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09:39, 19th April 2024 (GMT+0)

New Maps And Matches.

Posted by DM KorenthFor group 0
DM BadCatMan
GM, 43 posts
Mon 15 Oct 2007
at 10:19
  • msg #2

Re: Maps

Fight Ring:



<img src="http://img39.imageshack.us/img39/1002/r72.bmp">

The two opponents start on the red and blue circles respectively.

The blue and red squares can be used as safe areas or for other purposes, as you like.

The ground is earth covered in cropped grass. A rope fence surrounds the area.

Tag-Team:

In a tag-team match, there are two teams of two. One fights in the ring while the other waits outside. The outside-ally may move freely around the ring (unless they encounter an enemy) and be tagged by an inside-ally, whereupon they may swap places. Tagging an ally is a move action that provokes an AoO on the tagger. Crossing the ropes is a move action that does not. You must be 5 feet from an ally to tag them.

When an inside-fighter leaves the ring, all summoned creatures, companions, familiars and similar must leave by the shortest route that does not cross an opponent. They may wait outside and return later, unless their duration runs out.

If an inside-fighter dies or is rendered unconscious or otherwise incapacitated, their ally outside may enter freely without being tagged. If the first ally should be revived, then one of them must leave.


Both of these are in draft stages. Send questions and adjudication issues to DM BadCatMan.
This message was last edited by the GM at 02:13, Sun 27 Oct 2013.
DM BadCatMan
GM, 45 posts
Tue 16 Oct 2007
at 03:36
  • msg #3

Re: Maps

Slime Pit:



<img src="http://img189.imageshack.us/img189/9283/z88h.png">

This is a small area filled with slippery slime, oil, jelly or other substances.

All squares are under the effect of a permanent Grease spell (see below). Combatants start off with non-greased armour, weapons and equipment. Any who fall prone or are otherwise lowered to the ground are immediately greased all over. Combatants may grease themselves, an item or all over as a free action in a preparation round. Greased combatants or items remain so for the duration of the match, unless some means of cleaning is available (like Prestidigitation).

Oil, Mud or Jelly Wrestling:

This match takes place in an oil, mud or jelly filled area for the entertainment of all.

Magic (including spells, spell-like abilities and supernatural abilities) is banned. There are no weapons, armour, equipment, magic items or clothing. Bikinis and underwear are optional.

Dealing lethal damage is banned; only non-lethal damage is acceptable. The match is over when one combatant is knocked unconscious or surrenders. But that's not really the aim of this match.

The winner receives double the normal amount of XP. The loser receives half the normal amount of XP as if they had won. In this contest, everybody wins!


Both of these are in draft stages. Send questions and adjudication issues to DM BadCatMan.

Grease:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.


The Reflex DC is 12.
This message was last edited by the GM at 02:15, Sun 27 Oct 2013.
DM BadCatMan
GM, 95 posts
Sun 20 Feb 2011
at 03:19
  • msg #4

Re: Maps

Round Lei Tai:
http://en.wikipedia.org/wiki/Lei_Tai
But round, like in Jet Li's Fearless.



<img src="http://img811.imageshack.us/img811/2629/d7sy.png">

The two opponents start in the red and blue areas respectively.

The area is a stone platform set 5 feet off the ground. The floor is stone.

There is no barrier: anyone pushed off falls 5ft and loses the match.

Half-sized squares at the edges are treated as if Squeezing:
http://www.d20srd.org/srd/comb...#terrainandObstacles

Optional Rule: No Bull Rushing in the first round.

Send questions and adjudication issues to DM BadCatMan.
This message was last edited by the GM at 02:16, Sun 27 Oct 2013.
DM BadCatMan
GM, 97 posts
Sun 20 Feb 2011
at 03:45
  • msg #5

Re: Maps

Labyrinth:

A stone labyrinth.



<img src="http://img716.imageshack.us/img716/5388/arenamaze.png">

The two opponents start in the red and blue areas respectively.


Dread Summoning Maze:

A maze of tentacle-like bridges suspended over a long, long drop. Into lava.



<img src="http://img811.imageshack.us/img811/1825/cfqr.png">

The two opponents start in the red and blue areas respectively. Two more opponents can start in green and yellow.

Black Blob: As darkness spell.
Web: As web spell.
Rubble: Difficult Terrain
Blue Squiggle: Malfunctioning Portals. Takes a person to the next portal, going clockwise, counting 1d4. Side depends on 1d2 (1: left/top; 2: right/bottom).
Orange Circle: Dread portal to nether realms. Don't go in here.
This message was last edited by the GM at 02:19, Sun 27 Oct 2013.
DM Kilrick
GM, 8 posts
Tue 1 Mar 2011
at 02:27
  • msg #6

Re: Maps

Seeing as we have lost access to several of the maps we had been using I have put together a couple of maps for use in the arena.  Below are the two that I have completed, one is a remake of the Close Quarters Map.

Feel free to use the image for any RoA Arena.  Rules and Legend are morket below the image.

Stone Circle


S: Stone Pillar 5'x5' x 8 feet tall
 This is granite, a few cracks, possibly rough enough to find hand holds.
 DC 20 Climb Check.

A: Stone Altar 4' wide x 5' long and 3' tall. (Oriented East West)
 This is also a granite feature.  There are chiseled Anchor points at each corner, producing a 'tongue' 3" in diameter and 9" long.

Teams fill the positions in order, such that if there are only two teams, the first two listed starting positions are used.
Team 1 Starts at Red
Team 2 Starts at Green
Team 3 Starts at Blue
Team 4 starts at Purple

To use this Map, copy the following and paste it in your Post:
<img src="http://i1194.photobucket.com/albums/aa372/rbsink/Arena/StoneCircle_Arena.jpg">



Close Quarters Combat:


    * Points of Interest The arena boundaries are the outer walls, 30' above ground level, and 10' below ground level.
    * There is a transparent wall of force ceiling 30' above ground level.
    * One combatant starts at position A, the other at B.
    * The ground consists of rough marble (hardness 10, hp 10 per cubic foot (or 20 hp per inch over a 5 ft by 5 ft square) with a 6 inch deep layer of sand on top. The sand increases the hardness of the stone by +5, but you can scoop all of the sand out of a 5 ft by 5 ft area with a full round action (which prompts an AOO).
    * The sand is fine-grained and white, and does not impede movement. Walking on it grants a +4 circumstance bonus to Move Silently checks. The sand is too fine and light to be used as a weapon.
    * The walls are made of rough marble, and are 30 ft high. Climbing the side of a wall is DC 20.
    * The pillars are also made of rough marble. They are approximately 5 ft in diameter, and a 5 ft tall section of a pillar is 100 cubic feet. However, you can bring a pillar down by narrowing your focus a bit. The minimum damage you need to deal to bring a pillar down is 25 cubic feet, or 250 damage.
    * Breaking a pillar with sudden force is a STR check (Hardness 10, Hit Points 1000, stone, one piece: DC 30.
    * Climbing the side of a pillar is DC 20. When you can reach the top edge of a pillar, it is DC 10.
    * The top of the pillars are flat-topped and rough, and make good standing platforms.
    * Diagonal movement between the central pillars offers enough space for Large creatures to move unimpeded, and Huge and Gargantuan creates to move while squeezed.


To use this Map, copy the following and paste it in your Post:
<img src="http://i1194.photobucket.com/albums/aa372/rbsink/Arena/CloseQuarters_Arena.jpg">
This message was last edited by the GM at 04:35, Tue 01 Mar 2011.
DM BadCatMan
GM, 99 posts
Tue 1 Mar 2011
at 12:08
  • msg #7

Re: Maps

Athenaeum Arcanum:
From The Twilight Tomb module.

A maze-like library, with shelves made of glass.



<img src="http://img28.imageshack.us/img28/4620/arenaathenaeum.png"
(add '>' to complete the HTML)

The two opponents start in the red and blue areas respectively. Two more opponents can start in green and yellow.

Web: As web spell.
Rubble: Difficult Terrain
Altar: Low Cover
Ceiling is 40 feet high, Shelves are 20 feet high
Shelves can be climbed, Climb DC 10

Send questions and adjudication issues to DM BadCatMan.
DM BadCatMan
GM, 144 posts
Sun 27 Oct 2013
at 02:04
  • msg #8

Re: Maps

Arena:

A classic gladiatorial arena, surrounded by a cheering audience.



<img src=http://img708.imageshack.us/img708/7130/p5pv.png">

The two opponents start in the red and blue areas. Two more opponents can start in green and yellow.

The ground is hard-packed sand, and the walls around the arena are 10 feet high.
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