conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: dirigibee: Today is a good day to go negative hp!   
  
  Welcome to Site 4! One of the combatants has offered to help out in adjudicating matches, none other than BANG! She'll introduce combatants and direct Thorak's summons from here on in.
  
  Your first post should contain your RP introduction and your initiative roll - and no other mechanical actions.
  After both combatants have rolled initiative you can take your turns as normal. If you use the central glyph to summon a creature, roll initiative for it, and I will control the summon in the new turn order.
  
  Please include relevant information about yourself and your minions in a stat block in the spoiler of every post.
  
   
   Spoiler: Example Stat &amp; Action Block 
   [Player Name]   
   HP                   1/1
   AC (AC, F, T)        10, 8, 6
   Saves (F, R, W)      1, 2, 3
   DR                   1/good
   Resistances          5/fire
   Weapon 1             Morningstar (+1 1d8+1 x2)
   Weapon 2 
   Weapon 3 
   Active Effect 1      Evil Devotion (10rnd)
   Active Effect 2 
   Active Effect 3 
   Location  g1
  
   Actions 
  [Player Name] Move to g3 (move)
  [Player Name] Law Devotion to AC (swift)
  [Player Name] Cast Cure Light Wounds on self (standard)
  [Minion 1] to g3 (move)
  [Minion 1] attacks [Opponent Name] (standard)
   
  
  Corner to corner line of sight rules are in effect, and if things get contentious with bows we WILL break out Thorak's theorem (it's like pythagoreas' theorem, except you stab someone with your ruler afterwards). Please don't try and make any crazy flying attacks that mean we have to work out angles in 3D space, nobody wants to bring killonometry into this. The spaces on top of the walls are not directly lit, but as a sillhouette against the sky combatants gain no concealment.
  
  Pay attention to what your character can and can't see. If you cast a fireball at a hidden opponent you had no way of seeing, you WILL attract Thorak's wrath. Anyone who feels like they're being cheesed or metagamed can make a short prayer to Thorak as a free action before using the summoning glyph. Thorak won't play favourites, but whatever comes out should at least have the ability to attack both combatants.
  
   OOC Thread   Recruitment Thread 
    
   
     
  
        Arena   Link
  
    
  
  Coordinates are case sensitive!
    
     Low-Light Vision Version   Link
  
    
  
  Blue areas are shadowy to low-light vision.  
   
    
   
   Spoiler: Detailed Arena Information 
   
   Walls are 10 feet high and 5 feet thick, made from rough stone and flat topped. They can be climbed with a DC15 check and walked on as if on normal ground. The walls block line of sight and line of effect, but not telepathy. Nobody on top of a wall can benefit from concealment derived from the surrounding light level, but the inner edge of the wall is considered a low obstacle (grants cover from attackers within 30 feet) 
   The ground is made of smooth stone, but dusted with a layer of fine, dry sand. It's easy to walk or run on. 
   The air in the arena is still (no wind), and the arena is silent except for the occupants. 
   The arena is open to the sky, but the walls still block LoS and LoE even for flying combatants. 
   Leaving the arena for any reason is the same as yielding the match, apart from being unwillingly teleported out by your opponent, which will incur Thorak's wrath. Bull rushing your opponent out from the top of a wall is fine. 
   The large central glyph is the only light source. The marked areas are shadowy, and the blue areas are shadowy to low-light vision. Combatants can also bring or create their own light sources which work using a radius as normal. If the glyph is ever covered, damaged or deactivated, then the entire arena will become dark. The glyph has a hardness of 10 and a HP of 30, and can be deactivated with three non-consecutive DC20 spellcraft or arcane knowledge checks.
   
   Walking or riding (not flying) over either edge glyph will heal the combatant for 5 hit points. Once a combatant has been healed by a glyph, that glyph will ignore them. 
   While standing or mounted on one of the 4 central squares of the centre glyph, a combatant can activate it as a standard action. This summons a creature to either point A or B (their choice). The aim of the creature will be to kill both combatants. 
   The match ends when one opponent is disabled and below 0 hit points. 
   If there is an obvious stalemate for 5 rounds (such as if both combatants are hiding from each other), Thorak will become enraged and activate the summoning glyph. 
    Diagonal movement is always 5 feet, not 5/10/5/10. 
    It is possible to move diagonally past a corner. 
   
   