[User] Awakened in the night, hushed whispers not to talk, are all you remember of this morning. You both briefly saw your parents, with tear-stained kerchiefs, watching you ramble away in a carriage. For a few hours you slept again, not understanding, but then you awakened following a large bump. After easily jumping out of the carriage taking you to the unknown, you gather your bearings. It is about midday, for all you can tell, for the clouds and fog obscure the daytime. The wagon is heading north into the wilds. To your left you can see the mountains of Avarik. Perfect. Just as the letter entailed, you both can continue your quest to assassinate Konrad. Ahead is a small shanty in the middle of an apple orchard. Off to the south the faint mirage of a lage city shimmers. The plains around you are... pretty darn flat.

[User]
 Fragonard admitted to himself that this was probably a bad idea. For one, the dull and flat plains around him were nothing like his beloved seas. This robbed the venture of much of its inherent excitement. He wondered if his companion would be of any use if action ever came, or if he was like the rest of those idiots, content to sit here and do nothing.
Bereft of anything to do, he directed his eyes to the apple orchard. The trees moving in the wind reminded him of waves, but even so they had about them the stillness inherent in anything firmly planted in the ground. The shanty, on the other hand, looked dynamic enough to take flight any second. Jules decided this was mainly because of the "untraditional" shape of the building. And what could you expect from a shanty? One in an orchard, no less. Maybe some sort of retired old man that once ruled the high seas? Unlikely.
Busy with these idle thoughts, Jules surveyed the landscape, the orchard, the shanty, his accomplice, the landscape again and so on. It occurred to him that two men do not make a decent assassination attempt, especially if the two men weren't trained for the job. Could this guy perhaps be the smooth-talker that would get him, the guy who actually does the work, close enough to their mark? Fragonard sincerely hoped so. He detested intrigue almost as much as he did this boring, slow trip.

[User]
 While Valerian at least attempted to look unfazed, his mind was racing, mostly in circles.
 They drag me out in the middle of the night, without any preparation at all and then send me off on a mission? What were they thinking? This is even more suicidal than I first thougth.
He looked at his companion.
 Fancy guy. Probably one of those noblemen who spend their time doing artsy stuff.
He was well aware of the irony.  He  was probably the last man on earth who should call someone else a lazy nobleman.
Then he looked around the countryside again, an eyebrow raised.
 And nothing important around here. And very... flat. I don't like it. No cover, no houses, no cities. Probably too many commoners.

[User]
 The pitted dirt road is awful. A large rock behind you is probably what jolted you awake from your sleep. Jumping from the carriage wasn't hard, because it wasn't moving that fast. What were your parents trying to do, abducting you in the middle of the night...
 The small farm is merely a one-room shanty with a ramshackle barn and a small pen of pigs.

[User] Fragonard stretches his legs after a goodly time spent cooped up in the wagon. Looking over his companion, he cleared his throat.  "So."  he said after a while.  "I've never seen you before. if we're going to go assassinating kings, might as well introduce ourselves first."  he finished stretching and bowed, making it all too clear this was a sarcastic gesture.  "My name is Jules, of the house Fragonard. And who might you be?"

[User]
 Valerian didn't even bother bowing, he just made some quick gesture with his left hand, a kind of annoyed handwave.
 "I'm Valerian. And don't worry, I don't like you either. So, were do we go from here on?"
He turned round and started looking up and down the road.
 "This is really the middle of nowwhere."

[User]
 Jules was relieved that this fellow wasn't much for formality. It didn't mean he was pleasant, but at least there would be one less reason to want to skewer him repeatedly.
 "Horses. We need horses."  he said promptly. "Unless you love walking through the countryside that much. Considering there isn't any place but that orchard for miles, we might as well try there."

[User]
 Valerian nodded.
 "Seems logical. Let's go."
He made his way toward the orchard, the look on his face one of general unhappyness about being forced to actually walk through places were commoners normally are.

[User] Jules takes a good look around, noting anything unusual, interesting, or anything else that isn't a tree.  "Yoo-hoo! Anyone there?"  he hollers.

[User]
 As you approach the orchard, you notice three paint horses materialize out of the mist. All of them are tethered behind the house, which is probably why you did not see them at first glance. A young boy, probably about 13, peeks around the corner and then runs off into the trees. He comes back a few minutes later with what seems to be his dad.

" May I help you gentlemen? "
He politely and frigidly asks.

[User]
 Valerian looks at the man with an expression of badly disguised disgust.
"Greetings... good man. We need two horses."
He seems to believe that no further explanation is needed at the momen.


[User]
 While many delvers end their careers by dieing in action, some retire having found great riches and others just give up due to the dangers, Gibli Treefeet fits none of these categories. The halfling quit his mediocre adventuring career early and started a company to connect those with wealth to those with skill. Gibli only requires information on what needs to be done and what will be the reward and promises to take care of finding the right people to do the job and guarantees full anonymity to those who ask for that. When, unlike most thought it would, the Treefeet's agency began to actually fulfill it's promises, it quickly gained fame in some circles.

It's a warm summer morning when a courier, approaches you, seeming to recognize you from description. He offers you a scroll and leaves, implying that the sender had already paid the free. You begin reading the handwriting on the scroll.

 Greetings.

In order to complete a task I've been assigned with the quality I guarantee to my clients, I'm in need of several experts on different areas of life. I've been informed that you are skilled and don't have any restraints so as it stands, I wish to hire you. In case you are interested, please visit my office on Earthday, Toil 21st, two hours after noon.

Yours,
Gibli Treefeet
Bell streer 18, Fairbriar, Midtown

Just a few hours later you find yourself wallking towards the mentioned location. At this time of the day, the streets of Midtown are full of life, couriers running through the streets, servants of the wealthy coming to take care of errands, a few groups of delvers already on their way to a tavern, all the common folk and the city watch patrols.

The atmosphere changes a little as you enter the Fairbriar, a neighbourhood in favor of Gnomes and Halflings. The streets are less crowded here, the houses vary in size - others suitable for humans and others much smaller - and the diversity of shops and taverns grows.

In the middle of Fairbriar runs the Bell street on which you see a very large - atleast compared to the two small houses on it's sides - building made out of red bricks. It being the warmest time of the summer day, the door is wide open. Inside of it you see a nice room with benches on the side, a few books on a table, a painting of two halfling in their fifties pehaps (it being hard to tell about halflings with their long lifespan, anyways, the two haven't quite reached middle age yet) - likely Gibble and his wife - hanging on the wall. There is also an counter but nobody stands behind it and a door leading further in.

After a short moment, a halfling woman in her late twenties (just a tad over having reached adulthood) opens the door to the next room, walks through it and closes it carefully behind her. "I'm sorry you had to wait. I think you are a few minutes early? But welcome. Mister Treefoot should be ready to see you in a moment but let's wait for the others to come...", she says and smiles playfully. "Oh, you are all here?" she asks and you look around that four others have entered nearly the same time as you have.

[User]
 Kyra walks down the streets of Ptolus, tossing the scroll up and down in one hand. He's singing a simple tune, quietly, to himself.
" Paper... is just like money... except it pays the bi- " His head jerks to the side. " Fredrick! That is  not  a nice thing to say to Steve!  No , it does not matter that he said it first! And no, Steve, it doesn't matter if you actually  are  a hellspawn. Is it too much to ask to get you two to shut up? " He muses on this question for a moment. " Yeah. I guess it is. "
((More to come later.))

[User]
 Eric walks the short distance from his in the Ghostly Minstrel to Gibli's shop, dressed in his usual earth tones, and a black cloak. His dagger and crossbow were at his waist. He turned his head from left and right as he walked, taking in Midtown, even though he had lived here for a while. His rise from the warrens never ceased to amaze him. He had learned from his time taking odd jobs at the Minstrel that it pays to be ready for anything. He spends the short walk wondering what the job is. With his scroll in hand, he walks into the shop, where he is invited into Mr. Treefeet's office, he glances at the others that have been summoned, and follows the young halfling.

Edit: On the way to the office Eric will also take 20 to gain Psionic Focus.

Edit 2: added a brief description of Eric. stuff u'd notice right off the bat.

((my color will be  Dark Orange , I just felt no need to speak in the post.))

[User]
 Remy receives the courier with the same bland stare that greets most people who he meets.  Reading the scroll, he looks for street signs.  Confirming his location, Remy heads for his home.  Once there he gathers his potion supply and his coin.

Thus supplied he heads for the assigned address.  Remy easily blends into the crowd, his features being remarkable only for their blandness.  His clothing is also of a cut and style that makes him fit in to almost any crowd.  Twin short sword hang from his hips, deterring most nerdowells.  As he nears his destination he falls in behind an individual that appears to be having a conversation with himself.  " What kind of town is this becoming? "

[User]
 Casandra:

She walked with grace and dignity, smiling and nodding to both the commoners and the middle class alike (and of course courteous nods to any noble or aristocratic kind, who cared to look upon her), dressed in a minimalist robe of black-as-night woven cloth and a silver jewel upon her chest: a crescent moon embracing and encircling an eye (with a white jewel in the pupil).

When she entered, in her leisurely way (though still early), she smiled sweetly to the adult, and bowed her head with grace:  "Oh think nothing of it, young miss."  Ignoring the insanity of the man in front of him, he must be diseased in the brain to admit that he was hellspawn.  "Oh what forces have thrust yourself upon you? The Goddess weaves her ever tightening rays of light upon your dreams. Will you awaken the greatness within you?"  Quite literally the light bounced off her hair as moonlight does, despite the room being seemingly well lit by other forces. Let it be known that she was gorgeous.

((OOC: Yes, yes she is a Mary-Sue *groans* however clerics of good deities are hard to play as anything else.))

[User]
 ((He didn't say  he  was a hellspawn, he said that his imaginary friend was. Of course, that's not much of an argument for his sanity...))
" Ah! Hello! My name is Kyra. It is good to make your acquaintance. These are my friends, Steve and Fredrick. " He motions to the empty air to the left and right of him. "Does anyone know where our esteemed host is?"

[User]
 Thorin looks around at the others, his face completly devoid of all emotion.
 "Yes, we are."  He says to the halfling woman, his deep voice monotone.
The 5' 4" dwarf stands comfortably in his heavy banded mail, the shield and rifle hanging easily off his back. His black hair  cropped short to fit his mail and helmet that rests on a chair beside him, Thorin gazes blankly at each individual, his wide brown eye's not letting any thoughts escape.
 "Kyra, why do you talk to the air."

[User] " Obviously, " says Kyra, and leans in close, " because the air has ears. " He then turns to his left. " Yes yes, ears, unnatural organs created for the sake of mimicking the sense of hearing, same difference. "

[User]
 Remy's eyes each of the responders, taking in their first impressions.  (thought)" A lunatic, a bimbo, a blowhard, and a buffoon.  What have I gotten myself into? "(/thought)

To their hostess he responds, " If you expected 5 then we have arrived.  Will we be waiting long? "

[User] ((I must ask, which of those is Eric?))

[User]
 "But if the air has ears, then would that not mean that something must occupy the space in between them."
Thorin continues to stare at Kyra, waiting for something other than a stopgap answer.

[User] " Of course. There  is  a mind between these two ears. Yes, yes, I know. It's in fact an unholy approximation of a mind. But my point still stands! "

[User]
 Casandra:

She sighed in a fairly dramatic way, and wished that this discussion about invisible people would stop. The man was severely insane as it stood, and he would much rather have this discussion go elsewhere rather than feed into his weird fantasies.

But what interesting dreams he must have...

[User]
 *Flogs the dead  horse  campaign*
Sooo...
Bump?


[User]
 Arena Tournament, Round 32:  Kyre  vs.  Cyn
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Lord Sarthax - Kyre "the terrible"
 stupnick - Cyn
 All Combatants, please roll initiative.

[User]
 (1d20+2)[ 15 ]

no purchases at this time

[User]
 one question, do you still have that healing potion or did you already use it?

i will make sure i update my character sheet before the game starts.

[User]
 initiative
 (1d20)[ 1 ]

everything is updated.. yes i still have it

[User] i buy a scroll of sleep, will start if you dont buy anything

[User]
 ok im gona go now. feel free to buy something since i wont have the money to counter you.

start in A13 with loaded crossbow in main hand and scroll in the other

move to A7 and cast a spell

spell spellcraft dc of 16 to know that i am casting

 Spoiler
mage armor

stats for refs

 Spoiler
 location: A7
HP: 6
AC: 16 (+2 from dex, +4 mage armor)
buffs: mage armor, 1 hour (doubt it will expire)
spells: 1 -  mage armor,  Orb of acid lesser, fist of stone 0 - ray of frost, daze, daze

[User]
 not going to buy anything..

start in y13

run to n12

one spear in one hand, one javalin in the other

stats

 Spoiler

HP:18/18
AC:11

[User]
 run to A1

 Spoiler
 ready an action to use scroll of sleep as soon as he enters line of effect.

stats for refs

 Spoiler
 location: A1
HP: 6
AC: 16 (+2 from dex, +4 mage armor)
buffs: mage armor, 1 hour (doubt it will expire)
spells: 1 -  mage armor,  Orb of acid lesser, fist of stone 0 - ray of frost, daze, daze

[User]
 Run to L1

Begin Raging

stats

 Spoiler

HP:18/18
Rage: 2/2
AC:9
Rage 1/10

[User] ok i readied an action to use sleep on Cyn as soon as he got into LoE I need a will save DC 16 and if you fail you fall asleep for 1 minute.

[User]
 rolling will save

 (1d20-1)[ 18 ]

nice.. DC btw : )

edit: WOOT : )

[User]
 GM Kyeudo

Small rules niggle. Casting Sleep, even from a scroll, is a full round action. You can only ready a standard action. Thus, you can't cast the full spell as a readied action. However, you can start a full round action as a standard action and complete it with your next stanard action.

So, since you obviously wanted to cast Sleep on Cyn, we amend your readied action to "Start casting Sleep". On your next turn, unless interrupted or Cyn goes out of LoE, you will have to complete the spell as a standard action, since Cyn has already made the save against it.

[User] soooooo. i only have a move action or what. im confused on who is up.

[User]
 Initiate Ref Talic

@Sarthax

 Spoiler

By Kyeudo's ruling, as your opponent has already saved against the effect, you are required to finish the spell.  This means that, provided your opponent is still a legal target for the spell at the start of your next turn, you must use a standard action to finish casting the spell.  On your action, you will have a move action after completing the spell.

If however, your opponent becomes an illegal target (you lose LoS, for example), I would recommend reposting the question to see if this will still be enforced.  If you can't target him, you'll likely be able to cancel the spell, merely losing the scroll slot.

[User]
 Ref Bayar

@talic and other refs

 Spoiler
Scroll slot? WTF dude?

he should have readied an action to start casting the spell if his opponent finishes moving in a LOE square...

[User]
 refs

 Spoiler
so, i have a move action on my next turn but since i think stupnick finished his turn, i get to go right

[User]
 @Bayar and other refs:

 Spoiler
Yes, but Kyeudo ruled that since his readied action was illegal (Ready to cast sleep), it would be modified to the closest allowed action (Ready to start casting sleep).  Since he already got his opponent to roll the save, he's being held to the full casting, if possible.  That part was Kyeudo's ruling, best as I can figure, above.  Just upholding it as required and delivering the consequences (player must finish the spell if possible to affect opponent, and will have a move action after finishing).

[User] shall be gone till sunday  back

[User]
 High Ref Bronz
  Due to inactivity, Kyre wins and collects what is owed.

That's what I get for just posting and not checking things over.
Chilepepper is correct.

[User]
 ref chilepepper

Lord Sarthax asked who is up.  That was never answered outside of spoilers.   Is there some reason this match was called against someone who didn't know it was their turn?   Just curious.

edit: it's still lord sarthax's turn

[User] so is this match not called then?

[User] well what left of  my turn is there?

[User] You'd only have a move action left.

[User] i move to a7

[User]
 Ref Talic

Firstly, Run is a defined action in D&D.  Please don't use the term unless you are using a full round action to move your movement x3 or x4, and are ok with losing your dex modifier to AC.  If you are just moving, just use the term move (or, if you like theatrics, something other than run, at least).

Also, it's easier for your opponent to know when it's his turn, if you tell him you're done.

This is the Entire match, thus far, or what may be relayed out of spoilers:

 Round 1
Kyre started in A13, used a move action to go to A7, and Cast a spell (standard).

Cyn started in Y13, and used a Run (Full round action) to reach N12.

 Round 2
Kyre moved from A7 to A1 and readied an action to start casting Sleep (condition spoilered).

Cyn used a Run (Full round action) to move from N12 to L1.  This triggered Kyre's action to begin casting sleep from his scroll(at square N11).  Kyre begins, Cyn finishes move at L1, and uses a free action to Rage.

 Round 3
Kyre finishes casting Sleep.  Opponent makes the Will save.  It is still Kyre's turn, and he has a move action remaining.

As I've gone over the match, this seems to be the correct play roster thus far.  Kyre, play resumes with your turn.  Complete your move action, as well as any free or swift actions you desire, and pass the turn to Cyn.

[User] already did

[User]
 Run to A1

stats

 Spoiler

HP:18/18
Rage: 2/2
AC:9
Rage 2/10

[User]
 move to a7

i cast lesser orb of acid at him, ranged touch attack against an ac of 7 because before rage his touch ac was 9,  (1d20+2)[ 22 ]

stats for refs,

 Spoiler
location: A7
HP: 6
AC: 16 (+2 from dex, +4 mage armor)
buffs: mage armor, 1 hour (doubt it will expire)
spells: 1 -  mage armor, Orb of acid lesser,  fist of stone 0 - ray of frost, daze, daze

[User] sory already at a7, i wanted to move to d5

[User] woopes dammage  (1d8)[ 5 ]

[User]
 Cyn

5ft step to A2

Throwing a Spear at him, he is with in 20 ft, so 1st range increment
 (1d20+9)[ 25 ]  (+1Bab, +5str, +2 rage)
 (1d8+7)[ 15 ]  (+5str, +2rage)

then free action swapping the javalin from my offhand to my main hand

Stats

 Spoiler

HP:13/18
Rage: 2/2
AC:9
Rage 3/10

[User]
 i think that got me. :'(

i duno about this guy, dont realy like him that much

[User] yeah.. if your enemy makes a single save, your kinda SOL

[User]
 High Ref Mav:

Cyn is declared the winner and receives the aforementioned prizes.


[User]
 You eneter the Arena and a low growl comes from the Shadows.
 "So you aim to duel me do you? Well, you had better be ready for defeat."
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius
6.	Gladiator Beast Darius
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus
12.	Gladiator Beast Laquari
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics
25.	Defensive Tactics
26.	Waboku
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry
32.	Parry
33.	Gladiator Beast’s Respite
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyazarus
5.	Gladiator Beast Gyazarus
6.	Gladiator Beast Gyazarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler

Face Downs:

[User]
 Defeat is inevitable who the person being defeated is, that is the question.  A man in a heavy coat walks in. He checks a pocket watch.  Let's duel.
 (1d20)[ 12 ]
 (1d41)[ 1 ]  (1d40)[ 33 ]  (1d39)[ 11 ]  (1d38)[ 15 ]  (1d37)[ 1 ]

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

 Hand (5)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Plasma
Destiny Hero - Diamond Dude
Destiny Hero - Defender
Destiny Draw

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 8
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Mystical Space Typhoon
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 Your opponent remains in the shadows, but throws a dice out of them, you see some claw marks on the dice.
 (1d20)[ 18 ]
 (5d40)[ 11 ][ 6 ][ 2 ][ 2 ][ 24 ](45)  (all but one of the twos taken)
 (3d40)[ 20 ][ 28 ][ 27 ](75)  (20 Taken)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius
6.	Gladiator Beast Darius [X]
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus [X]
12.	Gladiator Beast Laquari
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics
26.	Waboku
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry
32.	Parry
33.	Gladiator Beast’s Respite
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyazarus
5.	Gladiator Beast Gyazarus
6.	Gladiator Beast Gyazarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

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

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Gladiator Beast Hoplomus
-Gladiator Beast Darius
-Test Tiger
-Gladiator Beast Spartacus
-Defensive Tactics
Face Downs:

[User]
 "I'll start things off then."
 (1d40)[ 26 ]
  (2d40)[ 35 ][ 11 ](46)
 I summon  Gladiator Beast Darius  and play two face downs, I then end my turn.
A horse wielding a whip steps out of the shadows.
{table="head]1|2|3|4|5
-|-|GB-D|-|-
-|F|F|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius
6.	Gladiator Beast Darius [X]
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus [X]
12.	Gladiator Beast Laquari
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics
26.	Waboku [X]
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry
32.	Parry
33.	Gladiator Beast’s Respite
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyazarus
5.	Gladiator Beast Gyazarus
6.	Gladiator Beast Gyazarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

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

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Gladiator Beast Hoplomus
-Test Tiger
-Gladiator Beast Spartacus
Face Downs:
-Defensive Tactics
-Waboku

[User]
 Predictable. Then again, everything is.
 (1d36)[ 22 ]
 I discard Destiny Hero - Plasma to use Destiny Draw.  ((Discard one Destiny Hero to draw two cards))

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

 Hand (5)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Plasma
Destiny Hero - Diamond Dude
Destiny Hero - Defender
Destiny Draw
Horus the Black Flame Dragon

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Mystical Space Typhoon
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 (1d35)[ 8 ]
 (1d34)[ 9 ]
 I set a monster facedown, and end my turn.

{table="head"]1|2|3|4|5
-|-|F|-|-
-|-|-|-|-[/table]
Facedown: ???/ ???
 Hand (5)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Diamond Dude
Destiny Hero - Dasher
Destiny Hero - Diamond Dude
Horus the Black Flame Dragon LV 8

 Graveyard (2)

 Spoiler
Destiny Draw
Destiny Hero - Plasma

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Mystical Space Typhoon
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 "You should know better than to leave my Beasts a DEFENCE to smash through."  The voice growls.
 (1d40)[ 31 ]
  (3d40)[ 36 ][ 29 ][ 36 ](101)
 I play a face-down monster and another face down, then Darius attacks your defence position monster, I'll wait until I find out what I hit before I say what happens next.
{table="head]1|2|3|4|5
-|-|GB-D|F|-
-|F|F|F|-[/table]
GB-D= Gladiator Beast Darius, ATK=1700

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius
6.	Gladiator Beast Darius [X]
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus [X]
12.	Gladiator Beast Laquari
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics
26.	Waboku [X]
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry [X]
32.	Parry
33.	Gladiator Beast’s Respite
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyazarus
5.	Gladiator Beast Gyazarus
6.	Gladiator Beast Gyazarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

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

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Test Tiger
-Gladiator Beast Spartacus
Face Downs:
-Gladiator Beast Hoplomus
-Defensive Tactics
-Waboku
-Parry

[User]
 The facedown is Destiny Hero - Defender, with a defense of 2700.

{table="head"]1|2|3|4|5
-|-|Df|-|-
-|-|-|-|-[/table]
Df : Destiny Hero - Defender: 100/ 2700
 Hand (5)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Diamond Dude
Destiny Hero - Dasher
Destiny Hero - Diamond Dude
Horus the Black Flame Dragon LV 8

 Graveyard (2)

 Spoiler
Destiny Draw
Destiny Hero - Plasma

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Mystical Space Typhoon
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 The Voice growls again.  "It Won't be there for long."
 I return Darius to my deck to summon  Gladiator Beast Murmillo , whose ability rids the field of your Defender.
A Gladiator Fish flies out of the shadows as Darius returns to them, shooting a beam that rips through the stone Hero.
 Now I end my Turn
{table="head]1|2|3|4|5
-|-|GB-M|F|-
-|F|F|F|-[/table]
GB-M= Gladiator Beast Murmillo, DEF=400

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius
6.	Gladiator Beast Darius
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus [X]
12.	Gladiator Beast Laquari
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo [X]
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics
26.	Waboku [X]
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry [X]
32.	Parry
33.	Gladiator Beast’s Respite
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyazarus
5.	Gladiator Beast Gyazarus
6.	Gladiator Beast Gyazarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

Stats:
Life Points: 7000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Test Tiger
-Gladiator Beast Spartacus
Face Downs:
-Gladiator Beast Hoplomus
-Defensive Tactics
-Waboku
-Parry

[User]
 Acceptable. One must accept what happens.
 (1d35)[ 27 ]
 I play a facedown and summon  Destiny Hero - Diamond Dude . He attacks your Murmillo.

{table="head"]1|2|3|4|5
-|-|DD|-|-
-|-|F|-|-[/table]
 Diamond Dude:   1400 /1600

 Hand (4)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Dasher
Destiny Hero - Diamond Dude
Horus the Black Flame Dragon LV 8

 Graveyard (3)

 Spoiler
Destiny Draw
Destiny Hero - Plasma
Destiny Hero - Defender

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 I acitvate my  Defensive Tactics  trap card, preventing your Dude from destroying Murmillo, and after the Battle, I think Murmillo will switch out with  Gladiator Beast Besitari , who destroys your face down.
A shield forms around murmillo, who then retreats to the shadows to be replaced by a Green Bird with cannons on its arms.
 So, how does your turn end now?

[User] The facedown activates when you activate Defensive Tactics. Mystical Space Typhoon destroys it.

[User]
 "Unfortunately for you, I have a backup plan, I activate  Waboku , having the same effect, but since you have no face down, this time I tag in  Gladiator Beast Laquari .
As it's Barrier dissolves, another barrier forms around Murmillo, so he once again retreats, to be replaced by a Tiger that leaps through a ring of fire onto the field.
 "Your turn ends now, does it not?"
The voice snarls

[User] Every turn must come to an end. It is inevitable.  The man nods.

[User]
 (1d40)[ 32 ]
 (2d40)[ 30 ][ 33 ](63)
 I play another face-down and have Laquari destroy your Diamond Dude (700 damage to you). I then replace him with Bestiari. I end my turn.
The tiger rips Diamond Dude to shreads, and is then replace by a bird with cannons on its arms.
{table="head]1|2|3|4|5
-|-|GB-B|F|-
-|-|F|F|-[/table]
GB-B= Gladiator Beast Bestiari, ATK=1500

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari [X]
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius
6.	Gladiator Beast Darius
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus [X]
12.	Gladiator Beast Laquari
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics
26.	Waboku [X]
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry [X]
32.	Parry [X]
33.	Gladiator Beast’s Respite
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyazarus
5.	Gladiator Beast Gyazarus
6.	Gladiator Beast Gyazarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

Stats:
Life Points: 7000
Graveyard:
 Spoiler
-Defensive Tactics
-Waboku

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Test Tiger
-Gladiator Beast Spartacus
Face Downs:
-Gladiator Beast Hoplomus
-Parry
-Parry

[User]
 Draw.   (1d32)[ 12 ]
 LP: 7300
 I set a facedown monster. End turn.

{table="head"]1|2|3|4|5
-|-|F|-|-
-|-|-|-|-[/table]
 Facedown:  ???/ ???
 Hand (4)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Dasher
Destiny Hero - Diamond Dude
Horus the Black Flame Dragon LV 8

 Graveyard (4)

 Spoiler
Destiny Draw
Destiny Hero - Plasma
Destiny Hero - Defender
Destiny Hero - Diamond Dude

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 (1d40)[ 33 ]
  (3d40)[ 5 ][ 25 ][ 26 ](56)
 First of all I flip summon Gladiator Beast Hoplomus and send him and Bestiari back to the deck to summon  Gladiator Beast Gyzarus  who destroys your face down upon entry.
The Rhino and Bird return to the shadows to be replaced by a larger bird that shoots a beam that destroys your face down.
 Gyzarus then attacks you directly (2400 Damage), and tags out to be replaced by Gladiator Beasts Laquari and Darius
{table="head]1|2|3|4|5
-|GB-D|GB-L|-|-
-|-|F|F|-[/table]
GB-G= Gladiator Beast Laquari, ATK=2100
GB-D= Gladiator Beast Darius, ATK=1700

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius [X]
6.	Gladiator Beast Darius
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus
12.	Gladiator Beast Laquari [X]
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics
26.	Waboku [X]
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry [X]
32.	Parry [X]
33.	Gladiator Beast’s Respite [X]
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyzarus
5.	Gladiator Beast Gyzarus
6.	Gladiator Beast Gyzarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

Stats:
Life Points: 7000
Graveyard:
 Spoiler
-Defensive Tactics
-Waboku

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Test Tiger
-Gladiator Beast Spartacus
-Gladiator Beast's Respite
Face Downs:
-Parry
-Parry

[User]
 (1d31)[ 4 ]

LP: 4900

 I play a monster facedown.

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

 Hand (5)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Dasher
Horus the Black Flame Dragon LV 8
Phantom Skyblaster

 Graveyard (5)

 Spoiler
Destiny Draw
Destiny Hero - Plasma
Destiny Hero - Defender
Destiny Hero - Fear Monger
Destiny Hero - Diamond Dude

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User] [Fear Monger's effect happens when he's destroyed by BATTLE. I destroyed him through Gyzarus' effect...]

[User]
 ((... Bugger. There goes the duel. Editing.

EDIT: Turn is up.))

[User]
 [your turn is slightly less awesome I see. Also, your LP should be 4900, Gyzarus has 2400 Attack]
 "You continue to cower behind face downs?"  Comes another snarl from the darkness.
  (1d40)[ 5 ]
 (3d40)[ 25 ][ 24 ][ 21 ](70)  (25 taken)
 I play a face-down then special summon Test Tiger, who I tribute to replace Darius with Bestiari, then I once again summon Gyzarus, who destroys your face down with his ability then direct attacks for another 2400 damage before once again tagging out with Laquari and this time Gladiator Beast Secutor.
Once again the rocket brid comes in, attacks and is replaced by the Tiger from before and a Lizard with rocket launchers on it's shoulders.
{table="head]1|2|3|4|5
-|GB-S|GB-L|-|-
-|-|F|F|F[/table]
GB-L= Gladiator Beast Laquari, ATK=2100
GB-D= Gladiator Beast Secutor, ATK=400

 Spoiler
Deck:

 Spoiler
1.	Gladiator Beast Besitari
2.	Test Tiger [X]
3.	Test Tiger
4.	Test Tiger
5.	Gladiator Beast Darius [X]
6.	Gladiator Beast Darius
7.	Gladiator Beast Equeste
8.	Gladiator Beast Equeste
9.	Gladiator Beast Hoplomus
10.	Gladiator Beast Hoplomus
11.	Gladiator Beast Hoplomus
12.	Gladiator Beast Laquari [X]
13.	Gladiator Beast Laquari
14.	Gladiator Beast Laquari
15.	Gladiator Beast Murmillo
16.	Gladiator Beast Murmillo
17.	Gladiator Beast Secutor
18.	Gladiator Beast Secutor
19.	Gladiator Beast Spartacus
20.	Gladiator Beast Spartacus [X]
21.	Test Ape
22.	Test Ape
23.	Defensive Tactics
24.	Defensive Tactics [X]
25.	Defensive Tactics [X]
26.	Waboku [X]
27.	Waboku
28.	Waboku
29.	Gladiator Beast War Chariot
30.	Gladiator Beast War Chariot
31.	Parry [X]
32.	Parry [X]
33.	Gladiator Beast’s Respite [X]
34.	Gladiator Beast’s Respite
35.	Mystical Space Typhoon
36.	Heavy Storm
37.	Sakuretsu Armour
38.	Sakuretsu Armour
39.	Disarm
40.	Disarm

Extra Deck:

 Spoiler
1.	Gladiator Beast Heraklinos
2.	Gladiator Beast Heraklinos
3.	Gladiator Beast Heraklinos
4.	Gladiator Beast Gyzarus
5.	Gladiator Beast Gyzarus
6.	Gladiator Beast Gyzarus
7.	Gladiator Beast Gaiodiaz
8.	Gladiator Beast Gaiodiaz
9.	Gladiator Beast Gaiodiaz

Stats:
Life Points: 7000
Graveyard:
 Spoiler
-Defensive Tactics
-Waboku
-Test Tiger

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
-Gladiator Beast Spartacus
-Gladiator Beast's Respite
Face Downs:
-Parry
-Parry
-Defensive Tactics

[User]
 I draw.
 (1d29)[ 17 ]

LP: 2500

 I play  Phantom of Chaos . I use its ability to duplicate the Destiny Hero - Plasma in my graveyard.

The dark mass shifts to take the form of Plasma.

 Plasma uses his ability to attach Laquari to it. Then, Plasma attacks Secutor (2350 damage). At the end of this turn, Phantom of Chaos reverts to its base form, sending Laquari to the graveyard. End turn.

((At least I still managed to play Plasma, be it for one turn... 😛))

{table="head"]1|2|3|4|5
-|-|PoC|-|-
-|-|-|-|-[/table]
 Phantom of Chaos:   0 /0

 Hand (4)

 Spoiler
Destiny Hero - Plasma
Destiny Hero - Dasher
Horus the Black Flame Dragon LV 8
Phantom Skyblaster

 Graveyard (4)

 Spoiler
Destiny Draw
Destiny Hero - Defender
Destiny Hero - Fear Monger
Destiny Hero - Diamond Dude

 Out of Play (1)

 Spoiler
Destiny Hero - Plasma

 Destiny Hero Plasma Lockdown

 Spoiler

 Destiny Hero - Plasma
 Destiny Hero - Dogma
 Destiny Hero - Dogma
 Phantom Skyblaster
 Destiny Hero - Dasher
 Destiny Hero - Diamond Dude
 Destiny Hero - Fear Monger
 Destiny Hero - Fear Monger
 Destiny Hero - Defender
 Armageddon Knight
 Destiny Hero - Malicious
 Destiny Hero - Malicious
 Elemental Hero Stratos
 Horus the Black Flame Dragon Lv 6
 Horus the Black Flame Dragon Lv 6
 Phantom of Chaos
 Spell Canceller
 Caius the Shadow Monarch
 Dandylion
 Scapegoat
 Destiny Draw
 Convulsion of Nature
 Metal Reflect Slime
 Heavy Storm
 Giant Trunade
 Foolish Burial
 Foolish Burial
 Fires of Doomsday

[User]
 I activate  Defensive Tactics  to protect Secutor and at the end of the battle pahse replace him with another Laquari and Darius. Does that change the end of your turn?
[Defensive Tactics was returned to the bottom of my deck, but then I took monsters out of the deck- I presume this means my deck was shuffled so Defensive Tactics is no longer at the bottom? Not that it matters as unless you have some sort of mega-trap, I've won]

[User]
 [Good game.

I already have plans for my deck, but do you have any suggestions?]

[User]
 As the turn of the monster in the shadows' starts yuo hear footsteps in the shadows, and as your life points are destroyed by his two monsters, you see a Huge Lion-like creature pounce upon you before you black out...
(If I ever summoned Heraklinos I was going to make him come out of the Shadows)

[Yeah good game, this deck is really fun to play. And I'd really suggest a Dark City for your deck, means your heroes are far less weak, for example Diamond Dude could have taken out any monster I had at the end of my turns if you had Dark City]


[User] Testadizmal


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

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

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

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

 BONUS TURNS  - 		3

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

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

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

No political agreements.

Technology Known:
 Spoiler
		Death Rites, The Wheel, Bronze Working

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

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

 Stacks
 Spoiler

 Location - In Capital

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

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

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

Quick link to  city and unit actions .

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

[User]
 Turn 1 ACTIONS (so Far)

 Rename Capital to  Remur
 Order Remur to  Train Settler
 Name Leader to  Dietrich
 Level Leader in  Basic Defence

Question:  Shouldn't my Warriors have a Combat of 2 because of my Bronze Working?

[User]
 Future warriors will have Combat 2. Alternatively, you can upgrade the 2 you have for 1 gold each, but it reduces their Move to 0 for this turn.

Will post a turn update when you actually do something other than name things or when you actually declare an end of turn.

[User]
 Additional Actions:

  Spend  1 gold to  upgrade Warrior  in Dietrich's Stack
  Move  2nd Warrior  1  square  NORTHWEST
  End Turn

Remember that I also told Remur to  Train Settler


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 Having rolled a 2 on my die, I'll bar the doors to the north and south, and carefully peek out the central door.

H  (1d20+2)[ 20 ]
MS  (1d20+2)[ 15 ]

S  (1d20-4)[ 5 ]
L  (1d20-4)[ 12 ]

(If allowed) I have a guard dog for no other purpose other than to alert me to dangerous stuff he notices, I have no intention of using it in combat.

[User]
 More Convenient Link:  Calden

Currently
AC:16
HP:14

[User]
 No worries on the guard dog, but keep track of where he is, as there's always a possibility of him being drug into combat by others. Or worse, being subject to trap effects.

You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

[User]
 I typically keep it (the guard dog) right behind me, I'll make mention if I have it stay somewhere else.

Continuing on, I carefully peek inside the nearest door.

S  (1d20-4)[ 0 ]
L  (1d20-4)[ 13 ]

Do I need new H/MS rolls?

[User]
 You're good on the H/MS, given that it's only been a few feet.

Peering inside through the cracked upon door, you see a 10ft by 10ft room, with a chest(L4).

[User]
 Thinking to himself,    This is a damned strange place to suddenly wake up in. Lets get a little bit more info before opening a tempting, oh so conveniently placed chest.

I close the door, and continue down the hall. I'm going to carefully peek inside each door along the way (checking south before north). Unless something specifically notices me, I'll do this all the way down the hall.

Here's a whole bunch of spot and listen checks, use however many you need.

S  (1d20-4)[ -3 ]
L  (1d20-4)[ 8 ]

S  (1d20-4)[ 5 ]
L  (1d20-4)[ 10 ]

S  (1d20-4)[ 1 ]
L  (1d20-4)[ 3 ]

S  (1d20-4)[ -2 ]
L  (1d20-4)[ 6 ]

S  (1d20-4)[ 12 ]
L  (1d20-4)[ 4 ]

S  (1d20-4)[ 9 ]
L  (1d20-4)[ 3 ]

And a few listen checks for the dog. Since he's not looking into any of the rooms, just following me, I won't roll spot for him at this point.

L  (1d20+5)[ 8 ]
L  (1d20+5)[ 23 ]
L  (1d20+5)[ 21 ]
L  (1d20+5)[ 9 ]
L  (1d20+5)[ 12 ]

[User]
 In the first room to the south, you notice ten by ten room with a chest, then close the door and continue on.

At the first door to your north, your dog starts snuffling, and gently tapping the door with nose, as if he smells something on the other side of it.

If you peek inside that one, roll hide/ms, or you can continue on if you like.

[User]
 Thinking to myself,    Well that's interesting.

I signal the dog to stay put for now, and peek inside this door extra carefully.

(I can't take 20 on opening a door, but in my mind I'm being extra careful! 😛)

H:  (1d20+2)[ 9 ]
MS:  (1d20+2)[ 20 ]

S:  (1d20-4)[ 1 ]
L:  (1d20-4)[ 11 ]

Hmmm, I really hope whatever is in there isn't looking in my direction.

[User] At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, whom is curled up and sleeping peacefully.

[User]
 Awww, How cute. I'd better leave it alone though, they can be tempermental.

I quietly close the door and continue on down the hall.

(For some reason I decided that Calden likes "cute" stuff, and that this somehow includes most animals that aren't trying to kill him, so he won't attack the adorable sleeping badger.)

[User]
 Sleeping and adorable do go hand in hand. He's much more tempermental if he awakes.

Neither you nor the dog notice anything at any of the other doors.

[User]
 * I'm going to look inside each of the doors, carefully, then.

(Basically, I'm trying to get as much as I can of the layout of this area.)

[User]
 More move silently checks, please?

(If you didn't know, I'm now helping DM this)

[User]
 Originally Posted by Thelas
 More move silently checks, please?

(If you didn't know, I'm now helping DM this)

ok,

Move Silently:  (1d20+2)[ 18 ]

[User] Door at I8: Large, cavernous room stretching 20 feet by 25 feet, dark save for flickering torches, one on each of the short walls. Two battered wooden doors are visible on the far walls. The room is empty.

[User] Any chance I can get a map of the areas I've checked?

[User] There's a slight bit of extra info on there, but I was lazy with the cropping.

[User]
 Ok, I head over to the first room with the chest and check if anything is different.

Move Silent:  (1d20+2)[ 3 ]
Hide:  (1d20+2)[ 5 ]
Spot:  (1d20-4)[ 7 ]
Listen:  (1d20-4)[ 2 ]

Listen for Rebel (dog)  (1d20+5)[ 21 ]

[User]
 You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4).

He sees you peeking through the door about the same time you see him, so neither of you gets surprise.

Init: (1d20+0)[ 2 ]

[User]
 Initiative:  (1d20+2)[ 15 ]

My Stance of Clarity will target the orc (+2 to AC).

Edit: just realized how little room there is to move; my original plan was to move back 5 ft and set for a charge... then i realized there is no back 5' to move to.

[User]
 Ok, since I have reach, that puts it within melee range.

* I will Attack it, using Stone Bones maneuver (If my attack hits, DR 5/Adamantine for 1 round)

Then I will move 15' down the hall to J-6

I have my dog just move ahead of me down the hall to keep it away from the orc.

Attack:  (1d20+4)[ 20 ]

Damage:  (2d6+4)[ 12 ]

[User] Oh nice. If that drops it, I wont bother to move down the hall.

[User]
 Orc dead.
XP: +150
Loot: I believe nothing save the chest.

[User] I roughly poke the chest to see if anything happens. If it seems safe, I'll go open the chest.

[User]
 Nothing happens, so inside the chest you find 6,000 copper pieces.

It's a large chest. =)

[User]
 I'm going to head back to the starting room, move the bar and check the room to the north, peeking inside very carefully.

Hide:  (1d20+2)[ 19 ]
Move Silently:  (1d20+2)[ 17 ]
Spot:  (1d20-4)[ 9 ]
Listen:  (1d20-4)[ 4 ]

[User]
 Youlook into a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2) You catch them by surprise, but one of them spotted you, and as he shouts a warning to his comrades they look to be recovering quickly.

Surprise round for you, of course.

[User]
 I move to H-1 and attack the one at F-1

I use Stone Bones Strike with this attack, I am not currently using my stance.

Attack:  (1d20+4)[ 6 ]
Damage  (2d6+4)[ 10 ]

Initiative:  (1d20+2)[ 4 ]
What I do next will depend on whether I hit and what my initiative roll is.

[User]
 Spoiler

Well, that sucks

Note that I do have Combat Reflexes, I think I may need it this round.

[User]
 Ouch.

Init rolls:
 (1d20+1)[ 3 ]
 (1d20+1)[ 13 ]
 (1d20+1)[ 9 ]
 (1d20+1)[ 10 ]

[User]
 The one in F1 five foot adjusts to G1, while the one in E2 moves to G2(provoking an AoO, I presume). The one in E1 five ft adjusts to F1.

The furthest away from you doesn't go until after your init.

Attacks from the two spearmen in range, left one first.

Spears:
 (1d20+1)[ 5 ]
 (1d20+1)[ 17 ]

Dmg:
 (1d6-1)[ 4 ]
 (1d6-1)[ 3 ]

[User]
 AoO

Attack:  (1d20+4)[ 21 ]
Damage:  (2d6+4)[ 9 ]

Edit: That 17 hits :(

AC: 16, HP: 11/14

[User]
 For my action, I activate Steel Wind maneuver and Attack the one at F-1 with my poleaxe, and kick (unarmed strike) G-2 if hes still standing (G-1 if he isn't).

Poleaxe:

Attack:  (1d20+4)[ 12 ]
Damage:  (2d6+4)[ 13 ]

Kick

Attack:  (1d20+4)[ 21 ]
Damage:  (1d3+3)[ 5 ]

Hmm, I have no idea which will still be up, so I'm not sure where I want to move.

[User] The initial attack misses, but the kick connects and drops the little kobold like a rag doll.

[User]
 Which ones are down? Did the AoO drop the one that went to G2, or did it take until my unarmed attack to drop it?

I'm guessing my AoO dropped the one going to G2 and my unarmed attack dropped the one at G-1. If this is correct, I should currently be unthreatened,  so I'll be sneaky and use my move action to move around the corner to J-1.

Since I'm back in the starting room, my dog will be in the room at K-1, safely behind me.

If I'm wrong and I am currently threatened, I won't move.

[User]
 Originally Posted by Evil the Cat
 I'm guessing my AoO dropped the one going to G2 and my unarmed attack dropped the one at G-1.

Apologies for lack of clarity. The above is correct.

The one remaining spearman comes round the corner to get you(AoO of course), no sign of the slinger.

[User]
 AoO:

Attack:  (1d20+4)[ 11 ]

Damage:  (2d6+4)[ 10 ]

[User]
 No hit, so kobold time.

Spear:  (1d20+1)[ 2 ]

Atk: (1d6-1)[ 1 ]

[User]
 Spoiler

Assuming the other one doesn't come and join in the fun before my initiative, I'll 5' step to K2. From there, I can attack with my poleaxe.

Attack:  (1d20+4)[ 16 ]
Damage:  (2d6+4)[ 12 ]

[User]
 Spoiler

If that downs this kobold, I'll be applying my stance of clarity to the last kobold.

[User] That does indeed drop him, and the other kobold remains out of sight.

[User]
 Hmm, A sneaky one.

I'll go on full defensive and begin moving into the room using 5' steps until I see him.

[User]
 He hasn't moved from in front of the far door, and had a readied action to hit you.

Sling:  (1d20+3)[ 17 ]
Dmg:  (1d3-1)[ 1 ]

[User]
 Exactly what I was expecting, on full defense, 17 won't hit.

If he gets another attack before I go, my ac is currently 16 +2(Stance) +4Total Defense) =22

When I go, I charge!

Attack:  (1d20+6)[ 26 ]
Damage:  (2d6+4)[ 11 ]

[User]
 Rolling to confirm.

Attack:  (1d20+6)[ 26 ]
Extra Damage (x3 Wpn) 4d6+6

Edit: Wtf? Why couldn't I do this on something more impressive than a kobold?

[User] oops, messed up damage roll,  (4d6+8)[ 20 ] .

[User]
 Oh, he's dead. Quite dead.

+300 XP, in addition to their usual weapons, you find a masterwork longsword on the bodies.

[User]
 I don't really need it, but it could sell for a bit later, I'll pack it away for now.

 Spoiler

After the encounter, Vital recovery kicks in and I heal 4hp, which brings me back to full.

First, I'll go back and get my dog, and have him follow me, staying back about 10 feet in case of more enemies. Then I'll quietly move up to the north door, and quietly open it to peek inside.

Hide:  (1d20+2)[ 11 ]
Move Silently:  (1d20+2)[ 21 ]

Spot:  (1d20-4)[ 13 ]
Listen:  (1d20-4)[ -2 ]

Listen for the dog, (he's too far back to spot anything, though he may pick up a scent)
Listen:  (1d20+5)[ 8 ]

[User]
 You can't hear anything, especially not yourself. You couldn't hear yourself if you were speaking out loud.

But you do see a kobold and a chest in a 10 ft by 10 ft (by 10 ft) room.
You have surprise.

[User]
 Using Stance of Clarity on that kobold, I move up and viciously attack.

(Stone Bones Maneuver)

Attack:  (1d20+4)[ 16 ]
Damage:  (2d6+4)[ 11 ]

[User]
 Spoiler

 Originally Posted by Thelas
 You couldn't hear yourself if you were speaking out loud.

This amused me.

[User]
 You win... a BRAND NEW  CAR  DEAD KOBOLD. And 75 XP.

Now what?

[User] I cautiously open the chest.

[User] It appears quite untrapped and safe. Inside, you find 20GP and a potion of CLW.

[User]
 Well, I appear to have finished exploring the south trail. I've checked most of the east path. Lets go check the south.

I move back to the starting room and cautiously check the room to the south.

Hide:  (1d20+2)[ 3 ]
Move Silently:  (1d20+2)[ 12 ]

Spot:  (1d20-4)[ 0 ]
Listen:  (1d20-4)[ 5 ]

Dog Listen:  (1d20+5)[ 10 ]

Wow, I'm expecting to be noticed.... and if there's anything stealthy in there, I probably won't notice it.

[User]
 Unsurprisingly, you neither hear nor see anything unusual.

Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.

[User]
 Well, the best choice for continuing to expand my understanding of the layout would be the door on the left.

I'll cautiously check that door.

hide  (1d20+2)[ 18 ]
move silent  (1d20+2)[ 12 ]
spot  (1d20-4)[ 2 ]
listen  (1d20-4)[ 5 ]

dog listen  (1d20+5)[ 11 ]

[User]
 You listen, and hear scraping noises. Upon peering cautiously in, you see a particularily messy 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren. There is a door on the far side of the room.

They haven't noticed you yet.

[User]
 Well, lets see if I can make this quick.

Charge!

Attack:  (1d20+6)[ 17 ]
Damage:  (2d6+4)[ 13 ]

(Poleaxe is S/P, so I should be good for their DR)

And Initiative:  (1d20+2)[ 5 ]

If I win initiative, I'll move back 10 feet and set for a charge. 😏

If that kills the 1st one, Stance of Clarity will target the one still standing.

[User]
 Initiative:
 (1d20)[ 18 ]
 (1d20)[ 9 ]

You hit the zombie, but unfortunately, they're a bit tougher than you'd like.

[User]
 The one you just attacked will stabbity, as I believe the term is:
 (1d20+1)[ 13 ]  (1d6-1)[ 3 ]
The other will charging-stabbity.
 (1d20+3)[ 7 ]  (1d6-1)[ 2 ]

Your action.

[User]
 Even with the charge, my AC is 14 (whew)

The one that charged me provokes AoO (Yay reach)

AoO:  (1d20+4)[ 24 ]
Damage:  (2d6+4)[ 12 ]

Bah, they're immune to crits :(

[User]
 It seems time to unleash the Steel Wind Maneuver.

1st Zombie
Attack:  (1d20+4)[ 13 ]
Damage:  (2d6+4)[ 12 ]

2nd Zombie
Attack:  (1d20+4)[ 15 ]
Damage:  (2d6+4)[ 14 ]

If just 1 is still standing, I'll use Stance of Clarity against that one, and move back 15 feet. If both are still standing, I'll still move back, but wont use the stance. If neither are standing, I'll do a Victory Dance.

[User]
 Due to an armor class of only 13, plus a proclivity for charging, you rain blows down upon the zombies, killing them both.

+300 XP for the zombies.

Assuming you'll be searching the bodies(really, who wouldn't?) and surrounding area, you find a total of 70 silver pieces.

[User]
 After finishing my victory dance and gathering the money, I'll head over to the door on the far side and quietly peek inside.

Hide  (1d20+2)[ 19 ]
Move Silently  (1d20+2)[ 17 ]

Spot  (1d20-4)[ 3 ]
Listen  (1d20-4)[ 5 ]

Dog's Listen  (1d20+5)[ 10 ]

[User]
 As you peer into the darkened, oddly shaped room, you notice two doors to the east, then a number of bats swirling about inside, apparently still unaware of you.

DM Info:

 Spoiler

Random roll for room K5: 5bats


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

The blue to the north and east is a group of lakes. They are impassible to ground units. You are otherwise on a sparse grassy plain.

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

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

 BONUS TURNS  - 3

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

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

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

No political agreements.

Technology Known:
 Spoiler
Death Rites, Bowcraft, Pottery

 Cities
 Spoiler

  Unnamed Capital :

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

 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

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

  Level Up!
Select one of the following:

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

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

Quick link to  city and unit actions .

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

[User]
 Rename capital to "Lacrimae"

Leader Name: Lyner

Add +1 to leader's Combat Ability.

Change Production to "Settler" if Possible.

 Spoiler

Move Warrior 1 to Northwest.

Move Warrior 2 to Southwest

Move Leader to South, South-east

If I can't move them separately, move stack south (additional south-east if stack moves at 2)

[User]
 How many Settlers?

Are you ending turn and using a bonus turn? If so, you'll need to declare it, or the turn won't change until Wednesday.

[User]
 2 Settlers

 I might end my turn after you reply to the question above.

I end my turn

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

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

 Nation News and Status
 Spoiler
  Currency  - 		84	(-12 Train Unit (settlers) (This is where incidental expenses tha were not factored into the expected upkeep will be listed))
			Expected Income: 		2
			Expected Upkeep: 		9

 BONUS TURNS  - 		2

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

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Bowcraft, Pottery

 Cities
 Spoiler

  Lacrimae (Capital) :
 Spoiler

 Population - 4
 Production - 3
 Happiness - 1
 Culture - 2
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - Southeast of Capital

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

 Location - North of Capital

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

 Location - Southwest of Capital

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

 Location - In Capital

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

Quick link to  city and unit actions .

[User]
 Umm... North of My city is a lake right? so why is a warrior there? I moved one warrior Northwest

And I moved Lyner southeast, so why is there a piece southwest?

[User]
 Because I read it wrong and was trying to work fast? 😳

Fixing it now. I guess you got some free exploration then, didn't you? 😉
 Edit:  Map is updated to be correct, and I made the little lake north of you city larger so that I don't make that mistake again.

[User]
 Lyner moves east twice.

Warrior (Northwest) moves Northwest

Warrior (Southwest) moves Southwest

Lacrimae creates two settlers.

Settler 1 moves Northeast

Settler 2 moves West

 End Turn

OOC: where will I put up my proposed tech tree?

[User] You can put the tech tree here if you want or in a PM.

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

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

 Nation News and Status
 Spoiler
  Currency  - 		73
			Expected Income: 		3
			Expected Upkeep: 		14

 BONUS TURNS  - 		1

Units/Max - 	4/10	 (0/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Death Rites, Bowcraft, Pottery

 Cities
 Spoiler

  Lacrimae (Capital) :
 Spoiler

 Population - 5
 Production - 4
 Happiness - 1
 Culture - 3
 Corruption/Waste - 1[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - Southeast of Capital

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

 Location - Northwest of Capital

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

 Location - Southwest of Capital

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

 Location - Northeast of Capital

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

 Location - West of Capital

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

Quick link to  city and unit actions .

[User]
 Originally Posted by Lyric_Rome
  Lacrimae creates two settlers.

I think it's missing


[User]
 Arena Exhibition:  Cay  vs.  W.O.E
 Map:
 Spoiler

 XP Award:  0 XP
 GP Award:  0 GP

 Weird Old Elf  - Koury
 Cay  - Sallera

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

No purchases.

[User]
 Init:  (1d20)[ 13 ]

No purchases.

[User]
 Oh yeah.

  Init  - (1d20-1)[ 17 ]

[User]
 OK.

Spells Prepped:

 Spoiler
Standard Spells Prepped:

0 - Resistance (Abj)
0 - Daze (Ench)
0 - Acid Splash (Conj)
0 - Acid Splash (Conj) [Domain]
0 - Acid Splash (Conj) [Specialist]
1 - Hail of Stone, Sanctum (Conj)
1 - Hail of Stone, Sanctum (Conj) [Bonus]
1 - Expeditious Retreat (Trans) [Bonus]
1 - Mage Armor (Conj) [Domain]
1 - Hail of Stone, Sanctum (Conj) [Specialist]
2 - Invisibility (Illusion) [Precocious Apprentice]

Sanctum Location: W/X 13-14 intersection, 20 ft diameter

Start in Y 13.

I've never used Precocious Apprentice before. Caster level check vs DC 8, correct?

  CL Check  - (1d20+1)[ 11 ]

If successful, I turn invisible.

 Spoiler
Stay where I stand

If not, move to W11

End

[User]
 Cay, Round 1

Starting in A13, horse is in A14/B15, riding dog is in B13.

Free: Handle dog to Seek south, barking when it pinpoints something:  (1d20+8)[ 28 ]
Move: Handle horse to Seek south:  (1d20+4)[ 9 ]
Standard: Start casting a spell, Spellcraft DC16:
 Spoiler
Summon Nature's Ally I.

Ok, so horse doesn't move, dog double moves to S14.

Stats:
 Spoiler
HP 12/12, AC9 (9, 9)
Spells: Detect Magic, Guidance, Cure Minor Wounds, SNAI,  SNAI
Dog HP 13/13, AC16 (12, 14)
Horse HP 19/19, AC13 (10, 12)

Done.

[User]
 Spellcraft  - (1d20+10)[ 12 ]
 W.O.E Round 2

 Spoiler
Cast Spell: Mage Armor

Since this is an exhibition, I'll take the opportunity to ask. I cast a spell this round. How do we normally go about whether or not you get a listen check to know that? And about your animals, how does seek work? Are they rolling listen or something?

End turn, by the way.

[User]
 It's just an ordinary listen check against DC0 (+ distance mod).  I forgot to roll them, but I'll start doing that.  The animals are basically doing their best to find you, using listen first, then scent if you're within 30ft.  I'll do listen checks first...
Cay:  (1d20+6)[ 19 ]
Dog:  (1d20+5)[ 24 ]
Horse:  (1d20+4)[ 14 ]
Horse isn't currently seeking, since I failed my Handle, but does the dog smell you? (i.e. are you within 30ft of it?)  Or did it smell you at any point of your movement?

[User]
 Dog catches a whiff as its movement ends in S14.

What does success on the listen indicate? You hear words coming from the south?

[User]
 Guess I probably don't need those listen checks, then.  Dog will take a move action to note the direction of the scent, then travel in that direction until it pinpoints you (within 5ft), where it will stop and start barking as per its orders.  Where does it end up?

Edit: Beating the DC by less than 10 is south, southeast, east, northeast, etc.  Beating it by more than 10 is south, south-southeast, southeast, east-southeast, etc.  Beating it by 20 pinpoints.  Which brings up a good point... if the dog pinpointed, it doesn't need the move action to detect the direction of the scent.

[User] As I am exactly 30 ft away, he rolled 24 vs DC 3 and pinpoints me in Y13

[User]
 Cay, Round 2

Standard: Finish casting spell (Sudden Extended SNAI) for a small Earth Elemental, which appears in G13 and double moves to N11.
Free: Handle dog to Attack:  (1d20+8)[ 22 ]
Presuming that succeeds, dog will move to X13 and bite at you.
Concealment:  (1d2)[ 2 ]  - miss on 1
Attack:  (1d20+3)[ 19 ]
Damage:  (1d6+3)[ 4 ]
Trip, if hit:  (1d20+2)[ 20 ]
Move: Mount horse.

Reactive listen checks for your turn:
Cay:  (1d20+6)[ 25 ]
Dog:  (1d20+5)[ 12 ]
Horse:  (1d20+4)[ 15 ]

Stats:
 Spoiler
HP 12/12, AC9 (9, 9)
Spells (forgot the Conj limitation last round): CMW, CMW, CMW, SNAI,  SNAI
Dog HP 13/13, AC16 (12, 14)
Horse HP 19/19, AC13 (10, 12)

Done.

[User]
 Your dog almost killed me. And geez, this arena is being flooded with opponents.

OK, I cast another spell, still next to the dog. Do I avoid the AoO because I'm invisible? I hope so, but I do it regardless.

 Spoiler
Spell is Expeditious Retreat. Move to T3

If I'm alive and whatnot, end turn. Your dog knows I ran away to the west. I'm out of his scent range though.

[User]
 Did you remember the trip from the dog?

Edit: You're correct about there being no AoO's, either way.

[User]
 Gah, no I missed that. I'm fairly certain I can't beat that roll.

So, new actions I guess:

 Spoiler
 Stand from prone. 5 ft step NW. Cast Expeditious Retreat.

Um, so your dog knows I'm to his west. He hears me cast a spell.

DC 20 to pinpoint
 Spoiler
X12

K, I think that is good.

[User]
 I'll assume from the fact that you cast something that that was only a 5ft step, so presumably you're still within 5ft of the dog for pinpoint by scent?

 Cay, Round 3

Dog continues attacking.
Conceal:  (1d2)[ 2 ]  - miss on 1
Attack:  (1d20+3)[ 17 ]
Damage:  (1d6+3)[ 4 ]
Trip, if hit:  (1d20+2)[ 21 ]
Elemental double moves to V12.
Horse moves to L15/M16.
Cay starts casting a spell, DC16:
 Spoiler
SNAI.

Stats:
 Spoiler
HP 12/12, AC9 (9, 9)
Spells (forgot the Conj limitation last round): CMW, CMW, CMW,  SNAI ,  SNAI
Dog HP 13/13, AC16 (12, 14)
Horse HP 19/19, AC13 (10, 12)
Elemental HP 15/15, AC17 (10, 17)

Done.

[User]
 Done indeed. Dog kills me.

Lets see here... Rewind to my last round and change spell to attack dog? Whats that things HP? I'll try it anyway (you still win, I just want to kill something 😁).

No need to spoiler anything. Stand from prone, 5 ft step away, cast Hail of Stone at your dog. No save.

  Damage  - (4d4)[ 11 ]

Become visible in same square as before.

End fake turn.

[User]
 Dog's got 13hp. 😛  If it makes you feel any better, I was in the middle of summoning a second earth elemental...

Care for a rematch?  Perhaps the dog will be rather less lucky this time.

Init:  (1d20)[ 10 ]

[User]
 Init  - (1d20-1)[ 10 ]

Same Prep as before.

EDIT: You're up as your dex is higher.

[User]
 Same start as before, except I'll begin mounted.

 Cay, Round 1

Free: Handle dog to Attack:  (1d20+8)[ 24 ]
Unless I nat-1 the check, dog double moves to T13.
Horse moves to L15/M16.
Full-round: Begin casting spell, DC16:
 Spoiler
Sudden Extended SNAI

Stats:
 Spoiler
HP 12/12, AC9 (9, 9)
Spells: CMW, CMW, CMW, SNAI,  SNAI
Dog HP 13/13, AC16 (12, 14)
Horse HP 19/19, AC13 (10, 12)

Done.

[User]
 Oh no, not that dog again.

Cast Spell

  Damage  - (4d4)[ 12 ]

No, you die when I chuck a spell at you!

Move to X4

[User]
 Shouldn't that be X5?  Either way...

 Cay, Round 2

Angry dog charges you.
Attack:  (1d20+5)[ 25 ]
Damage:  (1d6+3)[ 6 ]
Trip, on hit:  (1d20+2)[ 6 ]
Earth elemental appears in Q13 and double moves to V8.
Horse moves to U14/V15.
Cay starts casting another spell.

Stats:
 Spoiler
HP 12/12, AC9 (9, 9)
Spells: CMW, CMW, CMW,  SNAI ,  SNAI
Dog HP 13/13, AC16 (12, 14)
Horse HP 19/19, AC13 (10, 12)
Elemental HP 15/15, AC17 (10, 17)

Done.

...guess the crit confirm's not really necessary.  Still, might I suggest you incorporate some form of defense other than Invisibility?

[User]
 How did the dog charge? Is it just being within whatever range and being able to draw a straight line. How do you determine what squares he used?

And yes, X5 🙂

As for defense, ~32 damage is usually enough to kill people. If I ready an action to cast, then cast on my turn, then invis/exped for a bit, then ready/cast again, most things are dead. Trick is surviving that one round after my second cast.

Regardless, suggestions how? Hell, I spent my gold for 3 HP because 2 HP just seemed dumb.

[User]
 I believe you draw a line between the centers of the two squares to see what path it takes; if  that  line goes through cover, you can't charge, but otherwise it just has to be in range of a double move.  (Edit: Ok, so it's actually if  any  line between the two does, so he couldn't have charged, but all that means is that he'd have moved and attacked instead, so no difference.)

Anyway, I'd suggest perhaps swapping Conjuration domain for a specialization and immediate magic.  5hp isn't necessarily going to be better than 2, but popping out of the way of up to 6 attacks is probably worth a lot more.   And since your opponents can ready actions too... you're not likely to even get two spells off otherwise, let alone having them just leave you alone while you cast invis and run off again.

Incidentally, how  did  you get CL4 on the Hail of Stone?

[User]
 Spell Thematics, Spellgifted, Conjuration Domain?

As an aside, Koury, you can get CL 5+ spells without taking a hit to physical stats if you want to take a little dip in some loredrake cheese.

[User] Conjuration Domain doesn't have Hail of Stone, though.

[User]
 I'm confused as to why my Conjuration Domain precludes me from anything? As written now I have both Conjuration Domain (granting me one prechosen spell per spell level, cast at +1 caster level) AND I'm specialized in Conjuration (and have two spell schools banned as normal). Is this not allowed for some reason? I asked in the waiting room and got no reply.

As I see it, my caster level for spells breaks down like this:

Hail of Stone: 4 (Level 1 + Sanctum + Spellgifted + Spell Thematics)
Mage Armor: 4 (Level 1 + Sanctum + Spellgifted + Domain)
Other Conjuration Spells: 3 (Level 1 + Spellgifted + Sanctum)
All other spells: 1 (Level 1 - Spellgifted)

Technically Acid Splash is higher but that affects nothing but range.

As for my spells, its simply patience in most fights. Wait until they enter LoE, that triggers my 1st spell. My turn, blast em again if I can drop em. If not, invis or expeditious retreat out of there. Ready action blast again. My turn, blast again if I can drop em. If not, whatever spell I didn't use before. Ready again, blast 3rd spell. Blast 4th spell. If they are still up, I'm out of spells anyway (thats 5 1sts, and my 2nd used).

Flaws in this plan? Of course. Multiple targets, for one. Them going first and being too close also messes with it. If I survived long enough Fly and whatever that anti ranged spell is will help more.

Like I said, I'm open to suggestions. What is that teleport thing you're talking about, for instance?

[User]
 Ah, apparently I was typing for too long.  Three  Two (I can count I promise) replys since I started.

Tanaric: I made a conscious decisions to not go kobold. I now I'm a ton weaker for it, but you gotta do something different SOMETIMES, right?

[User] Sanctum doesn't increase caster level though, just spell level.  The teleportation is the PHBII wizard variant.  And "a domain wizard cannot also be a specialist wizard," from the description of the domain variant.

[User]
 I think I might have confused Koury with my explanation of what Sanctum Spell did. ☹

Spell level and caster level are independent, as Sallera says. Raising one does not raise the other. A higher level spell has a higher DC, goes through things like Globe of Invulnerability easier, etc, but has a caster level equal to your normal caster level.

[User]
 No Prohibited Schools

Unlike a specialist wizard, a domain wizard need not select any prohibited schools or domains. All wizard spells are available to her to learn.

Ack, yep. I missed that. Damn.

As for Sanctum Spell, is that true? I was going with  this . Page 56 says caster level specifically. I understand that that can be wrong though and I'm afb at the moment.

[User] Yeh, the PDF's wrong; actual text is spell level.  Anyway, I'd definitely look into swapping the (fairly useless) domain for spec, and trading your familiar for int-mod immediate action 10ft teleports per day.  And swapping Sanctum for something else, of course. 😛

[User]
 Ah, cool. I'll wait until my books are available to me to retool. They are all on my Ipod and I don't have it near me at the moment.

As for what to drop Sanctum for... Maybe switch out my Invis for some high damage spell, get my caster level up on it and Sudden Max it? Take true strike so it doesn't miss or something. I don't know. I'll figure it out later.

I think someone else in the waiting room said something about Sanctum being caster level also. But I believe Chiles quoted material says spell level. Someone should probably clarify in there.


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

The blue to the north is mountains. Moutains cost 2 Move per square, double line of sight when standing on top, and block line of sight. To the east are hills, no specific penalties.

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

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

 BONUS TURNS  - 		3

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

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

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

No political agreements.

Technology Known:
 Spoiler
		Masonry, The Wheel

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 2
 Production - 3
 Happiness - 1
 Culture - 2
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - In Capital

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

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

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

Quick link to  city and unit actions .

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

[User]
 So what exactly is the rest of the stuff in the South, plains or hills? As a side note, does the bonus on base logistics also apply to the leader's move? Also, can a leader move as a separate unit? If he can, then the the following list of actions is what I want to do this turn:

 City Action -  Train 3 settlers.

 City Action -  Renaming Capital to "The Academy"

 Leader Action -  Renaming Leader to "Osiris"

 Leader Action -  Selecting Basic Logistics.

 Leader Action -  Moving Leader, max move, directly south.

 Unit Action -  1 Warrior, max move, directly West.

 Unit Action -  1 Warrior, staying in capital.

 End turn, use bonus turn.

If that isn't possible, then I would like to send my leader out with the warriors he has control of, directly South. Regardless, I end turn and use a bonus one.

[User]
 Actually, it's forest, but there are no bonuses/penalties from it.

No, only to other units in his stack.

Yes, all units can move alone as a stack of one.

Those moves are perfectly legal. I'll start processing the turn immediately.

Note that training multiple units has a cumulative cost increase. 5 for the 1st settler, 7 for the 2nd, and 8 for the 3rd, for a total of 20. If this is not ok, say so, and I'll retcon the post to produce fewer.

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

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

 Nation News and Status
 Spoiler
  Currency  - 		76	(-20 Train Unit (Settlers)) (Incidental costs not factored into expected upkeep are listed here on the turn they affect)
			Expected Income: 		2
			Expected Upkeep: 		18

 BONUS TURNS  - 		3

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

No political agreements.

Technology Known:
 Spoiler
		Masonry, The Wheel

 Cities
 Spoiler

  The Academy (Capital) :
 Spoiler

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

 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - South of Capital

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

 Location - In Capital

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

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

 Location - West of Capital

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

Quick link to  city and unit actions .

[User]
 I'm ferpectly fine with it. 😁
 City "The Academy" Action -  Research Technology (Writing)

 Unit Action -  1 Settler moves South, max move, following the Leader's path.
 Unit Action -  Osiris moves South from current position, max move.

 Unit Action -  1 Settler moves West, max move, following the Warrior unit.
 Unit Action -  1 Warrior moves West, max move.

 Unit Action -  1 Settler moves South-West, diagonally, max move.

 End turn, use bonus turn.

Edited: Edited Osiris' move to become south rather than south-west.

[User]
 I know what you're doing right now, but in the future, pleas refer to the stack numbers if you're moving a stack. It  really  helps me out.

Processing turn now.

[User] No problem boss! 😳

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

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

 Nation News and Status
 Spoiler
  Currency  - 		58
			Expected Income: 		0
			Expected Upkeep: 		14

 BONUS TURNS  - 		1

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

No political agreements.

Technology Known:
 Spoiler
		Masonry, The Wheel

 Cities
 Spoiler

  The Academy (Capital) :
 Spoiler

 Population - 4
 Production - 5
 Happiness - 1
 Culture - 4
 Corruption/Waste - 0[br][br]
 Order - Research (Writing): 3/25 Production (6 Turns)
 Garrison - Stack 2

 Stacks
 Spoiler

 Location - South of Capital

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

 Location - In Capital

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

 Location - West of Capital

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

 Location - South of Capital

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

 Location - West of Capital

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

 Location - Southwest of Capital

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

Quick link to  city and unit actions .

[User]
 Actually, I'm a bit confused as to how exactly you want me to show movement. Care to give me an example if my attempt here is unsatisfying? Otherwise, I wonder if I should assign actions to new city's on this turn, like in civi, or if I should wait till next turn.

 City "The Academy" Action -  Research (Writing)

 Stack movements

 Spoiler
 Stack 1  max moves East.
 Stack 2  stationary.
 Stack 3  max moves South-West.
 Stack 4  moves two squares South and builds City ("Tomes")
 Stack 5  moves one square West and moves two squares South-West.
 Stack 6  moves two squares South-West and builds City ("Sallina")

 if valid
 City "Tomes" Action -  Train 1 Warrior.
 City "Sallina" Action -  Train 1 Warrior.

 End turn, use bonus turn.

[User]
 That looks good.

Cities won't pop until the turn  after  they are told to build.

[User]
 While I'm here, I might as well ask. In Civ, you couldn't build cities in mountains. Can you do it in this game? If you can, I would like to retcon Stack 5 and make it build a city by moving two squares West.

If I can't build in mountains, no problem. Though does that square count as mountains or hills?

[User] Can build on hills, not on mountains.

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

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

 Nation News and Status
 Spoiler
  Currency  - 		49
			Expected Income: 		4
			Expected Upkeep: 		9

Units/Max - 	3/30	 (0/1)
Leaders/Max - 	1/3

No political agreements.

Technology Known:
 Spoiler
		Masonry, The Wheel

 Cities
 Spoiler

  The Academy (Capital) :
 Spoiler

 Population - 5
 Production - 6
 Happiness - 1
 Culture - 5
 Corruption/Waste - 0[br][br]
 Order - Research (Writing): 7/25 Production (4 Turns)
 Garrison - Stack 2

  Tomes :
 Spoiler

 Population - 2
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 2

  Sallina :
 Spoiler

 Population - 2
 Production - 3
 Happiness - 1
 Culture - 1
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 2

 Stacks
 Spoiler

 Location - West of Tomes

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

 Location - In The Academy

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

 Location - North of Sallina

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

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

Quick link to  city and unit actions .

  Turn will end Wednesday.

[User]
 I numbered the stacks and cities to make it easier. Hope it helps.

New cities couldn't be given orders on past turn, because they didn't exist yet. They are built during the End Turn phase after Income is calculated but before the Start Turn phase when Upkeep is calculated.

[User]
 City "The Academy" action -  Research Writing.
 City "Tomes" action -  Train Warrior.
 City "Sallina" action -  Train Warrior.

 Stack movements

 Spoiler
 Stack 1  max moves South-West.
 Stack 2  stationary.
 Stack 3  Warrior, 1 move North, 1 move North West.
 Stack 3  Settler, 1 move North, and...

 Here comes the tricky bit...
 If the square immediately North  of their position is a valid settlement spot, move there and build city. (Rising Peak)
 If the square immediately North-West  of their position is a valid spot, move there and build city. (Rising Peak)
 If none are valid , follow the Warrior stack and forfeit last move point.

 End turn.  (I think that's it until wednesday, right?)