
Jason Argus |

"Not a bad idea. But where is the source?" Jason responded as he closed his eyes and tried to feel where the heat and cold came from.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17

DM - Voice of the Voiceless |

The group keeps to it's clustered positions as you advance towards the pulsing. At the same time, two of the sources come into vision - the first before Noonan and the second to Elijah's South and East. They appear to be coming from oversized golden coins, surprisingly floating atop the mud that you are wading through. Their design is simple, beaten into a round disc... but you still have a sense of concern around them.
Noonan attempts to nudge his with his sword, but the act meets substantial resistance and while he can make his blade touch the coin... he cannot force it to move.

DM - Voice of the Voiceless |

As soon as Noonan's fingers close around the coin... the whole scene changes. The darkness that surrounds you vanishes instantly and the murkiness of the muddy waters fades also.. to a dull green swampy colour. You still cannot sense any foes around you... but your sense of unease has rapidly heightened... and the dwarf on the now visible balcony looks down with a degree of expectation.
2d20 ⇒ (15, 18) = 33
Jason Argus: 1d20 + 3 ⇒ (7) + 3 = 10
Morgan Delbeckio: 1d20 + 2 ⇒ (9) + 2 = 11
Elijah Moore: 1d20 + 2 ⇒ (5) + 2 = 7
Juro Aevis: 1d20 + 4 ⇒ (4) + 4 = 8
Yldrath Wyrmblessed: 1d20 + 5 ⇒ (18) + 5 = 23
???: 1d20 + 5 ⇒ (17) + 5 = 22
Action Tracker (Round 1): Yldrath, ???, Noonan, Morgan, Jason, Juro, Elijah

Noonan2 |

Not gunna bother with that one.
Noonan looks around and keeps his blade up. Let's get on dry land, if somethin is in the water we don't want to fight on their terms. Noonan moves 3 squares north.

DM - Voice of the Voiceless |

From the muddy water lunge oversized tadpoles that latch unto the throats of Elijah, Yldrath and Morgan. As you turn to face the threat, boggards leap from the top of the pillars at the corners of the arena and begin to assault you with poisoned blowguns. Needing to deal with the larger threat you wage a drawn out attritional battle against the boggards, with you eventually emerging the victors.
However in the time that it took to defeat the boggards, the three fellow recruits who were attacked by the feral tadpoles have drowned... now floating in the muck pasty faced and unmoving.
Nonplussed upon the balcony the dwarf shrugs his shoulders "Looks like class size is down... might need a few more warm bodies. Take a break and I'll see you back on the sand this afternoon."
Taking the pulsing tokens you notice that they have morphed into golden discs that you estimate value near 100gp each.
You've got a bit of cash (100 gp each) to do minor shopping before we get the fresh blood in.

Noonan2 |

Noonan looks around he battlefield and is somewhat disheartened that three of his would be allies were killed. Hauling himself out of the muck, he returns to his quarters to clean up and looks about, the lab that had stunk up the place sat neglected in the corner and the room was much more empty.
Noonan heads down to the armory and uses some of his winnings to purchase a longspear so he can be better prepared against giant enemies and then heads back for some sleep.

DM - Voice of the Voiceless |

That afternoon Noonan, Juro and Jason are led back to the arena - held behind a portcullis on the Western wall. Draped fabric in front of the iron prevents a decent view of what lies beyond... but upon the air you hear a faint yipping...
Unbeknown to those on the Western side of the arena's bowels... another group of three are being brought near to the arena's sandy center. Little had been said to them, and they'd had little time in each other's company to make smalltalk. A closed portcullis and shroud of hessian currently stood between you and what you guessed must be the arena... but any questions of the gruff Katapeshi that brought you this far were met with merely a grunt and dismissive mention of "Practical". A faint yipping echoes through the hessian... as you wait... See above Knowledge Nature
Will open portcullis c/w map tonight.

DM - Voice of the Voiceless |

Without any ceremony, the hessian curtain between you and the arena is suddenly pulled aside. The portcullis rises as your eyes adjust to the light and you see a wide expanse of sand covering the bowl of a gladiatorial arena. In the center north of the field a mock encampment of gnolls and hyena can be seen - defensively positioned and very much ready for your entry to the fray.
Above the gnolls is a dwarf in what appears to be a VIP box of some kind... hands on the railing and intently looking down towards you. His expression is one of expectation.
The gnolls next to the sandbags have drawn bows and slung arrows, while the ones near to the entry have greataxes in hand.
Jason Argus: 1d20 + 3 ⇒ (2) + 3 = 5
Medren: 1d20 + 8 ⇒ (20) + 8 = 28
Jaren Thorne: 1d20 + 1 ⇒ (19) + 1 = 20
Juro Aevis: 1d20 + 4 ⇒ (3) + 4 = 7
Gurthock Fleshmincer: 1d20 + 5 ⇒ (8) + 5 = 13
Gnolls: 1d20 + 2 ⇒ (12) + 2 = 14
Action Tracker Round 1: Medren, Jaren, Gnolls, Gurthock, Noonan, Juro, Jason
Ground rules and explanations for combat:
Arena surface is sand covered earth, and none of the area is difficult terrain.
The sandbags are just above waist height and are thus impassable without some acrobatic means - and provide cover.
Both you and the gnolls start aware of each other, and neither of you are flatfooted.
I roll initiative at the start of each combat (as per the spoiler) and then prepare a tracker that shows the order in which character’s actions will unfold. Actions will be posted and resolved in ‘blocks’ (in this case Medren and Jaren will go, then I’ll do the gnoll’s actions, then the rest).
When stating movement on the arena grid, please state the movement similar to the following: Up four, right three. Each grid square is 5ft.
Where possible / needed call out your actions explicitly, eg: Move action stand, 5ft step up, standard to attack.
Lastly – have fun with it. Allons-y!

Medren |

I can't see the grid, but Medren will move any distance (up and including 25') if it gets him within casting distance for Grease (30')
"Lets get this moving" - the wizard speaks resolute, a fiery tinge to his voice, perhaps remnant of his Arcane training.
Without hesitation, Medren steps forward, words of magic coalescing in his lips, and targeting the closest gnolls and hyenas.
Move: See above
Standard: Casting grease to affect the 4 closest gnolls and hyenas (those 2 by the sand bags, and the 2 hyenas 10' behind them) - Reflex Save DC14

Jaren Thorne |

AC 19 (+1 Dex, +7 armor )
HP 23/23
holding javelin
Maneuvers Readied
* Iron Shell (immediate; opposed attack roll BAB+shield bonus to deflect melee/missile weapon attack)
* Blade of Breaking (standard; disarm or sunder at +4, no AoO)
* Primal Wrath (std action attack; +4 dmg or +6 dmg with 2h weapon)
*Panther on the Hunt (+2 atk/dmg on charge, ignore AoO)
Jaren surveys the situation. "Archers, best chance is to get to them quickly." He drops into Running Hunter's Stance, jogging directly toward the camp entrance while drawing his greatsword and letting his javelin fall. His sword rises up into the Iron Shell position, ready to deflect incoming arrows.
2x move action at 20'+10' pace. I will oppose the first attack that would hit me as an immediate action using Iron Shell.
Iron Shell: 1d20 + 7 ⇒ (17) + 7 = 24
Correct me if I'm wrong, I assume I get to wait for one that would hit me. Also it says, as a shield bash using full BAB and the shield bonus to AC, so I believe that is BAB 2 + Str 4 +1 which is the shield bonus I get from wielding a 2-h weapon

DM - Voice of the Voiceless |

Medren moves forth into the arena...
Medren - 25ft move in leaves you 40ft from the sandbags, so out of range of grease. Also, grease is a 10ft square (ie. 10 x 10) - so with the spacing of the gnolls you wouldn't have been able to catch more than just one of them in it.
...but seeing the gnolls still too distant, turns his mind to defence first...I've instead said you total defense... and you'll be behind shiny anyways.
Jaren keeps pace with his fresh companion...
Also - to my eye it looks like Sworn Protector and Zweihander don't stack? Sworn Protector's Ward replaces the Aegis power... and Zweihander replaces part of the Aegis power.
My read is that means that the archetypes don't stack as they replace or modify the same power? - what's your take?
I know I should have brought stuff like this up earlier... but I was leaving it to learn as I go :P
...and stands afore him wardingly.
The gnolls react with a surprisingly measured response. The greataxe wielding beasts at the entrance to the sandbags hold their position, and the hyena pad up to stand at their backs. The other gnoll in the center of the fort also holds - leaving only the bow wielding gnolls to act.
Those two before Jaren nock and let fly...
Bow at Jaren: 1d20 + 4 ⇒ (17) + 4 = 21
Bow at Jaren: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d8 + 2 ⇒ (7) + 2 = 9
...both flying straight and true... though the preternatural reactions of the warder give him the foresight to deflect the first of them away from himself; but he cannot prevent the second from lancing into his shoulder.
While those on the opposite side of the arena nock... and hold their bows - clearly waiting for the first tasty target to present itself...
Action Tracker Round 1: Medren, Jaren, Gnolls, Gurthock, Noonan, Juro, Jason
Action Tracker Round 2: Medren, Jaren, Gnolls

Noonan2 |

HP 30/30 (34/34 when raging)
AC 18/T12/FF16 (AC 16 when raging)
Weapon in hand:Greatsword
Effects Rage 0/8, DR 1
Noonan nods to his allies. Let's go. He moves 30 feet east, his eyes staying on the archers.
Total defense for +4 ac

Gurthock Fleshmincer |

"Yes! Yes let the rhythm of the Lord in Iron take you! Let the beat of battle flow through you and carry you into victory!"
Move to the square just south of Jaren.
Activate Inspired Rage
Jaren might still be able to use most maneuvers I would think as long as they're not required to have patience or concentration. DM's discretion however.
The other group should still be able to get th bonuses if they can here Gurthock's mad drum solo.

Juro Aevis |

"The archers are mine."
Juro calmly steps into the arena and takes a shot at each of the archers on the left side.
Using Rapid shot and Deadly aim
Top archer: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d8 + 4 ⇒ (4) + 4 = 8
Bottom archer: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Jaren Thorne |

AC 19 (+1 Dex, +7 armor +1 "shield" )
HP 23/23
Maneuvers Readied
* [u]Iron Shell[/u] (immediate; opposed attack roll BAB+shield bonus to deflect melee/missile weapon attack)
* Blade of Breaking (standard; disarm or sunder at +4, no AoO)
* Primal Wrath (std action attack; +4 dmg or +6 dmg with 2h weapon)
*Panther on the Hunt (+2 atk/dmg on charge, ignore AoO)
Jaren rushes forward and crouches behind the sandbags, before he reaches the opening. He pauses a moment to focus his mind.
30' move action using the 10' bonus from the stance; standard action to recover Iron Shell
Do we need to go in strict order (if no enemies are in between)?

DM - Voice of the Voiceless |

Weekend was weekend - back now.
Happy for you to post out of order - but I resolve in order. Generally I'll redirect if actions still make general sense, or pause if a rethink is needed.
Gurthock joins his ertwhile companions as he calls upon a deeper and primal rhythm to stir within the cockles of their bellies.
Noonan's wary emergence draws a pair of streaking arrows...
Arrow: 1d20 + 4 ⇒ (9) + 4 = 13
Arrow: 1d20 + 4 ⇒ (7) + 4 = 11
...though neither is aimed well enough to draw his blood.
Juro steps and fires... but only one of his arrows is aimed well enough to strike. Jason then joins them in a defense focused advance.
Action Tracker Round 2: Medren, Jaren, Gnolls, Gurthock, West Archers, Noonan, Juro, Jason

Jaren Thorne |

That was my round 2 above. Although looking at the distance I think I will have to use both move actions to get to a position right before the entrance (and therefore no time to recover my readied maneuver).
Jaren fights to keep his mind focused, over the incessant beating of the war drum.
not giving in to rage at this time.

Medren |

the beating drums seem to urge Medren into forgetting all about magical arts, drawing a dagger and take the gnolls head on - the wizard welcomes the feeling with a smile, but does not give in to it, again Medren moves forward towards the barricade, trying to target the middle group of hyenas and gnolls with an Arcane spell.
Move: 30' straight ahead (trying to stay behind Jaren)
Standard: Grease (I believe I can target the square immediately below the closest hyena in a way to make that spot the bottom right corner of the grease square, thus affecting two hyenas and one gnoll?) - Reflex Save DC14
If not, will cast Ray of Frost on the closest gnoll behind cover.
Ranged Touch: 1d20 + 3 ⇒ (12) + 3 = 15
Damage if it hits: 1d3 + 1 ⇒ (3) + 1 = 4
"Caution" - he urges the others - "I see another group on the far end"

Noonan2 |

HP 30/30 (34/34 when raging)
AC 18/T12/FF16 (AC 16 when raging)
Weapon in hand:LOngspear
Effects Rage 0/8, DR 1
Noonan feels the music fill his veins and nods his head.Mm...that sets my blood a running. He moves across the battlefield and thrusts his longspear at the wounded gnoll archer.
One square north, 5 squares east attack gnoll with 10 damage
Longspear,Reach: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 3 ⇒ (6) + 3 = 9

DM - Voice of the Voiceless |

Noonan - please don't post out of order. I realise I'm maddeningly slow to update, but every time someone posts out of order it just makes things confusing.
Medren - see the overlap of the grease, you get 2 x hyenas with that positioning.
Medren moves forward and lays down a mat of slick grease upon the sand, catching a pair of hyenas within the midst of it...
Reflex: 2d20 ⇒ (16, 1) = 17 - 1 pass, 1 fail
...one maintaining it's footing, though the second falls to the sand.
Jaren abandons the defence of Medren to advance to stand alone before the entrance to the sandbagged area.
With Medren's protector gone, the two gnollish bowmen set sights on the mage...
Bow: 1d20 + 4 ⇒ (15) + 4 = 19 for 1d8 + 2 ⇒ (7) + 2 = 9
Bow: 1d20 + 4 ⇒ (11) + 4 = 15 for 1d8 + 2 ⇒ (8) + 2 = 10
...the thin iron tipped missiles aimed true, scything into thigh and hip.
Jaren's boldness is rewarded with the pair of axe-wielding gnolls stepping forward with ill-intent and heavily handled weaponry...
Greataxe: 1d20 + 6 ⇒ (2) + 6 = 8
Greataxe: 1d20 + 6 ⇒ (14) + 6 = 20 for 1d12 + 4 ⇒ (7) + 4 = 11
...one strike easily defeated, but the second thumps in heavily to his chest... and Jaren feels a rib crack under the stress of it.
The hyenas reposition in the fortification, the fallen one scrabbling upon the ground to be clear of the grease.
Action Tracker Round 2: Medren, Jaren, Gnolls, Gurthock, West Archers, Noonan, Juro, Jason
Action Tracker Round 3: Medren, Jaren, Gnolls

DM - Voice of the Voiceless |

Gurthock keeps banging his drum and advances to call a similar slick of unctuous grease...
Reflex: 1d20 ⇒ 12
...though the gnoll archer manages to keep it's footing. The hyena is already wallowing upon the ground and can fall no further.
The archers on the western edge of the encampment split their fire now between Noonan and Jason...
Arrow at Jason: 1d20 + 4 ⇒ (13) + 4 = 17
Arrow at Noonan: 1d20 + 4 ⇒ (13) + 4 = 17
...though their still cautious approach pays dividends, and they are able to weave away from the well aimed missiles.
Action Tracker Round 2: Medren, Jaren, Gnolls, Gurthock, West Archers, Noonan, Juro, Jason
Action Tracker Round 3: Medren, Jaren, Gnolls

Noonan2 |

HP 30/30 (34/34 when raging)
AC 18/T12/FF16 (AC 16 when raging)
Weapon in hand:LOngspear
Effects Rage 0/8, DR 1
Noonan moves until he his across from the archer who has an arrow sticking out of himOne North, 5 east and stabs at him
Longspear,Reach: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 3 ⇒ (3) + 3 = 6

Jason Argus |

Seeing one of the new guys getting himself into trouble, Jason rushed in and stabbed at one of the Gnolls.
Charge to the square that is two spaces to Jaren's left. And attack the left Gnoll. -2 to AC until next round.
Attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage?: 1d6 + 2 ⇒ (1) + 2 = 3

Jaren Thorne |

AC 19 (+1 Dex, +7 armor +1 "shield" )
HP 23/23
Maneuvers Readied
* Iron Shell (immediate; opposed attack roll BAB+shield bonus to deflect melee/missile weapon attack)
* Blade of Breaking (standard; disarm or sunder at +4, no AoO)
* Primal Wrath (std action attack; +4 dmg or +6 dmg with 2h weapon)
*Panther on the Hunt (+2 atk/dmg on charge, ignore AoO)
Jaren glanced back. His instincts told him to guard the fallen wizard, but he calculated the best chance for survival was to press the attack now. He gives in to the fury of the war drums and attacks the nearest gnoll using Primal Wrath.
greatsword: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 +1 from raging song
damage: 2d6 + 4 + 6 + 1 ⇒ (3, 3) + 4 + 6 + 1 = 17 +6 from primal wrath, +1 from raging song