Stepping out of the portal leading from the arena grounds to the distant location of the next battle, the gladiators encounter a marvelous sight. High up in the mountains, they stand between towering cyclopean buildings, the ancient masonry strangely appearing as if built to resemble the cliffs and rocks that should be - but are not - present at this mountaintop. To one side, the mountain range spreads beyond the horizon, few if any peak reaching higher than the one they are standing on. To what would appear to be the west, the sun is setting just where the foothills flatten out, casting an eerie, purple red light over the otherwise dark sky. Opposite to that, deep red light of aurora borealis dances on the sky as if projected by the sun. Looking away from the mountain range, to what could be the north, the hills slope down towards a desert spotted by dark rocks, or perhaps buildings or pillars. A purple-green mist, probably covering an area equal to that of a large city block, illuminated by the final rays of the sun, moves swiftly over the desert towards the east.
But this view will have to be left behind, as inside four separate dark holes in the ground, stairs lead into the underground construction from ages long past, where the battle will take place. The enemies, about whom nothing is known except that they are four, are already down there somewhere... Preparing... Waiting...
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Entire map has a roof 15 feet above ground level, the ceiling and floor is magically strengthened.
The walls can be opened with a Disable Device DC22 check, or broken with a DC14 strength check.
U: Urr
A: At-vat
N: Nambtand
R: Rreti
ROUND: 0 (Initiative: 21)
Urr
POSITION:
ACTIONS:
HP: 140/140 (0 nonlethal)
AC: 21; FFAC: 16; Touch: 15
CMD: 27; FFCMD: 23; FFTAC: 10
EFFECTS:
GEAR: Tools, Free gear (ACP 0, Light Load)
USES:
SPELLS:
At-vat
POSITION:
ACTIONS:
HP: 140/140 (0 nonlethal)
AC: 21; FFAC: 16; Touch: 15
CMD: 27; FFCMD: 23; FFTAC: 10
EFFECTS:
GEAR: Tools, Free gear (ACP 0, Light Load)
USES:
SPELLS:
Nambtand
POSITION:
ACTIONS:
HP: 140/140 (0 nonlethal)
AC: 21; FFAC: 16; Touch: 15
CMD: 27; FFCMD: 23; FFTAC: 10
EFFECTS:
GEAR: Tools, Free gear (ACP 0, Light Load)
USES:
SPELLS:
Rreti
POSITION:
ACTIONS:
HP: 140/140 (0 nonlethal)
AC: 21; FFAC: 16; Touch: 15
CMD: 27; FFCMD: 23; FFTAC: 10
EFFECTS:
GEAR: Tools, Free gear (ACP 0, Light Load)
USES:
SPELLS:
DICE ROLLS:
17:35, Today: Vry rolled 21 using 1d20+4 with rolls of 17. Monster Initiative.
SUMMARY: The monsters actually haven't taken their positions as there are rules to follow, but the audience does not need to know that!
OOC: GLHF guys! This will be fun! I don't think I actually will earn anything from this, since I'm in the top in regards to BP, and there will be no PvP points... But I'll try my best in the fight still - the monsters actually have a higher combined HP than I've ever used myself in the arena (even in my last fight)! I do consider it a match that is more for fun though, and so I won't be doing any rules lawyering except to protect my own actions ;)
As the monsters have a Disable Device bonus and ranks, I took the liberty of adding thief's tools to their their gear... Just in case it comes up - it would be strange to have a skill bonus but then not the cheap item that is necessary to use the skill without adding 10 to the DC! Or we could just hand-wave that DC addition? The trick walls are meant to be opened (by all) :)