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: Silence: Dorizzit's team -  RED TEAM 
   
   Spoiler 
  
   Number:  Ein
   Strength:  16
   Dexterity:  8
   Constitution:  8
   Weapons:  Greataxe
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  13
   Attacks:  Greataxe +7 melee (1d12+3)
   Skills:  Climb +9, Jump +9
   Feats:  Weapon Focus (Greataxe), Endurance, Diehard
   HP:  13
  
   Number:  Zwei
   Strength:  16
   Dexterity:  8
   Constitution:  8
   Weapons:  Greataxe
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  13
   Attacks:  Greataxe +7 melee (1d12+3)
   Skills:  Climb +9, Jump +9
   Feats:  Weapon Focus (Greataxe), Endurance, Diehard
   HP:  13
  
   Number:  Drei
   Strength:  16
   Dexterity:  8
   Constitution:  8
   Weapons:  Greataxe
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  13
   Attacks:  Greataxe +7 melee (1d12+3)
   Skills:  Climb +9, Jump +9
   Feats:  Weapon Focus (Greataxe), Endurance, Diehard
   HP:  13
  
   Number:  Vier
   Strength:  8
   Dexterity:  16
   Constitution:  8
   Weapons:  Sickle (x2), Light Crossbow, 10 bolts
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  17
   Attacks:  Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
   Skills:  Tumble +6, Climb +5
   Feats:  Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
   HP:  13
  
   Number:  Funf
   Strength:  8
   Dexterity:  16
   Constitution:  8
   Weapons:  Sickle (x2), Light Crossbow, 10 bolts
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  17
   Attacks:  Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
   Skills:  Tumble +6, Climb +5
   Feats:  Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
   HP:  13
  
   Number:  Sechs
   Strength:  8
   Dexterity:  16
   Constitution:  8
   Weapons:  Sickle (x2), Light Crossbow, 10 bolts
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  17
   Attacks:  Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
   Skills:  Tumble +6, Climb +5
   Feats:  Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
   HP:  13
  
   Number:  Sieben
   Strength:  8
   Dexterity:  16
   Constitution:  8
   Weapons:  Longbow, 20 Arrows, Flail
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  17
   Attacks:  Longbow +6 (1d8), Flail +2 (1d8-1)
   Skills:  Spot +3, Listen +3
   Feats:  Point Blank Shot, Rapid Shot, Run
   HP:  13
  
   Number:  Acht
   Strength:  8
   Dexterity:  16
   Constitution:  8
   Weapons:  Longbow, 20 Arrows, Flail
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  17
   Attacks:  Longbow +6 (1d8), Flail +2 (1d8-1)
   Skills:  Spot +3, Listen +3
   Feats:  Point Blank Shot, Rapid Shot, Run
   HP:  13
  
   Number:  Neun
   Strength:  8
   Dexterity:  16
   Constitution:  8
   Weapons:  Longbow, 20 Arrows, Flail
   Armor:  Chain Shirt
   Speed:  30 ft.
   AC:  17
   Attacks:  Longbow +6 (1d8), Flail +2 (1d8-1)
   Skills:  Spot +3, Listen +3
   Feats:  Point Blank Shot, Rapid Shot, Run
   HP:  13
  
   Number:  Zehn
   Strength:  16
   Dexterity:  8
   Constitution:  8
   Weapons:  Spiked Chain
   Armor:  Half Plate
   Speed:  20 ft.
   AC:  16
   Attacks:  Spiked Chain +6 (2d4+3)
   Skills:  Spot +3, Listen +3
   Feats:  Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
   HP:  13
  
   Number:  Elf
   Strength:  16
   Dexterity:  8
   Constitution:  8
   Weapons:  Spiked Chain
   Armor:  Half Plate
   Speed:  20 ft.
   AC:  16
   Attacks:  Spiked Chain +6 (2d4+3)
   Skills:  Spot +3, Listen +3
   Feats:  Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
   HP:  13
  
   Number:  Zwolf
   Strength:  16
   Dexterity:  8
   Constitution:  8
   Weapons:  Spiked Chain
   Armor:  Half Plate
   Speed:  20 ft.
   AC:  16
   Attacks:  Spiked Chain +6 (2d4+3)
   Skills:  Spot +3, Listen +3
   Feats:  Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
   HP:  13
  
  Weapon Total: 549
  Armor Total: 2700
   
  
  
  
  Deepblue706's team. -  BLUE TEAM 
   
   Spoiler 
  
   #1-3:  Skirmishers  
   Strength: 12 
   Dexterity: 14 
   Constitution: 8 
   Weapons: Longbow (20 arrows), Greatclub, Dagger 
   Armor: Chain Shirt 
   Speed: 30ft 
   AC: 16 
   Attacks: +6 Longbow (1d8), +4 Greatclub (1d10+1), +4 Dagger (1d4+1) 
   Skills: Listen (+3), Spot (+3), Tumble (+4) 
   Feats: Point Blank Shot, Precise Shot, Weapon Focus: Longbow 
   HP: 13 
   #4-5:  Guardians  
   Strength: 14 
   Dexterity: 8 
   Constitution: 12 
   Weapons: Longsword, Longsword, Sling (10 bullets) 
   Armor: Half-Plate, Heavy Wooden Shield 
   Speed: 20ft 
   AC: 19 
   Attacks: +5 Longsword (1d8+2), +2 Sling (1d4+2) 
   Skills: Balance (+2), Listen (+3), Spot (+3) 
   Feats: Diehard, Endurance, Improved Initiative 
   HP: 19 
   #6-8:  Shock Troopers  
   Strength: 14 
   Dexterity: 10 
   Constitution: 10 
   Weapons: Greatsword, Longsword, Sling (10 bullets) 
   Armor: Chain Shirt 
   Speed: 30ft 
   AC: 14 
   Attacks: +6 Greatsword (2d6+3), +5 Longsword (1d8+2), +3 Sling (1d4+2) 
   Skills: Climb (+6), Jump (+6), Swim (+6) 
   Feats: Weapon Focus: Greatsword, Improved Overrun, Power Attack 
   HP: 16 
   #9-11:  Sentinels  
   Strength: 14 
   Dexterity: 12 
   Constitution: 8 
   Weapons: Glaive, Morningstar, Heavy Crossbow (10 bolts) 
   Armor: Banded Mail 
   Speed: 20ft 
   AC: 17 
   Attacks: +6 Guisarme (2d4+3), +5 Morningstar (1d8+2), +4 Light Crossbow (1d8) 
   Skills: Listen (+3), Heal (+3), Spot (+3) 
   Feats: Combat Reflexes, Weapon Focus: Guisarme, Toughness 
   HP: 16 
   #12:  The Sneakyman  
   Strength: 8 
   Dexterity: 16 
   Constitution: 8 
   Weapons: Rapier, Shortbow (20 arrows), Dagger 
   Armor: Leather Armor 
   Speed: 30ft 
   AC: 15 
   Attacks: +6 Rapier (1d6-1), +6 Shortbow (1d6-1), +6 Dagger (1d4-1) 
   Skills: Hide (+9), Move Silently (+9), Tumble (+6) 
   Feats: Skill Focus: Move Silently, Skill Focus: Hide, Weapon Finesse 
   HP: 13 
   
  
  
  
  Game will be played in the statue arena.
  
   
  
  The black areas are walled off. The walls are 50ft high and have a climb DC of 30.
  
  The gray circles are statues. They are perfect representations of the soldiers fighting. They cannot be climbed or destroyed. Every round, the statues on the red side move 5ft towards the statues on blue's side, and vice versa. Treat the statues movement as if the statues rolled a -10 for INT. Anyone caught in front of a moving statue is considered bull rushed, and automatically fails the strength check. Anyone caught between the two center statues when they move together is killed instantly. Once the two statues in the center meet, the statues begin to move in reverse from their normal direction until they reach their starting positions. Then, they go back to normal movement. Repeat the process until someone has won.
conversations.from: human
conversations.value: Dorizzit: Rolling initiative.  For convenience, I'll codify my team members as follows:
  
  Ein-Drei: Warriors
  
  Vier-Sechs: Slicers
  
  Sieben-Neun: Archers
  
  Zehn-Zwolf: Guardians
  
  Teams:
  
  Team 1 consists of 2 Warriors, 1 Slicer, and 1 Archer.
  Initiative:  (1d20)[ 20 ] 
  
  Team 2 consists of 2 Slicers, 1 Warrior, and 1 Archer
  Initiative:  (1d20)[ 20 ] 
  
  Team 3 consists of 3 Guardians and 1 Archer
  Initiative:  (1d20)[ 15 ] 
  
  I'll post start locations later, RL calls.
conversations.from: human
conversations.value: Deepblue706: I have three groups as well:
  
   1, 4, 6   and   9  form group One. That's a Skirmisher, a Guardian, a Shock Trooper, and a Sentinel.
  Initiaive: (1d20)[ 17 ] 
   5, 10, and 11  form group Two. That's a Guardian and Two Sentinels.
  Initiaive: (1d20)[ 18 ] 
   2, 3, 7 and 8  form group Three. That's two Skirmishers and two Shock Troops.
  Initiaive: (1d20)[ 5 ] 
  
  So, how are we determining Init? I gave my guardians Improved Initiative in hopes it'd give me better chances of acting first.
  
  And, how do I go about using stealth? #12 is not included in any group, because I'd like to have his location hidden. Let me know what rolls to make.
conversations.from: human
conversations.value: Silence: Your groups will use the lowest INIT modifier in the group.  Stealth units must be included in the group.  Their INIT will be know to all, but their actions will be spoilered.  They won't be included on the tactical map.
  
  Your stealth unit will be included in group 2.  All groups must have 4 units.
conversations.from: human
conversations.value: Dorizzit: Wait, how can 12 hide?  Shouldn't he be visible, at least at the start?
  
  Also, my group positioning:
  
  Team 1: Warrior in B 10, Greataxe Drawn, Archer in A 11, Bow Drawn, Slicer in A 12, Crossbow Drawn, Warrior in B 13, Greataxe Drawn.
  
  Team 2: Slicer in B 17, Crossbow Drawn, Slicer in B 18, Crossbow Drawn, Archer in B 19, Bow Drawn, Warrior in B 20, Greataxe Drawn.
  
  Team 3: Guardians with Spiked Chains Drawn in squares A 14-16.  Archer in Square B 15.
conversations.from: human
conversations.value: Deepblue706: I dunno.
  
  Wait, why are you on the right side (BC, etc)? I thought I was blue team!
conversations.from: human
conversations.value: Deepblue706: Placement.
  
   Group One:  (No Init modifier)
  Sent9@Bc10
  Guard4@Bc11
  Shock6@Bd11
  Skirm1@Bd10
  
   Group Two:  (+1 Init modifier)
  Sent10@Bc14
  Guard5@Bc15
  Sent11@Bc16
  Sneak12@Bd15
  
   Group Three:  (No Init modifier)
  Skirm2@Bc18
  Skirm3@Bc20
  Shock7@Bd17
  Shock8@Bd19
conversations.from: human
conversations.value: Deepblue706: Another note (sorry for trip post, but I don't want to keep editting things due to, well, you know): Guardians and Shock Troopers are ready with their best melee weapons available (Longswords and Greatswords, respectively). All others are wielding ranged weaponry.
conversations.from: human
conversations.value: Dorizzit: Whoops, my mistake.  I'll fix it.
  
  Edit: two things.
  
  1. do statues block ranged attacks?  I figure they do, but I need confirmation.
  
  2. My teams 1 and 2 move simultaneously with DeepBlue706's group 2, correct?
conversations.from: human
conversations.value: Silence: 1. Yes, the statues block ranged attacks.
  
  2. Hmmmm..... dang, the rulebook gives no rules on this.  I say do a INIT reroll just for those 3 groups.  The reroll only effects order within those three groups; anyone that rolled higher or lower will still go before or after (respectively) regardless of the reroll.
conversations.from: human
conversations.value: Dorizzit: Works for me.
  
   (1d20-1)[ 4 ] 
   (1d20-1)[ 11 ] 
conversations.from: human
conversations.value: Deepblue706: Okie dokie.
  
   (1d20+1)[ 10 ] 
conversations.from: human
conversations.value: Silence: Ok, let's get this going!
conversations.from: human
conversations.value: Dorizzit: Grek.  Sorry.
  
  Group 2.  The Warrior moves to B21 and then to G21.  The rest of the group follows in a line.
conversations.from: human
conversations.value: Deepblue706: Group Two:
  Sent10@Bc14 to Z14
  Guard5@Bc15 to Z15
  Sent11@Bc16 to Z 16
  Sneak12@Bd15 to Ba5
conversations.from: human
conversations.value: Dorizzit: Group 1: In formation, moves upward (same letter, number decreases) 1 space, then forward four spaces.  Final positions:
  
  Warrior: F12
  
  Slicer: E13
  
  Archer: E14
  
  Warrior: F12
conversations.from: human
conversations.value: Silence: Can you give them numbers instead of just saying "warrior" and such?  Makes my life easier.
conversations.from: human
conversations.value: Deepblue706: Group 3:
  
  Skirm2@Bc18 to W19
  Skirm3@Bc20 to W21, fires Longbow upon warrior at G21
  Shock7@Bd17 to X18
  Shock8@Bd19 to X20
  
  Skirm3 attack roll  (1d20+6)[ 19 ] 
  Skirm3 damage roll  (1d8)[ 7 ] 
conversations.from: human
conversations.value: Silence: Drozzit has informed me, via PM, that he has officially surrendered.
  
  Deepblue706 is the victor!
conversations.from: human
conversations.value: Deepblue706: He lost interest, eh?
  
  Well, I'll take the win.
conversations.from: human
conversations.value: Silence: Lucky you.
  
  KCiemer is up against you next.  I'll shoot you a PM once I'm done setting it up.