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Thread: -----The Circle of Death Arenas-----

  1. #1
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    Lightbulb -----The Circle of Death Arenas-----

    Here are the arena maps for the Circle of Death:
    http://www.atarihero.dndgamer.com/pics/codmaps.xls
    The 1, 2 and 3 are pics on the top layer, use them as player markers, they can be selected and dragged around at will

    The above is a.xls requiring either excel or open office, I will post links to .jpegs for each map for those of you who can't be bothered with excell.

    The Pit
    Grid Map: http://www.atarihero.dndgamer.com/pics/pit2.JPG
    3d Images: http://www.dndgamer.com/forum/showthread.php?t=9019


    Gator Pool
    Grid Map: http://www.atarihero.dndgamer.com/pics/gator.JPG
    3d Images: http://www.dndgamer.com/forum/showthread.php?t=9015


    Towers of Doom
    Grid Map: http://www.atarihero.dndgamer.com/pics/towers.JPG
    3d Images: http://www.dndgamer.com/forum/showthread.php?t=9017


    Bamboo Forest Garden
    Grid Map: http://www.atarihero.dndgamer.com/pics/garden.JPG
    3d Images: http://www.dndgamer.com/forum/showthread.php?t=9047


    The Circle of Death
    Grid Map: http://www.atarihero.dndgamer.com/pics/cod.png
    3d Images: http://www.dndgamer.com/forum/showthread.php?t=9016


    Note: The Colosseum roof is 60ft above the arena floor. Heights of the arenas will vary depending on the depth, but all arenas will be no more than 60ft from top to bottom
    Last edited by Oubliette; 17th August 2008 at 19:03. Reason: Adding 3D-image links
    -----------------------
    Forum Die Roller Code: [dice=x]#[/dice]
    x the number of rolls, # the die you want ... Submit! , then go back and edit your post.
    Atari's PCs:
    ....DMing =.....
    -----------------------
    "The question isn’t who is going to let me; it’s who is going to stop me" - Ayn Rand

  2. #2
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    Default

    More on Gator Pool rules:

    The center Chute and its exits are 1-way tubes of flowing water, you cannot swim against the current, you can swim enough to hover above/pas over the center chute, but you cannot move backwards through the chutes or remain inside of them, you wil be shot out one of the exits (it's magical not plumbing). Movement through a Chute does not count toward your speed that round.

    Sqauares H15 and T15 under the bridges are deep water.

    Movement/tactical rules for the water squares:


    Deep water (10ft) requires a swim, and movement accordingly.

    While in the deep water you have cover, if you are under the water you have total cover, and total concealment. Oh, and a Gator will attack you.

    Shallow water (3ft)
    can be walked through (2 squares), or swam through.
    While in the shallow water you have cover, if you are under the water you have total concealment.
    Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Standing up is another move action. Moving while crouched requires 4 squares of movement.
    5-ft steps are not possible, unless you have freedom of movement.


    DC of Tumble checks in such a square increases by 2.
    increase the DC of Move Silently checks by 2.
    Spot vs Hide (always active) gives you a clue as to which square enemy is in, though concealment rules still apply.

    Landing in 3-ft water is 10-ft less of a fall. And you can successfully Jump/Tumble to lessen the fall even more.


    Also note Underwater Combat rules.

    Last edited by Atarihero; 13th February 2007 at 09:15.
    -----------------------
    Forum Die Roller Code: [dice=x]#[/dice]
    x the number of rolls, # the die you want ... Submit! , then go back and edit your post.
    Atari's PCs:
    ....DMing =.....
    -----------------------
    "The question isn’t who is going to let me; it’s who is going to stop me" - Ayn Rand

  3. #3
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    Arrow THE Circle of Death Arena

    More on Circle Arena rules:
    Arena Grid Map: http://www.atarihero.dndgamer.com/pics/cod.png
    3d images: http://www.dndgamer.com/forum/showthread.php?t=9016



    Note that the highlighted areas are ledges with areas underneath.


    At the start of each match, a d6 will be rolled to determine the material present in the Arena. This affects any spell/effect that requires certain materials present.

    Atari-Plasma Pillar:
    Atari-Plasma cannot be affected by any effect.
    This pillar is completely transparent, only people/creatures and what they carry can pass through it. Effects, Spells, or Attacks will all bounce off it.

    No matter when in your round you enter the Pillar, you will spend the following round in the pillar as well, at the end of the turn AFTER you enter, you will exit at any level you wish, adjacent to the Pillar (You need not be on the same height/distance as the ledge you exit into, you could be near the ceiling inside the pillar, and still exit at the 4ft level.)

    Summoned creatures/constructs may enter the pillar, but unless they are under direct control or intelligent enough to understand complex instructions they must exit at the same level they entered.
    Last edited by Oubliette; 11th July 2008 at 23:01.
    -----------------------
    Forum Die Roller Code: [dice=x]#[/dice]
    x the number of rolls, # the die you want ... Submit! , then go back and edit your post.
    Atari's PCs:
    ....DMing =.....
    -----------------------
    "The question isn’t who is going to let me; it’s who is going to stop me" - Ayn Rand

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