conversations: human
conversations:  Welcome, ladies and gentlemen, to today's arena match. Two teams of three will fight it out until only one team stands victorious.
  
  The arena is a standard gladiatorial arena filled with sand, but with the addition of four pits and four columns. Atop each column is a length of rope tied to a large spike, which can be use to make it easier to get out the various traps.
  
  Teams start in opposite corners where, until they move, they don't have line of effect to each other (so a competitor must move before he can target opponents with attacks).
  
  
   
   Spoiler 
     
   
  
      Map Key:    
  - Dark Squares:  10-foot deep holes. If you're pushed in, you can make a saving throw to avoid it (and instead fall prone in the square next to the hole). You take 1d10 damage if you fall in, and have to make a DC 15 Athletics check to climb back out.
  - Dark Circles:  10-foot high platforms. You can climb them with a DC 15 Athletics check (in order to get the Ropes and Spikes), and they provide cover.
  - Ropes and Spikes:  The ropes and spikes, once picked up from atop a platform, can be anchored into the ground as a move action that provokes OAs. If anchored next to a pit, the rope dangles into the put and gives a +5 bonus on any Athletics check to climb out.
  - Terrain:  Normal arena sand, with nothing special about it.
  
  
  AgentPaper, you may choose your starting corner (Red or Blue) and roll initiative first.
conversations: RTGoodman:
conversations: human
conversations:  I'll be Blue Team. Remind me to make a Red vs Blue themed party later. 😛
  
  Initiatives:
  Althaea:  (1d20+4)[ 18 ] 
  Lazam:  (1d20+7)[ 20 ] 
  Thorfin:  (1d20+3)[ 20 ] 
  
  Very nice. This is looking good so far. 😁
conversations: AgentPaper:
conversations: human
conversations:  ((Well, you've certainly got me beat on initiative  modifiers . 😛))
  
  
   Initiative: 
   Burrik:   (1d20+0)[ 12 ] 
   Ged:   (1d20+4)[ 17 ] 
   Telemar:   (1d20+2)[ 14 ] 
   Let's see how this goes... 
  
  Nevermind... it's all you, I guess. 😩
conversations: RTGoodman:
conversations: human
conversations:  Thorfin to S3, Althaea to S4, and Lazam will move to Q2. Thorfin and Althaea will ready an action to attack any target that moves into the range of their throwing weapons. (A tratnyr for Althaea, range 10/20, and shuriken for Lazam, range 6/12) Lazam has his dagger in his off-hand, Althaea has hers in her pack.
  
  I'm not sure if it's possible to ready an action like this, so if I can't, I'll have Althaea stay at S2 and Lazam at R2 instead. If I can, I'd also like Lazam to make his readied attack from hiding, to get combat advantage. If this is also not allowed, that's ok. I'll roll for his stealth check either way:  (1d20+10)[ 13 ] 
conversations: AgentPaper:
conversations: human
conversations:  Originally Posted by AgentPaper 
   Thorfin to S3, Althaea to S4, and Lazam will move to Q2. Thorfin and Althaea will ready an action to attack any target that moves into the range of their throwing weapons. (A tratnyr for Althaea, range 10/20, and shuriken for Lazam, range 6/12) Lazam has his dagger in his off-hand, Althaea has hers in her pack. 
   
  
  (You have to state what attack you're using when you ready an attack, but otherwise I think that's fine. I'll let you go ahead and pick and then post my actions.)
conversations: RTGoodman:
conversations: human
conversations:  Ah, right. Althaea is using a basic ranged, since her powers require melee. Lazam will use Deft Strike, moving to S2 after making the attack.
conversations: AgentPaper:
conversations: human
conversations:  The blue team moves out from their corner, sticking near each other for protection. The wizard, Ged, begins casting his first spell, Telemar the elf moves to shoot an arrow, and Burrik the noble dwarf moves to defend the wizard.
  _____________________
  
  Ged moves to H-16, which is within range of Althaea's attack (though it's with a -2 for being above the short range); you can roll it whenever you want. He begins casting a  sleep  spell (an area burst 2 in 20 squares), centered on S-5 (so it'll hit Thorfin and Althaea).
  
   vs. Thorfin:   (1d20+5)[ 21 ]  vs. Will
   vs. Althaea:   (1d20+5)[ 23 ]  vs. Will
  
   Hit:  The target is slowed (save ends). If a target fails its first saving throw against the spell, the target becomes unconscious (save ends).
   Miss:  The target is slowed (save ends).
  _____________________
  
  Telemar moves to I-19 and then unleashes an arrow at the Eladrin Althaea. (-2 for distance, -2 for cover.)
  
   Attack:   (1d20+0)[ 6 ]  vs. AC
   Damage:   (1d8+2)[ 7 ]  damage
  _____________________
  
  Burrik moves to G-16 and readies an action to charge any opponents that move within range (that is, 5 squares).
  _____________________
  
   Map: 
   
   Spoiler 
     
   
  
  
  Also, I THINK Burrik and Ged both have a chance to spot the hiding enemy (since I think they have LoS to that square now).
  
   Burrik's Perception:   (1d20+1)[ 21 ] 
   Ged's Perception:   (1d20+2)[ 13 ] 
conversations: RTGoodman:
conversations: human
conversations:  Althaea's attack:  (1d20+3)[ 17 ](20) 
  Damage:  (1d8+5)[ 7 ] 
conversations: AgentPaper:
conversations: human
conversations:  Oops, didn't notice that it was my turn, aside from doing the readied attack. Althaea moves up 2 squares to S2, and tries to shake off the effects of the spell. Laz stays where he is, and continues to be ready to throw his shuriken. Althaea and Thorfinn ready to attack anyone that comes around the corner.
  
  Stealth:  (1d20+10)[ 12 ] 
  
  Saving throws:
  Althaea:  (1d20)[ 16 ] 
  Thorfin:  (1d20)[ 6 ] 
  
  Thorfin is unconscious, so no readied action for him.
conversations: AgentPaper:
conversations: human
conversations:  Ripping out the javelin, the elf strides forward with the wizard and the dwarf, all taking up a defensive position in the middle of the arena. The wizard lobs some magical artillery back behind the pillar.
  
  ______________
  
  Ged moves to 0-11 (move action) and then casts scorching ray (standard action), centered on T-3.
  
   Attack vs. Thorfin:   (1d20+7)[ 8 ]  vs. Reflex (with CA);  (1d6+5)[ 6 ]  damage if hit
   Attack vs. Althaea:   (1d20+5)[ 14 ]  vs. Reflex;  (1d6+5)[ 11 ]  damage if hit
  ______________
  
  Telemar, injured, moves to M-12 (move action) and readies an action (standard action) to hit any enemy coming within 5 squares with a  lance of faith .
  ______________
  
  Burrik moves to L-11 (move action) and readies a charge and melee basic attack (standard action) against the first enemy to move within 5 squares.
  ______________
  
   Map: 
   
   Spoiler 
     
   
conversations: RTGoodman: