

No traps to be found.

[User]
 Hi Lexin,

I'll be DMing for you for at least hte remainder of first floor.  Also, bump!

[User]
 Spoiler

Hi, nice to meet you.
I won't post a lot in the nearest future, cause of exam session, but will try to do my best.

I take the note. And got a little confused:

 Originally Posted by term1nally s1ck
 There's a door south just before the corridor turns north.  At the end , there's a notecard on the wall.

Does 'At the end' means north, or further east? And how far is that?

[User] I see why you're confused.  The notecard is on the far East end of a wall separating two different passages.  Let's just instead say that the notecard is on a 5' long section of wall just South of the 4-way intersection.

[User] Hmm.  Bump?

[User] Ok, I open the door and cautiously look inside.

[User]
 Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is an orc in the middle of the room, twirling a wickedly serrated spear between its hands as it performs what you assume to be combat maneuvers. Beneath its simple uniform, you make out the pattern and distinctive rustle of chainmail.

The orc pauses mid-swing as it notices you, adjusting its stance to one of calm readiness.
Initiative: (1d20+2)[ 17 ]

[User]
 Spoiler

Initiative: (1d20+5)[ 22 ]

edit:
Can I charge at him?

[User] Yes.  You're past a doorway North of B1.  Charging would place you at C2.

[User]
 Ok, so I charge at him and attack

 Spoiler

Attack
 (1d20+4)[ 14 ]
for
 (2d4+5)[ 9 ]  +  (1d8)[ 4 ]  +  (1d6)[ 3 ]

[User]
 Had you not missed, that would've been very impressive.

 STEELY STRIKE!
 (1d20+9)[ 1 ](10)  for  (2d6+6)[ 14 ]

Confirm 19-20:  (1d20+9)[ 18 ]  for  (2d6+6)[ 12 ]  extra.

 Edit: slapfest.

[User]
 Ok, next try:

Attack:  (1d20+4)[ 18 ]
for:  (2d4+5)[ 9 ]  +  (1d6)[ 6 ]

In theory I can also use Slam as secondary attack:

Attack:  (1d20-1)[ 16 ]
for:  (1d4+2)[ 3 ]

[User]
 Both miss.

 STONE BONES!
 (1d20+5)[ 6 ](11)  for  (2d6+6)[ 13 ]
Confirm 19-20:  (1d20+5)[ 10 ]  for  (2d6+6)[ 9 ]

[User]
 Ok, I thought that after using Steely strike you get penalty to AC, not that enemies get bonuses.

If you consider that, last round it was +4 to both attacks (so 22 and 20)
and slam only for 2 dmg (had mistake in sheet)

If not:

Attack  (1d20+4)[ 11 ]
for  (2d4+5)[ 12 ]  +  (1d6)[ 6 ]

Secondary attack:
Attack  (1d20+4)[ 12 ]
for  (1d4+1)[ 3 ]

[User]
 I'm pretty sure the AC penalty from Steely Strike only applies to opponents other than the one you attack.

You miss.

 STANDARD ATTACK!
 (1d20+5)[ 8 ](13)  for  (2d6+6)[ 9 ]
Confirm 19-20:  (1d20+5)[ 6 ]  for  (2d6+6)[ 16 ]

[User]
 Ok then,

Steely strike,

Attack:  (1d20+8)[ 25 ]
for:  (2d4+4)[ 11 ] + (1d6)[ 5 ]

[User]
 Gish.

150xp, chain shirt, ripper, goggles, three javelins

More Loot:
 Spoiler
 (d%)[ 27 ]
Coin (as needed):   (d3)[ 3 ]  |   (3d6)[ 8 ] x100sp  |  (4d4)[ 6 ]  |  (2d8)[ 10 ]  |  (2d4)[ 6 ]  |  (1d6)[ 1 ]  |  (d12)[ 7 ]
Goods (as needed):  (4d4)[ 9 ] gp doilie with "To Stabsy, Love Ma" stitched in pink letters  |  (2d4)[ 3 ]
Items (as needed): (d%)[ 88 ]  Wand of shield (10 charges)* |  (d%)[ 40 ]

*The wand's properties are not yet known to your character.

[User] I take the loot... except the doilie, then recover maneuvers, and look around the room.

[User] Not much of interest.  There is the door you entered just North of B1, plus another door South of B5.  How thorough is your search?

[User]
 Lets say I take 20 to search for traps near the B5 door, if I don't find anything then look for any hidden entrances etc. take 20 near walls, 10 elsewhere.

If I still find nothing I open the B5 door and look outside.

[User] After quite some time, you finally manage to find a secret door on the East wall at E2.

[User] I try to open the secret door.

[User] It opens without much effort.  The passage beyond goes 10' East, then turns South.

[User] I go to the turn and look south

[User] Leewei seems to be DMing this. If that is not the case please send me a PM.

[User] I guess, nobody DMs this game, now...


[User]
 Arena Tournament, Round 105:  Yeehaw  vs.  Ka-ugh Pantsless v2
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Yeehaw  - Graviolis
 Ka-ugh Pantsless v2  - Sanity702

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

[User]
 init
 (1d20-4)[ 9 ]

still considering purchases and the best of luck... haha irony fighting your friends here in the arena.

[User] Ka-ugh takes the taco!


[User]
 Right so we can use this to play then 😁

Odd i start even you start?

 (1d2)[ 2 ]

[User]
 Rigth well that failed a bit... trying to reroll

 (1d100)[ 75 ]

[User]
 you start
 thecakeisalie

[User] Okay (hold on i'll need to get a chess board)

[User]
 E2 to E4
 thecakeisnotalie

[User]
 h7 to h5

 thecakeisalie

[User]
 (Are we meant to be saying the piece name?)

Pawn, D2 to D4

[User]
 sure.

Knight, G8 to F6

[User] Knight, B1 to D2

[User] pawn, H5 to H4

[User] pawn, h2 to h3

[User] Knight, F6 to H5

[User] Queen, D1 to F3

[User] Knight, H5 to F6 EDIT: sorry, messed up

[User] pawn E4 to E5 (no worries 🙂)

[User] knight F6 to D5

[User] bishop, f1 to c4

[User] Pawn, E7 to E6

[User] Knight, D2 to E4

[User] Knight, D5 to B6

[User] bishop, C4 to B3

[User] knight, B8 to C6

[User] knight, E4 to G5

[User] Knight C6 to D4, capturing the pawn.

[User] Queen, F3 to F7, capturing the pawn. I believe this is checkmate

[User] Dang it! okay, you win. Good game 🙂

[User] Yeah, it was fun 🙂


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

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

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

DM Notes:
 Spoiler
 Sheet

[User]
 I place the ladder on the floor (A2-A3) and move to C4, checking the door for traps. If I find any I will try to disable it.

I will then draw my handcrossbow and load it before opening the door.

 Spoiler
search:  (1d20+7)[ 15 ]
disable device:  (1d20+5)[ 22 ]
spot:  (1d20+6)[ 24 ]  to see what is behind door #1

[User]
 The door grinds into the wall as you push it, making a loud racket. It must have been rusty.

Outside the doorway is hallway going to the east and south. Even with the terrible low level of light, your eyes make out that both passages go at least 20', at which point your sight fails you.

5' down the east passage, it branches north and south.

[User]
 I move the ladder out into the passage, grab the torch (offhand).

I slowly move down the east passage, checking for traps all the way.

 Spoiler
search  (1d20+7)[ 27 ]

[User] Kindly detail how you go about your searching.

[User] Do you want a roll for every square I search? Or is one roll for going down the passage enough?

[User] You will need more search checks. Your method of searching may also change the results.

[User]
 Now that I am in the hallway, what do I see?

My search is manual, using the search skill.

[User]
 Now that the torch is in the hallway, granting it’s much needed light. With the increased illumination you can see that east passage extends a full 80' before turning south. 55' down the passage it branches north and south. There is a pair of doors in the passage, one on the north side at 30' and another at the very end.

The south passage, being illuminated as well, appears to branch to the east after 15', and then splitting east and west 10' after that.

(So your method of choice is eye sight, alright. Do you still wish to go east? Roll out 10 searches)

[User]
 I move east to the door.

30 feet. 6 search rolls.

 (1d20+7)[ 21 ]   (1d20+7)[ 12 ]   (1d20+7)[ 17 ]   (1d20+7)[ 23 ]   (1d20+7)[ 8 ]   (1d20+7)[ 10 ]

[User]
 10' past the first set of branches, the floor under your feet crumbles away.

(Ref save DC 15, or take  (2d6)[ 8 ]  damage)

[User]
 Reflex save:  (1d20+5)[ 17 ]
Tumble:  (1d20+4)[ 21 ]  (DC 15 to treat fall as 10' shorter)

I am lost now. Going east, there is a door at 30'. Then a N/S branch at 55'. If I only moved 30' to the door, how do I get 10' past the branches?

And the door at the far end of the east corridor, is it to the N or E?

[User]
 You gracefully jump away from the newly formed hole, doing a little tumbling for effect. The hole looks to be 5'x5' around and 20' deep, with what appears to be an unsanitary substance in the bottom.

 Originally Posted by Sohala
 5' down the east passage, it branches north and south.

East.

[User]
 I go back to fetch the ladder, placing it over the pit trap (against the south wall) to extend over both sides of the hole.

By my calculations the pit trap is just before the first door to the north? That right?
(Not right in front, so if I stand in front of the door I will be just to the other side of the hole)

[User] There is a 5' space between the two.

[User]
 I cross the hole using the ladder (balance:  (1d20+5)[ 19 ]  if needed) and inspect the rest of the hallway to the door, as well as the door, looking for traps. For now I leave the ladder over the hole.

search:  (1d20+7)[ 22 ]   (1d20+7)[ 21 ]   (1d20+7)[ 25 ]

[User] Your search appears in vain as you find nothing of the sort.

[User]
 I put the torch down right at the door, then cast longstrider on myself. I then open the door and take a step back - xbow ready and loaded.

spot  (1d20+6)[ 23 ]

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
Near the center of the room, a horribly ugly creature with dingy blue scales marred here and there by large, pinkish-white sections of scar tissue stands at the ready, tongues of blue fire licking fanglike white teeth. The creature appears to be wearing chainmail beneath the remnants of an outfit that is almost entirely burned away, with only a few charred remnants remaining.
Initiative:  (1d20+1)[ 20 ]

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

[User]
 The creature perks up, and in draconic said but one work, "Meat." With that it let forth a large gout of flame.

 (1d6)[ 2 ]  fire damage, halved, and then ref save DC 15 to halve that, minimum 1. If you taking any damage you are entangled for  (1d4)[ 3 ]  rounds.)

[User]
 What is entangling me?
So it is 1/2 speed, -4 dex, -2 attack?

[User]
 The very fire itself clings to you!

Entangled:

 Spoiler
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force (in this you are not tethered). An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

[User]
 (not that it will change anything...) Reflex :  (1d20+5)[ 7 ]

I fire my crossbow at the creature

 (1d20-1)[ 4 ]  damage  (1d4)[ 2 ]
crit  (1d20-1)[ 5 ]   (1d4)[ 4 ]

[User]
 The creature stalks forward, a murderous gleam in its eyes. It stops at A4 before releasing another blast at you. The flames clinging to you restrict your movement, sheering your flesh as you attempt to avoid the incoming attack.

(Damage from entangle effect,  (1d6)[ 1 ] .
Damage from another breath attack,  (1d6)[ 5 ] , just the DC 15 reflex this time.)

[User]
 Reflex:  (1d20+5)[ 18 ]

I fire off another bolt  (1d20-1)[ 15 ]  damage  (1d4)[ 4 ]
crit  (1d20-1)[ 2 ]  damage  (1d4)[ 2 ]

and then take a 5' step to the west.

[User]
 The bolt bounces off the creature's scales, and it pays not a moment's notice to the projectile.

As you retreat you can hear a growl of annoyance. Seconds later the creature joins you in the hallway, and then quickly engulfs it in flames.

(Damage from entangle effect,  (1d6)[ 2 ] .
Damage from another breath attack,  (1d6)[ 6 ] , DC 15 reflex.)

I fear that may be enough, even with a successful save, to fell you.

[User] Finally. The level of cheese required to play this is just not fun to play.

[User]
 If by cheese you mean optimization, then I agree, it does require a bit. How else would it be an optimization challenge?

On the other hand, if by cheese you mean tricks that would never be allowed in a real game, I would whole heartily disagree.

In either case, will you be continuing or not; so that I know if I should start another in your place?

[User] Feel free to start another.


[User]
 It is a cold, dreary Calibration night. But for some, it is a nightmare.

"Once, there was a little god…" 🤨

Someone is talking in the distance. Everything's so dark.

"….who had a little staff and crown." 😏

There! A light! Depending on your point of view, you either reach there in a instant or several eternities. It's really hard to tell. The iron rod that is stuck firmly into the… firmament of the ground It has a bulb of glass on the top, which glows softly.

"He would prance around, coming and going as he pleased." 😁

You can feel yourself breathe. You can feel the coldness of the air. How is this possible? Are you dreaming? Are you mad?

"But one day, he came to where he was meant to be." 😦

You look into the distance, but there is nothing. The crying has stopped. And then you are startled by four strangers suddenly start… well, existing. You don't recognize any of them.

You hear a great, horrible, scream of agony.

"But he did not come alone." 😳

The veil of darkness retreats, and you can see the brightness of the stars and moon. The planets glow, undimmed by the sky. The ground you stand on is a thin, opaque metal that glows softly.

" 'Who am I?' he asked. They did not reply. ☹
So, he laughed and chased them around the night. 😉
'There's always another day.' he said." 😩


[User]
 The region of Kanto had been through many ups and downs through out it's history.  now it was faced with one of those times.  For some odd reason the countries leading Rangers and pokemon Reasearchers had been vanishing with no explanation.  A new Champion also controls the Indigo Plateau which now casts dark shadows from it's place at the end of Victory Road.

You have arrived in Viridian City, all drawn by these strange events to attempt to figure out what is going on.

[User]
 "Come on Burnard, we need to find out where Casio is."  Rick said to his faithful companion Burnard.
 "He said he'd meet us at the PokeCenter by noon but it's two and he's nowhere near here.  All that mind reading has left him crazy I think.  As Rick said this he made the crazy sign while looking at Burnard.  Burnard gave a short bark which Rick had learned to be a laugh over the years.  Although Burnard could not speak Human, he could understand the gist of what Rick said as long as he kept it to simple words.
 "Come on, where is he!"  Rick was extremely impatient because he needed to get into Viridian Forest soon.  He had heard rumors about rare Pokemon in there and he wanted to check it out before somebody else caught it.
Burnard just layed down on the ground and started to take a nap.

[User]
 Terra walks into the city Mizumi, and Daisy in toe, and precious little in way of supplies.
she looks down at her friend and says;  So Mizu, Daisy, you think we should check out the gym first(though rumor is that it is empty right now), or check out the forest(which i hear is amazing) First?
they both run around her in circles indicating there excitement.
  Alright then. The forest it is.

[User]
 Originally Posted by Arcran
  "Come on Burnard, we need to find out where Casio is."  Rick said to his faithful companion Burnard.
 "He said he'd meet us at the PokeCenter by noon but it's two and he's nowhere near here.  All that mind reading has left him crazy I think.  As Rick said this he made the crazy sign while looking at Burnard.  Burnard gave a short bark which Rick had learned to be a laugh over the years.  Although Burnard could not speak Human, he could understand the gist of what Rick said as long as he kept it to simple words.
 "Come on, where is he!"  Rick was extremely impatient because he needed to get into Viridian Forest soon.  He had heard rumors about rare Pokemon in there and he wanted to check it out before somebody else caught it.
Burnard just layed down on the ground and started to take a nap.

 "Here I am."  Casio announces, one gloved hand waving expressively.  "My apologies for my tardiness, but I was belayed helping a new trainer with an injured pokemon. It was one of those odd crab-like water-types, so I needed to take my time to make sure I didn't make a mistake."
 "Are you ready to go?"

[User] "No problem Casio.  Are we heading north to the Forest?"  Rick inquired as he picked his pack and his bow from the ground.

[User]
 Originally Posted by Arcran
  "No problem Casio.  Are we heading north to the Forest?"  Rick inquired as he picked his pack and his bow from the ground.

 "Of course. Lead the way."

[User] Rick and Casio both head towards Viridian Forest.  When they get close Rick gives a quick whistle to call Burnard close and put a hand on his styler.

[User] as they head to the forest Terra sees her old friend Casio and decides to see how hard it is to sneak up on a psychic,

[User]
 Spoiler
Terra should roll a stealth check.  Do d20+Dex modifier.
Perception Check: (1d20-1)[ 9 ]

[User]
 she crawls through the grass, Mizumi close by trying to be silent

 Spoiler
stealth check[roll]1d20+1[/roll]

[User]
 Spoiler
You didn't do the code.  It's (roll)1d20+1(/roll) except with the swuare brackets.

[User]
 Spoiler
stealth check (1d20+1)[ 17 ]

[User]
 OOC: without a perception check vs Cassio I'm gonna have the character indeed stealthed

Rolls

 Spoiler
 (1d100)[ 20 ]
 (1d100)[ 71 ]

As you move into the forest you have a slight feeling of being followed.  However you don't have to long wait for any action, a screech comes from above as a group of Spearow dive down towards you

3x Spearow

[User]
 As a walking Encyclopedia I know that they are Spearow.
I use Frantic Research
 Spoiler
 (1d20+5)[ 19 ]

 Mizumi, tackle attack!

 Spoiler

 (2d10)[ 10 ]

[User]
 sorry forgot to check accuracy

 Spoiler
 (1d20)[ 12 ]

[User]
 Mizumi impacts one of the Spearow as it and the others reascend  gazing down at the group

(Check passed)

[User]
 Originally Posted by Tsumeken
 OOC: without a perception check vs Cassio I'm gonna have the character indeed stealthed

Rolls

 Spoiler
[roll0]
[roll1]

As you move into the forest you have a slight feeling of being followed.  However you don't have to long wait for any action, a screech comes from above as a group of Spearow dive down towards you

3x Spearow

If I can see this, I throw out Ozy's pokeball. I order a psywave attack, and use telekenisis to throw stones at the spearows.

[User]
 Rick sprang into action as soon as he saw the Spearow sending his styler at the Spearow on the left.

 Spoiler
Restrain Roll (1d100-10)[ 37 ]

 "Burnard, use an Ember on the center one!"

 Spoiler
AC ROLL:  (1d20)[ 11 ]  AC=2+Spearows modifiers, Burn 18-20
Damage: (2d10+5)[ 15 ] -Spearow's SpD.
STAB: (1d6)[ 2 ]

[User]
 Spoiler
so sorry i also forgot STAB and attack mod
 (2d4)[ 6 ] +8 atk +10 dmg
24 ^_^

[User]
 I trow a pokeball at the spearow Mizumi attacked
 (1d100)[ 84 ]

[User]
 ((Sorry about my lack of postage ppls, I have a wisdom tooth coming in and it has kept me in a state of stupor for a few days.  Anyways back to the battle))

The pokeball flies and hits the spearow as it entraps it in mid flight, the ball fall to the ground a few times before finally blinking gray.

As teh ember hits the Spearow it flaps it's wings hard to try and exstinguish the flames from itself.

[User]
 Spoiler
Did I restrain the other one?

 "Burnars hit it with another Ember!

 Spoiler
AC: (1d20)[ 5 ]  AC 2, Burn 18-20
Damage:  (2d10+5)[ 15 ]
STAB:  (1d6)[ 1 ]

 Spoiler
If I restrained the Spearow:
 "Spearow, fly to that tree and wait!" . Rick then attempts to restrain the Spearow Burnard attacked if not KO'd:
Restrain Rolk: (1d100-10)[ 37 ]
If not, Rick attempts to restrain it again:
Restrain Roll:  (1d100-10)[ 12 ]

[User]
 Arcan

 Spoiler
 Restrain worked.

The spearow dives at Burnard after being hit with the first ember.

 Spoiler

 (1d20)[ 1 ]  AC 2 peck
 (2d10+5)[ 13 ]  - Def
 (1d4)[ 3 ]

It misses as Burnard's second ember puts it down easily.  it falls to the ground unconcious.

[User]
 "Damn right!"   Rick said as he watched the last one fall.  Rick then ordered his restrained Spearow over and scanned it with his dex.
Looking at the felled Spearow Rick says, "Anything either of you guys can do for that one?"

[User] I got mine.  She said, scanning the poke-ball with a blank expression.

[User] "I took two."  Rick said as he pocketed his Pokedex.  He then ordered the Spearow to fly away, then released it.

[User] "Is that the excitement over? Let's carry on then."

[User] Alright then

[User] "Lets get out of this forest."  Rick starts moving North, out of the forest.

[User] What?! We have not even Seen any bugs yet!

[User]
 Originally Posted by ReivaxTL
  What?! We have not even Seen any bugs yet!

 "If you wish to stay we could for a little longer."

[User] Moving north before clearing the forest you come to before a large rock looking like structure, it is colored a dull brown and yellow and the vegetation around it seems dead.  From this side it appears to be a large dis-colored rock

[User]
 Rick eyes the structure warily.
 "What the hell..."  he mumbled under his breath.  Rick put his styler in his hand, ready to release at a moments notice and called Burnard over to his side.

[User] Fastening...  She said taking a closer look.

[User] As Cassio neared the object a slight humming/buzzing was heard coming from it, now close enough she could Identify the thing as a giant beehive.

[User] Oh my...  She backs up quickly

[User] Alright!  Rick whispers under his breath.  With a quick gesture he sent Burnard to circle around the hive.

[User] Mizu, be ready for trouble but do not jump to conclusions. Daisy use growth!


[User]
 (Please continue here)

{table]  Omeganaut  |   Kyras Proculus   | Sorcerer | Half-elf|25/25
 Bhaakon  |   Carmine the Caustic   | Bard (Arcane Duelist) | Human|27/27
 Kensen  |   István   | Cavalier | Human|39/39
 Souhiro  |   Nervus   | monk | human |4/39
 ClothedinVelvet | Engelier |paladin|human|11/32 -3 WIS[/table]

Initiative:
 Spoiler
Kyras: [roll]1d20+1[/roll]
Carmine [roll]1d20+2[/roll]
Istavan [roll]1d20+4[/roll]
Nervus [roll]1d20+8[/roll]
Engelier [roll]1d20+0[/roll]

Sense motive:
 Spoiler
Kyras: [roll]1d20+0[/roll]
Carmine [roll]1d20+6[/roll]
Istavan [roll]1d20+7[/roll]
Nervus [roll]1d20+3[/roll]
Engelier [roll]1d20+4[/roll]

Perception:
 Spoiler
Kyras: [roll]1d20+2[/roll]
Carmine [roll]1d20+2[/roll]
Istavan [roll]1d20+4[/roll]
Nervus [roll]1d20+8[/roll]
Engelier [roll]1d20+0[/roll]

Loot:
 Spoiler
wand - lesser restoration 8/50
1 scroll bless
3 scroll unidentified
 Spoiler
1st DC 16
 Spoiler
 sanctify corpse

3rd DC 18
 Spoiler
 esist energy

4th DC 20
 Spoiler
 magic circle against evil

[User]
 Yeeeah!

Ok, Nervus advances to 12.04, since he don't want to leave Engellier alone. If he has some time, he'll click his boots and grow (I paid for that enlarging Boots!)

[User] István and Ember take a move action towards the orcs and ready an action to attack if they come close enough.

[User]
 As you advance, the tips of black lances drop and the defenders rumble forward, staying in tight formation. Two lances pierce the towering Nervus, wounding him grievously.

 Spoiler
35 damage, piercing

One deflects off Engelier's armor, but he takes the full force of the second, leaving him gasping for breath.

 Spoiler
21 damage, piercing

A crossbow bolt flies wide, its intended target impossible to even determine. The last orc, who you can now see wears a savagely carved mask, points to Engelier. The paladin feels himself tire, eyes growing heavy.

 Spoiler
Will Save 16 or fall asleep 4 rounds, Don't forget to roll for falling from the saddle (25% chance of falling from a military saddle).

Map:
 Spoiler

[User]
 Engelier's eyelids begin to flutter before he shakes his head violently and snarls. He quickly brings a hand to his chest, the pulsing energy almost visible. Raising Alastor above his head, he swings with all his might.

 Spoiler

Lay on Hands:  (3d6)[ 1 ][ 5 ][ 5 ](11)
Power Attack Cleave, targeting O1 --> O2
Attack 1:  (d20+6)[ 5 ](11)  (7 + 1 performance - 2 power attack)
Damage 1:  (2d6+11)[ 1 ][ 6 ](18)  (4 + 1 performance + 6 power attack)
Attack 2:  (d20+6)[ 6 ](12)  (7 + 1 performance - 2 power attack)
Damage 2:  (2d6+11)[ 1 ][ 6 ](18)  (4 + 1 performance + 6 power attack)

[User]
 As Carmine moves up behind the emat shields, his normal mocking intensifies into a brutal tirade questioning the paternity, maternity, and species identification of his opponents in language most abusive. And then he gets mean.

 Spoiler

move to 14.05/15.06, continue performance, cast  blistering invective  (I believe the 30ft radius should encompass orcs 1-4).

intimidate check:  (1d20+12)[ 26 ]
damage:  (1d10)[ 1 ]

[User]
 Nervus thinks about fleeing and heal his wounds... but if he does, then Engellier will be surrounded.
This is what soldiers do: They fight. For their cause, whatever it is. And if they have to spill their own blood, then they will do. He utters some words of courage to himself.

 " The Last Wall WILL ENDURE FOREVER!! "

 Spoiler
5ft. Step, to 11.7
Flurry of Blows. Pride-powered.
He'll attack Orc2 with his first 2 attacks (or one, if he manages to drop him with just one) and reserves the third for O3
The second and third attacks will be Stunning Fists. (Or feet, or elbows... since Nervus tends to keep his spear in hands)

 (1d20+10)[ 16 ](26) 9CMB + 1 per Bard  (I don't know what modifiers ahve for being Large)
Damage:  (2d6)[ 6 ]  +  (1d6)[ 4 ]  Fire Damage + 7 STR + 1 per Bard

 (1d20+10)[ 19 ](29) 9CMB + 1 per Bard  (I don't know what modifiers ahve for being Large)
Damage:  (2d6)[ 9 ]  +  (1d6)[ 2 ]  Fire Damage + 7 STR + 1 per Bard

 (1d20+10)[ 10 ](20) 9CMB + 1 per Bard  (I don't know what modifiers ahve for being Large)
Damage:  (2d6)[ 9 ]  +  (1d6)[ 5 ]  Fire Damage + 7 STR + 1 per Bard

(Critical confirm)
 (1d20+10)[ 9 ](19) 9CMB + 1 per Bard  (I don't know what modifiers ahve for being Large)
Damage:  (2d6)[ 9 ]  +  (1d6)[ 4 ]  Fire Damage + 7 STR + 1 per Bard  (This last

He'll try to score any AoO if he can...


[User]
 A new day dawns over the city of Ba Sing Se, the great wall casting a shadow over much of the outer ring. The morning light reveals a great gathering of people, the likes of which have not been seen for some time. Earth Kingdom banners fly over existing barracks, large numbers of earthbenders preparing for their morning exercises in various courtyards. Nearby, red Pavillion tents of varying size are flying the colours of the Fire Nation. A little further afield stand smaller, hide tents hung with various furs. The Hunters and Warriors of the Water Tribes mill around outside them. And, to complete the spectacle, several of the enigmatic Air Nomads can be seen wandering amongst the various peoples, called to Ba Sing Se by the Avatar's request for aid.

Though Chin the Great was slain by Kyoshi, the threat of his armies still lingers. These forces have gathered to help quell the fires of civil war, before they consume the world.

The Avatar's representatives, a newly formed organisation intended to maintain peace, are hand picking warriors and benders from all four nations to attend a special meeting in the inner circle of Ba Sing Se. Speculation is rife as to what Kyoshi wishes these chosen few to do. Some believe they are being chosen to join the peace keeping force, others that they are being sent out of the city to act as scouts. Darker rumours even suggest that Kyoshi is weeding out traitors and spies within the ranks of the allied forces. All you know is that you have received a letter inviting you to the inner circle, requesting your presence there by mid-day today.

[User]
 Today was truly blessed: the sun was shinning, birdfrogs chirping, children laughing and Takeshi had a hangover. True he should have known not to get into a drinking contest with an earthbender, luckily he didn't bet any money on it... Light ripped through his tent flap and assaulted his fragile eyes and wreaking havoc with his developing headache. Blurry eyed and cotton mouthed he focuses on the cause of his most recent troubles and quickly realizes it is his staff sergeant who is most likely hunting him down for shirking his morning duties. Scrambling madly out of bed he falls onto the floor heavily, landing on his back. Panicking he quickly stands and salutes his superior in a less than perfect fashion. The awkward silence between the two men was nerve racking and it took several moments for Takeshi to realise the Sergeant was staring down toward his legs. Takeshi quickly looked down in and gaped in horror   My PANTS! Where did they go?! Who would do such a thing, wait who drew on my legs? Barbara, huh? Was that the cute bar wench or the hideous dancer? Oh crap, the Sergeant is still looking at me!  .

Swallowing his fear Takeshi open his mouth and croaked " Good morning sir, I thought today was part of my leave? Is there something I can help you with? " at this point he was sweating bullets but all that his superior did was shake his head, hand over a letter and told him to get some pants from the quartermaster. Confused Takeshi broke the seal on the letter and skimmed over it quickly. He was to appear before the Avatar at midday today   Wait what time is it again?   he poked his head out of his tent and looked up to the sky. The sun was almost at its apex and here he was standing almost naked like a fool. Almost shrieking with terror Takeshi stormed out from his tent and randomly grabbed a pair of pants hanging on a clothes line. Not wasting anytime putting on his stolen pair of pants, because you know that would have made sense, he attempted to run/ jump into the pants causing him to almost fly head first into the ground. It was very fortunate that a vendor was just in the right spot so Takeshi could know him and his cart of cabbages over and regain his balance. With his pants  successfully on, backwards, and the vendor screaming about his cabbages Takeshi sprinted full out towards the palace.

After the mile long dash, evasive dodging, tea stealing, cute girl flirting and father evading, Takeshi somehow made it to the front gates. Panting and looking like a drowned hog monkey, he approached the guardsmen with his invitation clutched in his hand while wrapping his other arm around one of the guards " Whooo, that was wild, so could you let me through here? I have a date with the Avatar, cuz I am a pretty big deal if I do say so myself! "


[User]
 It was late morning, a chilly first day of spring as the sun swims up through the clear sky above Mohora. Tyler palmed the few copper coins he earned from his latest sale of fox fur as he remembered something Larrus told him a few days ago.

Every year, on the first day of spring, a ranger with a specific specialty comes to Mohora. The man is known to be a skilled trapsmaker and perhaps Tyler could benefit from looking for him. It's rumored that he is so swift and silent that while nobody sees him the day before spring comes, his stand is there in the morning.

Of course, perhaps Tyler doesn't feel like seeking for him. He could go hunting, or looking around for some work, or listening to rumors... Tyler has the whole day to decide!

What do you do?

[User]
 Thinking back on what Larrus had metioned, Tyler mulled his options over. Spring was a good time for hunting, there were much younger animals with brighter furs about, there were eggs for the stealing and most importantly, the animals were a lot less mobile as they had to look after their young.

On the other hand, the young hunter had enough coins gathered together to last him a while without hunting.. And it being spring, there was little chance of him not finding game even if he waited later into the month. Anyways, it was like Larrus had said.. This guy wasn't easy to find, and it did not sound as i he popped up that often.

His mind set, Tyler headed out with his gear gathered together to the stables, getting Bruno, and headed towards where the raw food and hunting goods salesmen were, it was the most likely place to find this trap maker, after all.

[User]
 Most of the stands appear to have some common meat or low quality furs, some have snares or arrows, but nothing really catches your eye until you reach halfway through the stands.

A man sits by the stand, wearing high quality leather armor and a bow strapped around his back. A young woman stands by, showing a wide selection of high quality furs, some rare meats, preserved in salt and a bunch of traps.


[User] We'll use this space for rolls and to keep the IC posts mostly story and action with minimal clutter.

[User]
 Giant has a spoiler function, so we can stuff rolls into the IC posts as well without mucking things up. Simply post the roll in the spoiler. If you edit the post at any point thereafter, don't touch anything inside your roll tags or it'll void the result. That method usually makes it clearer what roll is corresponding to what action.

Ultimately up to you Herr GM, but we do have that option if you'd like us to use it.

It's also common practice to drop char sheets and physical descriptions as one's initial posts OOC, so I;ll get around to editing those in shortly.


[User]
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