
Aubrey the Demented/Malformed |

OK, that's enough spotting, as will become evident (and Rod, you can take back that AP - all will become clear).
In terms of where we are initiative-wise, Ezreal will go at the top of the initiative, since it is his spell kicking things off. Everyone else will go after him. However, his initial attack will trigger some other readied actions, so don't all be in a hurry. Also, Trose's initiative is, strictly speaking, 3 rather than 2.
I haven't done a map of the room yet, but it is very big so I will probably only map a section of it. But it is basically a big circle, so get a compass if you have one. More later.
Ezreal casts his spell, which blasts the trio of kobolds with a giant ball of lightning. Once the after-image of the detonation is blinked away, the kobolds are still standing there in the same poses, seemingly quite unruffled, the robed one still talking as if nothing has happened.
Everyone, Will save, DC 18.

Trose - Clone |

"Illusions?! You, I say turning to the mercs, take Choom back as far as you can and Guard him with your lives."
With that I turn back towards the room and concentrate on my motion tracker, I mean Kobold Sensor.
BTW I am now tempted to play a Warforged Cleric of the Flame, named Thomas, who uses 'Cinders and Ashes' as an explitive...

Aubrey the Demented/Malformed |

OK, the set-up. The amphitheatre is a circle 160' in diameter. There are four tiers, each 10' wide and 5' above the one inside it, leading down to the central area, a flat circular space 80' in diameter. At the centre is the skydragon statue, which is 40' by 40'.
OK, get a compass (or whatever) and draw a circle with a radius of 8 squares (or a diameter of 16 squares). Then draw a series of four more concentric circles around it, each on with a radius 2 squares bigger than the previous. You should now have five concentric circles, representing the central area and four higher tiers. Now stick the letters across the top - A to FF (like an Excel spreadsheet) - and 1 to 32 down the side.
The entrance is at P-Q/32 (there is a short 5' section of corridor at P-Q/"33") and then stairs lead down from there at P-Q/24-32 to the central area. There are pillars at N2, K5, V7, BB7, P8, Z8, C11, G12, D17, I21, X21, Z22, BB22, DD22, E26, K26, N29 and S31. The skydragon statue occupies M-T/13-20. The illusory kobolds are at O-Q/21. The glowing bolt is at R21, the sunrods at O29 and R26.
Place yourselves in PQ/33 or somewhere within 10' of the entrance.
Initiatives so far:
Ezreal 19+
LB 19
Trose 3+
Rodergo 3-
Waiting for Janosz and Runzyl (and Gnarly).

Lightbringer |

Lightbringer |

Beside Trose at P32.
Yeah, half the time I just scribble down a map on a post it note, or in my sketchbook or something, but I'm crap at drawing circles accurately in freehand. Figured since I took the time to cad this up I might as well share it.

Aubrey the Demented/Malformed |

There is a light "ping" sound, as if a small, hard object has been thrown on to the steps just in front of Rodergo and Lightbringer.
Spot check, DC 20:
Ezreal:
With a rumble, a column of stone suddenly errupts from the top of the stairs, resolving into a roughly hewn figure, towering and broad, with a merest hint of a head, two huge rocky arms and a torso that thickens to a base where its legs should be. It hands out two massive blows to Lightbringer, pummelling the warforged.
The new creature occupies Q-R/30-31. Two hits on LB, one with each arm, for 20 and 19 points of damage respectively.
Knowledge (The Planes), DC 10:
Meanwhile, a burst of swiling colours and light bursts over the group, creating a sensation of vertiginous motion. Everyone, try a DC 18 Fort save. If you fail, you are nauseated for one round. Even if you save, the illusion means that you must treat the area in a 20' radius around the juncture of P-Q/32-33 as difficult terrain and all attacks suffer a 20% miss chance in that area. Obviously, at least on of you is immune to nausea.
Still reeling from the sudden sensory attack, Rodergo feels an agonising jolt up his right side. Suddenly appeared beside him is one of the kobolds, the red-clad monk, only this one is all too real. The after-effects of an electrical spell boil off his claws after the heavy blow he gave to the priest. 26 points of damage to Rod, 6 physical and 20 electrical. He is at R32.
Now Lightbringer.

Lightbringer |

Spot: 11+1
Know, planes: 3+3
I assume that LB need not make the save, since it is irrelevant whether or not he is nauseated. Besides, that way I can use the 20 I rolled on my attack.
The great earthern fists smash into Lightbringer from left and right, overcoming the protection of his adamantine plating with horrific ease. Armour plates buckle, bend and break, leather tendons snap and black fluid flows out in rivulets from between gaps in the paladin’s plating. But he stands still.
Aubrey, I assume you have not applied LB’s DR as yet. If that is the case, this puts him at 13 hp remaining.
Desiring the extra protection offered by his shield, Lightbringer lets go his signature greatsword, quickly grasps his shield and warhammer, and, alert for any counter-attack from the elemental, swings the blunt weapon at his earthen foe mightily, yelling “For the Flame!”
Attack, fighting defensively: nat 20+7+1 (higher ground) -4 = 24.
Miss chance roll: 32
Bugger, elementals aren’t subject to crits are they? Times 3 damage would have been nice just now…
Damage: 7+2 = 9
If you think that higher ground bonus against a large opponent is stupid Aubrey, I’ll ignore it from now.
Fighting defensively and using a shield increases LBs AC to 22.
“Withdraw Flamebearer,” says Lightbringer. “I will hold here. My attacks will be more effective against the kobolds than this creature though.”
LB’s not going to do much against this elemental – his base damage isn’t high enough to go a long way over its DR, and he can’t smite it. He’d be more effective against kobolds, if someone wants to swap … ;-)

Lightbringer |

Lightbringer wrote:..stuff..Are you able to to drop your sword, draw your weapon, unlimber your shield, and attack in a single round?
Hmmm ... good point. Dropping is a free action, I assumed that arming the warhammer and the shield would be part of the same move equivalent action. Maybe not. Let me check.
EDIT: Both of these actions (drawing a weapon and readying a shield) are a free action for a character with +1 BAB or greater "combined with a regular move." I'm assuming that drawing the warhammer is my "regular move" (equivalent action) and readying the shield is a free action attached to that. If you want me to actually physically move and do both these things are free actions, I could do that, but it seems redundant.
FURTHER EDIT: the srd is fuzzy on the number of free actions you can take in a turn, but there is no hard limit (unlike say swift actions) ... I suppose more than 2 or 3 may be stretching the friendship. Your call.

Aubrey the Demented/Malformed |

I always interpret a "regular move" as actually moving, not a move-equivalent action (I think I've had this debate somewhere else, possibly in meatspace). So you can draw "one the run" (our meatspace term) but not by carrying out some random move equivalent action (like drawing another weapon) and getting the other draw thrown in free. Also, drawing two items at once as a single "on the run" action requires Two Weapon Fighting, which I think was something the Sage wrote back in the day. Drawing a weapon is not a free action in drawing on the run, it is part of the movement action itself (and indivisible from it) and so it still takes a move action to do so. So you could move, draw the hammer, but you would still have to draw the shield as another action anyway. As I see it, you can drop your sword for free, draw a weapon as one action and ready your shield as another. Which leaves you no time to hit the elemental this round.
Or you can forget about drawing weapons and just smack the f~*#er with your sword. Your choice.
By the way, the map is fantastic - I cracked it open last night (can't get it at work) and it was like my piece of paper was scanned in.

Lightbringer |

Hmmm … I see your point … and somewhat disagree with it. BUT, I think the DM should have the final say on such rule issues, so I’ll go with it.
Attack with the sword (still fighting defensively). AC becomes 20, Damage is 12 rather than 9.
Cool, glad I got the map right!

Runzyl Steelsong |

Runzyl moves to pull the wounded cleric back and step into his place to confront the kobold assailant. "Lightbringer! Attend us!"
I'm holding action until Rod's initiative. On his initiative, I will switch places with him (assuming Rod complies with this). It's a 5' step for both of us, at which point I will full-attack the kobold who just jolted him. If Heathy is unavailable when it comes up, I recommend he take the 5' step to switch places with me and then use his move action to go partial defensive.