
Jethop // The Ravener |

The Ravener will 5' step to E10, between Clerics 2 and 1. Going into Boar Style.
He will then full attack cleric 1.
Attack (Claw 1): 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
damage: 1d4 + 4 ⇒ (1) + 4 = 5
Attack (Claw 2): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
damage: 1d4 + 4 ⇒ (3) + 4 = 7
Attack (Bite): 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
damage: 1d2 + 2 ⇒ (1) + 2 = 3
Attack (Bite: Critical Confirmation): 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
damage: 1d2 + 2 ⇒ (2) + 2 = 4
If two attacks hit, Bleed Damage: 2d6 ⇒ (1, 2) = 3
The Ravener doesn't care whether the hot gush in his mouth came from a drow, demon, or angel kin. Kabriri promised tht each feast would only make him stronger.

Jokum Tannith |

As the platform rises onto the belly of the monstrous spider, Jokum struggles to compose himself. Best not to show weakness if I can avoid it. Certainly not with all of these drow looking on. And of course ... the doctor will not be pleased if I give up the game. Suppressing a shameful shudder that the last thought had managed to slip through, he glances at the balls of light surrounding them and then at the projected images. A distant murmuring voice in his mind begins listing arcane theory that seems to be nonsense at first. Slowly it dawns on him that it does make sense, the murmur his mind's attempt to make sense of the magic at use. What have they done to me? I'm just a bartender, but this magic... it makes sense. But those thoughts aren't mine. I've been acting on instinct and it's worked, but why? Steeling himself against the stray thoughts, Jokum refocuses on the task at hand. Survival first, understanding second.
At the doctor's gesture, Jokum steps off the platform and glances surreptitiously at his companions. Not yet... not yet. As the wave of healing energy washes over him, reinvigorating him and refreshing his mind, anger and hatred at the drow rushes from the depths of his mind. The burst of anger seemed alien even as it takes control of his mind. In a rigid, cold voice that doesn't seem to be the tiefling's, "Have mara bha'i'o, tyu pame che."
Now my brethren, you die.
Stepping forward suddenly, a barked word of draconic causes a roaring inferno to burst forth from his hands, consuming two of the nearby drow in the conflagration.
Initiative with familiar nearby: 1d20 + 9 ⇒ (12) + 9 = 21
Concentration check for level 1 spell (DC 17): 1d20 + 9 ⇒ (13) + 9 = 22
5 foot step up to G10 and cast burning hands diagonally starting in square H9 to catch clerics 3 and 4.
Burning Hands with intense spells: 5d4 + 2 ⇒ (1, 4, 4, 1, 4) + 2 = 16 DC 17 reflex for half
Mage Armor (Jokum) - 4 hours
Enlarge Person - ??? It had about 3 and a half minutes left at the end of the demon combat.

Faeleen Baudi |

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
After the first battle, Faeleen had zoned out from the brutality of the arena into more pleasant thoughts, barely registering Dr Khan's orders. But the start of another battle pulls her back into the bleak reality. She sighs and pulls out her rapier and takes a step towards the nearsest cleric, but instead of stabbing her she makes a low swipe at the drow's legs, trying to make her lose her balance.
Move to J10 and trip Cleric number 4.
Trip: 1d20 + 7 ⇒ (1) + 7 = 8
Yay. Now the only thing left to see is whether Faeleen managed to knock herself prone.

DM Frogfoot |

During the surprise round, Doctor Khan gestures and casts Prayer on her slaves.
Everyone gains +1 to all rolls, enemies get -1 to all rolls.
Doctor Khan bellows in a fierce voice, "LOLTH HAS ABANDONED YOU, ERYLYN! WE ARE THE INSTRUMENTS OF HER DIVINE WILL! DIE NOW IN DESPAIR!"
Spiders reveal themselves from where they lay, buried and hidden, in the thick fur of the mother spider upon which you all stand. The spiders begin to rush all over the bodies of the clerics, biting them with a painful and poisonous venom that causes them to convulse. The blessing of Lolth fills you - for the surprise round, every combat maneuver lands, every spell does the max damage for its dice, and every strike with a weapon or claw will connect and do max damage. The air is filled with the sounds of combat - not just from all around you, but from below as well. You hear screams as drow audience members die - but you don't see from what, from the angle you're at.
Waiting for the rest of the surprise round and I'll start combat proper

DM Frogfoot |

Faeleen 7
Jethop 1d20 + 4 ⇒ (1) + 4 = 5
Undvach 1d20 + 1 ⇒ (17) + 1 = 18
Beleste 6
Jokum 21
Aren 1d20 ⇒ 5
Grrazz 1d20 + 2 ⇒ (1) + 2 = 3
Clerics 1d20 + 4 ⇒ (15) + 4 = 19
MC 1d20 + 6 ⇒ (12) + 6 = 18
Initiative
Jokum
Clerics, MC, Doctor Khan
Aren, Grrazz, Jethop, Faeleen, Undvach
The clerics, as well as the Mistress, are struck dumb, staring at their fine ebony skin as the spiders of the goddess they worshipped all their lives began to eat them. Then, almost as one, they screamed - not from the pain, which all drow are intimately familiar with suppressing - but from the divine revelation of their condemnation.
They do not act this round. The scorn of their Goddess, suddenly revealed, is too much for them to bear. The abyssal touch of the Spider Queen in your mind makes your eyes burn and your fingertips buzz, filling your limbs with strength and your voices with fell authority and grave promise.
Ref save Cleric 3 DC 17: 1d20 + 1 ⇒ (1) + 1 = 2
Ref save Cleric 4 DC 17: 1d20 + 1 ⇒ (17) + 1 = 18
Cleric 4 narrowly dodges the flames from Jokum's arcane spell, but Cleric 3 is cooked with an abyssal vengeance.
Jokum, his other mental side filling his movements with confidence, moves incredibly fast, firing off another spell before the drow can even react.

Jokum Tannith |

Feeling a crazed exhilaration as he watches the drow's pain, Jokum quickly follows up his previous spell with another just it's like. In the back of his mind, part of him struggles to regain control as it feels horror at the pleasure the rest was taking. Stifling the thought, the dominant portion of his mind continues it's gleeful assault as it steps away from the clerics.
Burning hands on the same squares and then 5 foot back to H11. Sorry for the delayed posting. I was running my Kingmaker game tonight.
Casting Defensively: 1d20 + 9 ⇒ (14) + 9 = 23
Burning Hands damage with Intense Spells: 5d4 + 2 ⇒ (4, 2, 1, 4, 2) + 2 = 15 Reflex DC 17 for half
Mage Armor (Jokum) - 4 hours
Enlarge Person (Beleste) - 3 minutes

Beleste |

Round 1 - Current AC 22
Watching as his opponents succumb not only physically, but mentally, to their predicament, Beleste sees an opportunity and takes it. Swiftly, with long powerful strides he rushes past the clerics and towards the one the doctor called Erelyn. (Move action to move to [F3, G3, F4, G4])
As he moves forward, he would raise his huge adamantine greatsword towards the sky, before bringing it down once more in the hopes of taking out their distracted foe in one fell swoop.
Power Attack with Prayer: 1d20 + 9 ⇒ (15) + 9 = 24 (-2 Power Attack, +1 Prayer)
Damage: 3d6 + 10 ⇒ (5, 4, 3) + 10 = 22
Prayer (Buff)
Standard Action to attack Erelyn

Jethop // The Ravener |

The Ravener will continue his attack on cleric 3.
Attack (Claw 1): 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23
damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Attack (Claw 2): 1d20 + 9 + 1 + 1 ⇒ (13) + 9 + 1 + 1 = 24
damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Attack (Bite): 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13
damage: 1d2 + 2 + 1 ⇒ (2) + 2 + 1 = 5
If two attacks hit, Bleed Damage: 2d6 ⇒ (5, 3) = 8

Undvach |

Sorry! Internet fails among other things causing bad posting.
Surprise Round -Since there's a cleric directly in front of me, what better place to start.
Undvach waits for the others, knowing the betrayal is coming soon, and relaxes as the clerics' magic refreshes him. Then, seeing his comrades step up and start the assault on the clerics, he grabs for his greatclub and smiles toothily at the closest cleric.
5ft to F10 and smack Cleric 2 with the greatclub. Since surprise round is max damage, that'd be 18 damage.
First round, assuming the cleric is still alive
Growling at the cleric, he takes another swing at it before trying to get a taste of the tough-looking drow flesh.
Greatclub Attack (Bless): 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Greatclub Damage (Bless): 1d10 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Bite Attack (Bless): 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Bite Damage (Bless): 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Edit: Trying being the operative word, don't think that will connect.

Beleste |

Cool cool. Thanks for the heads up.

Faeleen Baudi |

Faeleen calmly steps over the prone cleric and continues walking until she has a comfortable distance between herself and all other parties of the battle. Once she has enough space, she again starts to sign, but for some odd reason, her usual biting rhymes elude her, and the only song that she can remember is one about a very small spider struggling against the weather.
Move to I5 and start singing "Itsy Bitsy Spider". (Inspire Courage)

DM Frogfoot |

Initiative
Jokum
Clerics, MC, Doctor Khan
Aren*DMPC*, Grrazz*DMPC*, Jethop, Faeleen, Undvach
Friendly reminder that the Google Draw for the battlemaps is open for anyone to edit, so you can feel free to move your own icon on the map. Continue posting all your actions as normal. Also don't forget to include what round you're posting for in your battle post! It's usually obvious - usually.
Cleric 3 Ref save DC 17: 1d20 + 1 ⇒ (8) + 1 = 9
Cleric 4 Ref save DC 17: 1d20 + 1 ⇒ (10) + 1 = 11
This time, neither of the clerics escape Jokum's full fire blast. Now, though, the pain of the fire awakens a desperate resolve in the clerics, and they finally join the fight.
Despite Lolth's apparent dismissal of the clerics as unworthy, she still grants them spells to use - she is, after all, an unpredictable and capricious goddess. Displaying the tactical acumen that allowed them to become priestesses in the first place, the clerics finally snap into action.
Clerics 1 and 2 aim to flank Jethop and put him down. As they maneuver, they step on and crush the little spiders flowing up and around their legs from the spider's horrid body.
Clerics 1 and 2 attack Jethop as one, screaming as they bring their maces down in deadly arcs.
Attack with flanking cleric 1 on Jethop: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack with flanking cleric 2 on Jethop: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Cleric 3, smoking from head to toe, growls as she incants a divine spell. A cloud of fear spills from her fingertips and flows toward you in a black miasma.
Jokum, Aren, Undvach and Grrazz roll a DC 18 Will save or be panicked for 4 rounds. Will save means you're shaken for 1 round.
Cleric 4 moves away and heals herself. CLW: 1d8 + 4 ⇒ (4) + 4 = 8
The mistress of ceremonies nimbly dodges out of the way of Beleste's massive sword despite being flat-footed. She reaches blindly for a button on the control panel! 7 or 8 is success: 1d8 ⇒ 8
With a triumphant shout, she slaps her hand on the proper button before Beleste can stop her! Flame Jets from the ceiling blast down over Beleste's head. DC 16 Reflex for half, fire damage: 4d4 ⇒ (3, 1, 3, 3) = 10
Khan spreads her arms wide and cackles in glee as she watches her slaves do her work. Moving closer to Faeleen, she casts a spell on her rapier, causing it to burst into strange flames that don't give off light!
Sun Metal, reflavored slightly Do an additional 1d4 fire damage on melee strikes for 4 rounds.
Grrazz will save DC 18 or panicked: 1d20 - 2 ⇒ (9) - 2 = 7
Aren will save DC 18 or panicked: 1d20 + 6 ⇒ (9) + 6 = 15
Grrazz and Aren are struck by the fear and adopt total defense actions. Without its masters' instructions, Selres merely waits patiently.
Undvach will save DC 18 or panicked: 1d20 + 7 ⇒ (19) + 7 = 26
Jokum will save DC 18 or panicked: 1d20 + 5 ⇒ (5) + 5 = 10
Undvach roars in defiance and deflects the spell, but Jokum's inner conflict leaves him vulnerable. You're panicked for 4 rounds hombre, sorry.

Jethop // The Ravener |

Doesn't at least one of the clerics draw an AoO for moving through a square I threaten? If so,
AoO: 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14
damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Jethop // The Ravener |

Has the Ravener been hitting cleric 1 in the last two rounds? I'm curious if I'm connecting often enough for the bleed damage.
Round 2
Taking a minor hit from the second priestess, the Ravener laughed. He welcomed the pain. He would feast on them both. He relentlessly strikes at the first priestess.
Attack (Claw 1): 1d20 + 9 + 1 + 1 ⇒ (11) + 9 + 1 + 1 = 22
Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack (Claw 2): 1d20 + 9 + 1 + 1 ⇒ (14) + 9 + 1 + 1 = 25
Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Attack (Bite): 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Damage: 1d2 + 2 + 1 ⇒ (1) + 2 + 1 = 4
If at least two attacks hit the priestess, she takes an additional Bleed Damage: 2d6 ⇒ (3, 2) = 5

Jokum Tannith |

Spellcraft: 1d20 + 12 ⇒ (14) + 12 = 26
Even as he recognizes the spell being cast by the cleric, the dark burst of fear envelops him and the horrors visited on him rush from the depths of his mind. The promises of tortures yet to come overwhelm his duelling personalities and he flees in terror.
I'll leave to it GM discretion where I run.

DM Frogfoot |

Has the Ravener been hitting cleric 1 in the last two rounds? I'm curious if I'm connecting often enough for the bleed damage.
In the surprise round, you only got your claw bloodied, not two of them. On round 1, both claws found purchase. On round 2's recap, and on recaps moving forward, I'll be sure to tell you when your bleed damage connects. You will do bleed damage on round 2 FYI.

Faeleen Baudi |

Round 2
When the drow's spell washes over her companions and filling their hearts with fear, Faeleen drops her singing and starts doing the other thing that her vocal chords are good for: Screaming at people. Liberally mixing different languages with incomphrensible shouting, she aims to create something that sounds so horrifying that her companions will be more scared from it than the drow's spell.
Dropping Inspire Courage for the Rallying Cry bardic performance. Intimidate: 1d20 + 10 ⇒ (20) + 10 = 30

Jethop // The Ravener |

Jethop // The Ravener wrote:Has the Ravener been hitting cleric 1 in the last two rounds? I'm curious if I'm connecting often enough for the bleed damage.In the surprise round, you only got your claw bloodied, not two of them. On round 1, both claws found purchase. On round 2's recap, and on recaps moving forward, I'll be sure to tell you when your bleed damage connects. You will do bleed damage on round 2 FYI.
The bite attack also function for the bleed damage. It triggers off of any two natural attacks, so bite and claw is as good as claw claw.

DM Frogfoot |

My mistake! You did bleed damage in all three rounds then :o. This cleric's not feeling good. You feel her death coming, and can tell by the expression of fear in her eyes that she knows it too.
Faeleen's rallying cry breaks the fear effects on all her comrades! Jokum, you can take an action round 2. Waiting on Beleste and I'll bot the rest.

Beleste |

Round 2 - Current AC 22
Reflex Save vs. Flame Jets (DC 16): 1d20 + 2 ⇒ (2) + 2 = 4
Beleste would let out a feral growl as the flames started to burn his skin. Muscles bulging from adrenaline, Beleste would once more raise his adamantine longsword and strike out at the mistress of ceremonies.
Power Attack with Prayer and Rage: 1d20 + 11 ⇒ (11) + 11 = 22 (-2 Power Attack, +1 Prayer, +2 Rage)
Damage: 3d6 + 12 ⇒ (2, 6, 6) + 12 = 26
Prayer (Buff)
Rage
Standard Action to attack Erelyn

Jokum Tannith |

As the discordance threatens to consume Jokum's mind and he opens his mouth to scream in terror, Faeleen's screaming breaks through the mystical fog on his mind and he suddenly finds himself lucid and in control. Snarling in anger again, his mind certain of his choice this time, Jokum steps forward and unleashes another blast of fire.
Step up to H10 and cast Burning Hands starting in square H9 vertically. That'll catch only clerics 3 and 4 again.
Burning Hands damage with Intense Spells: 5d4 + 2 ⇒ (4, 3, 2, 2, 1) + 2 = 14 DC 17 reflex for half.
Mage Armor(Jokum) - 4 hours
Enlarge Person (Beleste) - 3 minutes

DM Frogfoot |

Initiative
Jokum
Clerics, MC, Doctor Khan
Aren*DMPC*, Grrazz*DMPC*, Jethop, Faeleen, Undvach
Clerics 3 and 4 should have moved more quickly away from Jokum. The tiefling can't suppress a grin as the flame washes over them and burns their lives away They would not have survived the damage even with a save.
Beleste's swing mortally wounds the mistress of ceremonies, who is not wearing any armor. Her left arm goes spinning off into the darkness when Beleste's sword cuts cleanly through her ceremonial garb. With a dying scream, the mistress falls backward onto the control panel, activating several buttons at once.
All of you, mid-combat, hear the mechanical squeal of gears and steel grinding against one another as the body of the massive spider you're all riding begins to shudder.
The cleric battling Jethop looks up in time to see the spider's legs stop gripping the web of the coliseum's roof. She screams, alerting the rest of you to the danger, seconds before the massive spider loses its grip entirely.
Doctor Khan calmly begins to levitate and watches with cold eyes as the spider, with all of her enemies and slaves riding it, plummets to the arena floor below.
Jethop, the cleric you're fighting tries to activate her levitation broach as well. As you fall away, make a AoO Grapple check to try to cling to her and avoid taking fall damage. Ditto Undvach and his cleric target. The rest of you are either not close enough or are terrified.
Faeleen, you may make a similar check against your master, Doctor Khan, to avoid falling, if you so choose.
Calculating fall damage separately
Beleste: Nonlethal fall damage: 3d8 ⇒ (6, 5, 5) = 16
Undvach: Nonlethal fall damage: 3d8 ⇒ (5, 8, 8) = 21
Faeleen: Nonlethal fall damage: 3d8 ⇒ (3, 8, 1) = 12
Jokum: Nonlethal fall damage: 3d8 ⇒ (3, 7, 7) = 17
Aren: Nonlethal fall damage: 3d8 ⇒ (2, 6, 2) = 10
Grrazz: Nonlethal fall damage: 3d8 ⇒ (2, 5, 1) = 8
Rolling fall damage individually for everyone to represent the chaos of falling and where you all land.

Jethop // The Ravener |

Grapple: 1d20 + 8 ⇒ (13) + 8 = 21
If the grapple is successful, can the Ravener attempt to wrest the broach away from the cleric?

Beleste |

Seeing his enemy's life diminishing before his eyes, Beleste's rage would subside to leave him weary from the strain on his body. Then, looking about as one of the remaining clerics behind him lets out a gut wrenching scream, Beleste would realize the dangerous situation he now found himself in as the ginormous spider fell from it's perch.
As quickly as it had begun, the fall seemed to end leaving Beleste on his back bruised, but not too much worse for wear. Beleste would stand and take in his surroundings. If no threat seemed immediately apparent, he would take a moment to sheath his longsword and search for the Mistress of Ceremony. This time he intended to claim what spoils of battle he could.

DM Frogfoot |

Make a Steal combat maneuver check to attempt, Jethop, you're clinging to the cleric. She gets two AoO attempts - one when you grapple, and another when you attempt to take the broach.
Grapple AoO: 1d20 + 6 ⇒ (20) + 6 = 26
Mace: 1d8 + 3 ⇒ (4) + 3 = 7
Steal AoO, if you try: 1d20 + 6 ⇒ (8) + 6 = 14
Mace: 1d8 + 3 ⇒ (6) + 3 = 9
Grapple AoO crit confirm: 1d20 + 6 ⇒ (5) + 6 = 11
Mace crit damage: 1d8 + 3 ⇒ (4) + 3 = 7
Down below, Beleste lands near the spider's twitching machine body. Looking up, you see that the spider is partially impaled on one of the stalagmites that rose up out of the ground. Next to you is a pit, with an orc inside, punctured clean through with sharpened sticks and staring at nothing.
You have to search around for a few moments, but you eventually do find the Mistress, bleeding out on the ground below one of the spider's legs. She coughs and stares up at you as you approach, blood gushing out of her massive wound. She's not long for this world. Chaos roll: 1d5 ⇒ 2 Faeleen is also nearby, having landed, catlike, on all fours. You see the rest of your tiefling allies similarly scattered about the nearby battlefield, along with numerous bodies from earlier arena combatants. You recognize the clerics that Jokum burned alive earlier lying in a heap.

Beleste |

Beleste would stare down at his defeated foe with little remorse in his eyes. "Any last words?" he would ask as he pulls forth his longsword once more, readying to bring it down upon his fallen foe if she tries to cast a spell.

Jethop // The Ravener |

Sure why not?
Steal: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Once he has the broach (if that beats her CMD), Jethop will try to tear out her throat with his claws.
Grapple: 1d20 + 8 + 5 + 1 + 1 ⇒ (5) + 8 + 5 + 1 + 1 = 20
damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Faeleen Baudi |

Faeleen stands up and looks around her. Some of her companions were still battling with the remaining clerics, but she couldn't really care less. They had been told to kill the MC, and that they had done. No reason to do extra work for someone like Dr Khan.
"So, anyone seeing an exit anywhere? I don't know about you, but I'd like to get some lunch before our dear doctor gives us someone else to assasinate," she says while cleaning her clothes from dust, blood and the likes with a cantrip.
Just chilling and casting prestidigation.

DM Frogfoot |

The cleric, already weakened from battling you before, is easy prey for you. As your strong stablehand's body holds the drow aloft, you rip her throat out in a single swipe. She goes slack in your embrace, blood dripping down the 50 feet through the air to the arena floor below.
From your aerial viewpoint, you see a bloodbath. The others on the ground see it too, I just neglected to mention. Drow audience members are slaughtering one another in desperate combat, but it seems to be winding down. Drow females in official uniform prowl the stands, making sure no victims escape to tell the tale. You can see their swords occasionally flash down to stab a fallen opponent as they methodically clean up the bleachers. There's blood and bodies everywhere - easily a quarter of the original audience did not survive. Those survivors on the winning team are wearing smirks of satisfaction.
On the ground, Beleste stands over the fallen Mistress of Ceremonies. At your question, the female summons up a few dregs of her former haughtiness. "You..." she gasps for breath, clutching her stump in pain. Gritting her teeth, her red eyes tear-filled, she stares up at him in utter hatred. "you are but a tool. I wish...only for you to die screaming, slave...my House will...my House.......veng...eance..." she's unable to complete her sentence before blood loss causes her to lose consciousness.

Jethop // The Ravener |

Licking the blood from around her neck, the Ravener inspects his new toy? Does she have better armor than he? Money, jewels, obviously well made or magical items?
As he begins to gnaw on the dead drow female, he takes a look around the arena for fallen treasures. Those other teams must also have been equipped, and the Ravener . . . wants.

Beleste |

Seeing the life pass from his enemy's eyes, Beleste would resheath his sword and unceremoniously search the mistress of ceremonies for anything of value. Unsure of what might hold some kind of magical enchantment, he'll methodically strip her and place her belongings into his backpack.
Does anything in particular catch his eye as he takes her belongings?
Once done, he'll search his surroundings for anything else that might be of interest, after all he is at the control panel.

Jokum Tannith |

Groaning in pain, Jokum stands and looks around at the chaos of the arena. The last few moments replayed themselves in his mind, but details and things he normally would have caught seemed fuzzy. Shaking his head to clear it, he stumbles closer to the corpses of the cleric's he had killed. Looking down at them he didn't feel either exultation nor horror at what he had done. I survived, that's all that mattered. The blow to my head from the fall probably didn't help any...
As he continues his musing, he cleans the dust and gore from himself using a few idly remembered bits of arcana. As he completes that task, he crouches down and rifles through the cleric's goods in hope of finding something valuable. In a tentative voice still raspy from inhaled dust, Jokum asks, "Everyone else living over there?"

Grrazz |

*Nods* That's all okay. How about those in the bleachers? Or are they too far away/too far gone?
Acrobatics:1d20 + 9 ⇒ (3) + 9 = 12(To leap and land in the bleachers. Since ending up in there should be less of a fall.
*Rolls eyes at the dice roller*....(-_-) Figures...

DM Frogfoot |

Beleste, next to where the Mistress landed is part of the wreckage of her control platform, the device sparking and sputtering in residual electricity. Behind the platform is a chest, apparently intended to be awarded to the coliseum's victors. Well, taking it over their dead bodies is just as good as being awarded it, if not better, you reason to yourself.
Roll a Will save when you try to search the Mistress' body herself.
Grrazz attempts to climb up the spiky walls of the interior of the coliseum, but doesn't make any progress. Overhead, you see Jethop and Doctor Khan suspended in the air where the spider used to hang from the ceiling. Jethop, you now have the ability to float around using the broach with a 30 foot flight speed (perfect), but you notice the broach growing slightly warm as you hold it.

DM Frogfoot |

2) Circlet of persuasion : 4500gp
3) 2 Potions of Fly {3rd/5th} : 1500gp
4) Potion of Remove blindness/deafness {3rd/5th} : 750gp
5) Mundane equipment (worth 100gp or less) Allowing flavor here for personal mementos or things you think would be cool to be included but may not be innately magical : 100gp
6) 4 Potions of Cure Moderate Wounds {2nd} : 600gp
7) Potion of Hide from undead {1st} : 50gp
8) Potion of Shillelagh {1st} : 50gp
The potions are arranged artfully and labeled clearly in undercommon script, as part of a bandolier that fits snugly against the chest and can be adjusted dramatically for size.
Also inside are enchantment sheens. Enchantment sheens are a special weapon enchanting tool that sheathes the weapon's business end for a full day, after which it is removed. This allows for the application of a special enchantment to a weapon that has already been created, rather than requiring the forging of an entirely new weapon for a different enchantment to be applied.
There are enough enchantment sheens for each of you - those of you that use natural weapons are allotted an Amulet of Mighty Fists. The enchantments and the amulets are labeled only by number counting from 1 to 7, so the nature of each enchantment is unknown to you.
Mechanically, upgrading your weapon enchantments costs just as much using this method as creating a new weapon, it's just a re-flavoring of how it works so as to preserve the original weapon if that's what the PC desires.

Beleste |

Will Save: 1d20 + 1 ⇒ (5) + 1 = 6 +1 if Mind-Affecting
Not sure what happens here. Waiting to see what comes of my will save.
Once done with the mistress, Beleste would make his way over to the a chest that catches his attention out of the corner of his eye. After briefly opening it to take stock of what is inside, he'll shut it once more and pick up the entire thing.
More to come once I understand the results of my will save.

Beleste |

I hate will saves... Otherwise, if he seems to find nothing else of value...
Feeling accoplished and loaded down with loot, Beleste will start to look for an escape root. Not sure of wear to go, he would look up to the old crone that still floated above them.
"What do you wish for us to do now?"