The next match will feature any interested level-4 competitors. The match will begin in the next 48 hours. Or sooner, if all level contestants gather before then.
As the sun begins to reach its zenith in the sky above Sel'eman, the ever industrious arena workers and constructs, shape the pit into something worth fighting in once more!
To win: 3... Fight! - Aggressive enemies will join the battle at the end of four rounds. Defeat your opponents before you are overwhelmed.
The conditions: 1... Highnoon - Oh boy its a scorcher today, and with hardly shadows to speak of! Attempts to Hide cannot be made with advantage.
The Map: 3.... The Pits - A fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.
Special DM Note to save Construction Time:
NPC Stand-in(if necessary)... 11.
Imagery:
Arena 3: The Pits
A B C D E F G H I J K L M N O P 10 . . . . . . . . . . . . . . . =..%=========================================%.. 09 . . . . . . . . . . . . . . . =€==.....======///......=......///======.....=== 08 . . . / . / . = . / . / . . . =.....======/....../////=/////....../======..... 07 . / . . , . . . . . . . . / . =...../..................,,,.,,.......,,,./----- 06 . _ _ . , . . , . . . . _ _ . =.....______.........,........,,.....______..... 05 . _ _ . . . . . , . , . _ _ . =-----/....,,,.........,,................./..... 04 . / . . , . . . . . . , . / . =.....======/.,,.../////=/////....../======..... 03 . . . / . / . = . / . / . . . ====.....======///......=......///======.....==€ 02 . . . . . . . . . . . . . . . =..%=========================================%.. 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Reference Map:
To enter please roll initiative, choose a starting position in Row 1.
You will have 1 round to prepare before the match outside of any buffs that would last an hour or more. Everyone starts with a normal healing potion. Please make sure to reset sheet by hitting the Long Rest button, and roll recharge for any magic item where applicable.
(S/N: If there are any questions, feel free to include them at the bottom of your initiative post. Will be using a general group PM for ease of communication, and keep thread clear.)
Reading the map:
This is a 20 foot by 20 foot area:
=............ 04 . . . . =.....------- 03 . = . . =.....=...... 02 . - K. . ============= 01 . . . . A B C D
Each space on the grid is 5 ft. × 5 ft. In the example I've placed K at C-2. The proportions can be a bit confusing because the grid appears narrower than it is tall.
(Fair Warning and Slight Addendum. As before, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.)
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
As the contestants enter the arena ,Marmaduke over it again flies to an already excited crowd, and then announces with a booming voice. "Ladies, Gentlemen, and All things in-between or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "Now, I hope you're ready for another exciting duel, for without further adieu, allow me to introduce your competitors!"
"Joining our ever growing flock of feathered aerial experts is one archer looking to prove himself, Bzukumi the Bold!" An eager looking Aaracokra bearing enchanting looking bracers and a long bow stands ready.
"First we have an elven hero of the people and a wizard to boot, Immeral the Immaculate!" A young sun elf in bright fiery-colored robes that shimmer almost as if made of glass steps up with a enchanted wand to match in hand.
"And last but not least, an elven archer blessed by the raven queen in more ways than one! Sylmyar!" A very unremarkable seeming elf with ash grey hair, fancy bracers, and a longbow looks on in anticipation.
"And finally to help round out this cast of colorful competitors, say hello... the Sorcerer, Mi!" A petite, almond eyed human woman bearing a blue scales in patches throughout her body, reptilian iris, an intricate wand in wand hand and a ruby vial dangling from her necklace. At least... that is what people would see if she were visible at the moment. (See below Spoiler for Stealth Check and Prep)
Prep Prior to entering arena: Cast Invisibility from Shadow Touched Feat.
A B C D E F G H I J K L M N O P 10 . . . . . . . . . . . . . . B. =..%=========================================%.. 09 I. . . . . . . . . . . . . . . =€==.....======///......=......///======.....=== 08 . . . / . / . = . / . / . . . =.....======/....../////=/////....../======..... 07 . / . . , . . . . . . . . / . =...../..................,,,.,,.......,,,./----- 06 . _ _ . , . . , . . . . _ _ . =.....______.........,........,,.....______..... 05 . _ _ . . . . . , . , . _ _ . =-----/....,,,.........,,................./..... 04 . / . . , . . . . . . , . / . =.....======/.,,.../////=/////....../======..... 03 . . . S/ . / . = . / . / . . . ====.....======///......=......///======.....==€ 02 . . . . . . . . . . . . . . . =..%=========================================%.. 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Sylmyar moves to J2 where she calls upon the Raven Queen to guide her movement. With a puff of grey smoke she disappears and then reappears at D3. Where she readies her weapon once again.
This post has potentially manipulated dice roll results.
Sylmyar uses the care of her foes to alter her position in safety. Both by foot, and via the Raven Queen's Blessing. From her new position, she notches and arrow and teases her foes .
Mi .... continues to act in secret, and.... remains hidden... for now. (Stealth: 21).
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Bzeczumimaintains his position on the ground and holds steady with an arrow notched and ready.
Immeral does much the same as Bzeczumi, though opts to rely more on lesser magic to conserve his strength.
With that, the more sounds of gears linking up and grinding together echoes throughout the arena... 1 rounds before the aggressors make their presence known.
Team(1) is up!
Arena 3: The Pits(Round 3)
A B C D E F G H I J K L M N O P 10 . . . . . . . . S. . . . . . . =..%=========================================%.. 09 I. . . . . . . . . . . . . . . =€==.....======///......=......///======.....=== 08 . . . / . / . = M. /!!. !/ . . . =.....======/....../////=/////....../======..... 07 . / . . , . . . .!0. !. !. . / . =...../..................,,,.,,.......,,,./----- 06 . _ _ . , . . , . !. !. !. _ _ . =.....______.........,........,,.....______..... 05 . _ _ . . . . . , . , . _ _ . =-----/....,,,.........,,................./..... 04 . / . . , . . . . . . , . / . =.....======/.,,.../////=/////....../======..... 03 . . . / . / . = . / . / . . . ====.....======///......=......///======.....==€ 02 . . . . . . . . . . . . . . . =..%=========================================%.. 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Lenalia will grab the Robe of many things from her box and exit the arena. For patch contents:
14 65 34 56 80
96 76 6 16
6 15 45 27
Lenalia BrightSong Bard Sorcerer in Coliseum of Conquest
DM For Amphail Adventures
100 gp; 30 gems worth 100 gp each
Riding Horse with Saddle Bags; 2 Mastiffs
Iron Door; Wooden Ladder; Pit; 2 Rowboats;
8 Potions of Healing;
Lenalia will smile to herself and say "Things are about to get very entertaining"
Lenalia BrightSong Bard Sorcerer in Coliseum of Conquest
DM For Amphail Adventures
The next match will feature any interested level-4 competitors. The match will begin in the next 48 hours. Or sooner, if all level contestants gather before then.
As the sun begins to reach its zenith in the sky above Sel'eman, the ever industrious arena workers and constructs, shape the pit into something worth fighting in once more!
To win: 3... Fight! - Aggressive enemies will join the battle at the end of four rounds. Defeat your opponents before you are overwhelmed.
The conditions: 1... Highnoon - Oh boy its a scorcher today, and with hardly shadows to speak of! Attempts to Hide cannot be made with advantage.
The Map:
3.... The Pits - A fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.Special DM Note to save Construction Time:
NPC Stand-in(if necessary)... 11.
Imagery:
Arena 3: The Pits
A B C D E F G H I J K L M N O P
10 . . . . . . . . . . . . . . .
=..%=========================================%..
09 . . . . . . . . . . . . . . .
=€==.....======///......=......///======.....===
08 . . . / . / . = . / . / . . .
=.....======/....../////=/////....../======.....
07 . / . . , . . . . . . . . / .
=...../..................,,,.,,.......,,,./-----
06 . _ _ . , . . , . . . . _ _ .
=.....______.........,........,,.....______.....
05 . _ _ . . . . . , . , . _ _ .
=-----/....,,,.........,,................./.....
04 . / . . , . . . . . . , . / .
=.....======/.,,.../////=/////....../======.....
03 . . . / . / . = . / . / . . .
====.....======///......=......///======.....==€
02 . . . . . . . . . . . . . . .
=..%=========================================%..
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Reference Map:
To enter please roll initiative, choose a starting position in Row 1.
You will have 1 round to prepare before the match outside of any buffs that would last an hour or more. Everyone starts with a normal healing potion. Please make sure to reset sheet by hitting the Long Rest button, and roll recharge for any magic item where applicable.
(S/N: If there are any questions, feel free to include them at the bottom of your initiative post. Will be using a general group PM for ease of communication, and keep thread clear.)
Reading the map:
This is a 20 foot by 20 foot area:
=............
04 . . . .
=.....-------
03 . = . .
=.....=......
02 . - K. .
=============
01 . . . .
A B C D
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '.' Turf
Each space on the grid is 5 ft. × 5 ft. In the example I've placed K at C-2. The proportions can be a bit confusing because the grid appears narrower than it is tall.
(Fair Warning and Slight Addendum. As before, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.)
Contestants:
TBA
When you realize you're doing too much: Signature.
11
Immeral enters at A1, wisps of mist circling him. He casts a spell, and some mist splits off and forms into 3 duplicates of him.
Prep round: cast mirror image
Bzeczumi joins the fight once again.
"In it to win it." I do my juggling 13
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
how many level 4s are there?
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Sylmyar steps from the shadows to once again fight in the arena. She takes her place at P1.
Initiative 18
(O1)
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
As the contestants enter the arena ,Marmaduke over it again flies to an already excited crowd, and then announces with a booming voice. "Ladies, Gentlemen, and All things in-between or beyond! Welcome to the Coliseum!" The crowd roar and cheers for a moment. "Now, I hope you're ready for another exciting duel, for without further adieu, allow me to introduce your competitors!"
"Joining our ever growing flock of feathered aerial experts is one archer looking to prove himself, Bzukumi the Bold!" An eager looking Aaracokra bearing enchanting looking bracers and a long bow stands ready.
"First we have an elven hero of the people and a wizard to boot, Immeral the Immaculate!" A young sun elf in bright fiery-colored robes that shimmer almost as if made of glass steps up with a enchanted wand to match in hand.
"And last but not least, an elven archer blessed by the raven queen in more ways than one! Sylmyar!" A very unremarkable seeming elf with ash grey hair, fancy bracers, and a longbow looks on in anticipation.
"And finally to help round out this cast of colorful competitors, say hello... the Sorcerer, Mi!" A petite, almond eyed human woman bearing a blue scales in patches throughout her body, reptilian iris, an intricate wand in wand hand and a ruby vial dangling from her necklace. At least... that is what people would see if she were visible at the moment. (See below Spoiler for Stealth Check and Prep)
Prep Prior to entering arena: Cast Invisibility from Shadow Touched Feat.
Stealth: 13.
"With that! Let this highnoon match...BEGIN!!!
Team(1): Sylmyar will fight with...(3)Mi!
Team(2): Bzeczumi meanwhile shall fight alongside Immeral!
(S, M vs B,I )
Team(1)(Sylmyar and Mi will go first!)
Team(1) is up!
Arena 3: The Pits(Round 1)
A B C D E F G H I J K L M N O P
10 . . . . . . . . . . . . . . B.
=..%=========================================%..
09 I. . . . . . . . . . . . . . .
=€==.....======///......=......///======.....===
08 . . . / . / . = . / . / . . .
=.....======/....../////=/////....../======.....
07 . / . . , . . . . . . . . / .
=...../..................,,,.,,.......,,,./-----
06 . _ _ . , . . , . . . . _ _ .
=.....______.........,........,,.....______.....
05 . _ _ . . . . . , . , . _ _ .
=-----/....,,,.........,,................./.....
04 . / . . , . . . . . . , . / .
=.....======/.,,.../////=/////....../======.....
03 . . . S/ . / . = . / . / . . .
====.....======///......=......///======.....==€
02 . . . . . . . . . . . . . . .
=..%=========================================%..
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Reference Map:
Contestants:
Team(1):
Sylmyar(S): HP(36/36)+THP(/) - Fighting Spirit(3/3)
Mi(M): HP(34/34)+THP(/) - Affected by Invisibility, Hidden(13).
Team(2):
Immeral(I): HP(26/26)+THP(/) - Affected by Mirror Image.
Bzeckzumi(B): HP (40/40)+THP(/) -
When you realize you're doing too much: Signature.
Sylmyar walks to O3 and readies an arrow for her opponents.
Sylmyar advances into the arena, and makes ready to loose an arrow for 1st foe to cross her sights.
Mi .... does something in secret, before otherwise attempting to remain hidden. (Stealth: 15).
It is now Team(2)'s Turn. Map Updated Here.
Arena 3: The Pits(Round 1-Cont.)
Team(1):
Sylmyar(S): HP(36/36)+THP(/) - Fighting Spirit(3/3), Ready to Attack.
Mi(M): HP(34/34)+THP(/) - Affected by Invisibility, Hidden(15).
Team(2):
Immeral(I): HP(26/26)+THP(/) - Affected by Mirror Image.
Bzeckzumi(B): HP (40/40)+THP(/) -
When you realize you're doing too much: Signature.
I don't need to see to use chaos bolt, right?
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
"I'll Take the archer"
I ready an arrow of my own
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Immeral steps forward to A9 and readies magic missile for the first enemy to enter los.
Bzeczumi calls out his plan to Immeral, before then holding his current position with an arrow at the ready.
Immeral follows his fellow competitor's example. Though he reposition first, if only a little, to increase his view without immediate risk to himself.
With that, the sound of gears whirring to life behind the arena walls can start be heard... 3 rounds before the aggressors make their presence known.
It is now Team(1)'s Turn. Map Updated Here.
Arena 3: The Pits(Round 2)
Team(1):
Sylmyar(S): HP(36/36)+THP(/) - Fighting Spirit(3/3).
Mi(M): HP(34/34)+THP(/) - Affected by Invisibility, Hidden(15).
Team(2):
Immeral(I): HP(26/26)+THP(/) - Affected by Mirror Image, Ready Magic Missile for 1st visible target.
Bzeckzumi(B): HP (40/40)+THP(/) - Ready Arrow Shot.
When you realize you're doing too much: Signature.
Sylmyar moves to J2 where she calls upon the Raven Queen to guide her movement. With a puff of grey smoke she disappears and then reappears at D3. Where she readies her weapon once again.
"Come out and play my friends. I won't bite."
Sylmyar uses the care of her foes to alter her position in safety. Both by foot, and via the Raven Queen's Blessing. From her new position, she notches and arrow and teases her foes .
Mi .... continues to act in secret, and.... remains hidden... for now. (Stealth: 21).
It is now Team(2)'s Turn. Map Updated Here.
Arena 3: The Pits(Round 2-Cont.)
Team(1):
Sylmyar(S): HP(36/36)+THP(/) - Fighting Spirit(3/3), Ready to Attack.
Mi(M): HP(34/34)+THP(/) - Affected by Invisibility, Hidden(16).
Team(2):
Immeral(I): HP(26/26)+THP(/) - Affected by Mirror Image(9 Rds|3/3 remaining).
Bzeckzumi(B): HP (40/40)+THP(/) -
When you realize you're doing too much: Signature.
Immeral holds position and readies fire bolt.
"Yes you will!" I ready myself again
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Bzeczumi maintains his position on the ground and holds steady with an arrow notched and ready.
Immeral does much the same as Bzeczumi, though opts to rely more on lesser magic to conserve his strength.
With that, the more sounds of gears linking up and grinding together echoes throughout the arena... 1 rounds before the aggressors make their presence known.
Team(1) is up!
Arena 3: The Pits(Round 3)
A B C D E F G H I J K L M N O P
10 . . . . . . . . S. . . . . . .
=..%=========================================%..
09 I. . . . . . . . . . . . . . .
=€==.....======///......=......///======.....===
08 . . . / . / . = M. /!!. !/ . . .
=.....======/....../////=/////....../======.....
07 . / . . , . . . .!0. !. !. . / .
=...../..................,,,.,,.......,,,./-----
06 . _ _ . , . . , . !. !. !. _ _ .
=.....______.........,........,,.....______.....
05 . _ _ . . . . . , . , . _ _ .
=-----/....,,,.........,,................./.....
04 . / . . , . . . . . . , . / .
=.....======/.,,.../////=/////....../======.....
03 . . . / . / . = . / . / . . .
====.....======///......=......///======.....==€
02 . . . . . . . . . . . . . . .
=..%=========================================%..
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Reference Map:
Contestants:
Team(1):
Sylmyar(S): HP(36/36)+THP(/) - Fighting Spirit(3/3), Ready to Attack.
Mi(M): HP(34/34)+THP(/) - Affected by Invisibility, Hidden(16).
Team(2):
Immeral(I): HP(26/26)+THP(/) - Affected by Mirror Image(8 Rds|3/3 remaining).
Bzeckzumi(B): HP (40/40)+THP(/) - Ready to [action]Attack/action].
When you realize you're doing too much: Signature.