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| Lincoln Hills12-20-04, 07:16 PM | Several months ago, my lads wound up battling for their lives in the pits of Ankauthay. During this time, I designed a d20 table which would modify the battlefield. Two d20 rolls were made by the players (who never saw the table itself - this enhanced their antici... pation) and the results would be applied. It occurs to me that you DMs might enjoy sharing some of your own tricks: with luck, we can get enough modifications to do a d% table, which ought to be enough variation to run entire gladiatorial campaigns. Now: to begin. 1. No modification. 2. 1d3 20'x20' pits in the floor (opening into the holding cells beneath the arena floor.) Any character bull-rushed into one of these spaces may grab the edge of the pit with a Reflex save (DC 15). Those that fail lose the match, but the chamber beneath has a bit of straw padding, so only 1d6 damage is done by the fall. 3. 1 20'x20' pit in the floor (opening into the holding cells) in which a massive bonfire has been constructed before the match. Anybody within 5' of the pit's edge suffers 1d3 heat damage per round. A successful Reflex save allows a falling character to cling to the edge, but he takes the 1d3 damage per round and must also make a Reflex save (DC 15) to avoid catching fire. Failing the save causes the character to plummet into the flaming chamber below, where he suffers 3d6 fire damage per round. (The cell door is generally left open - if the character can find his way out of the cell through the smoke and the blinding heat, he can seek medical attention from the arena cleric, but the match is shot.) 4. 1d3 obscuring mist effects have been cast before the battle, at points on the battlefield. (Gladiators who hide inside the cloud for any reason other than a quick ambush will be scorned by the crowd.) 5. The dirt of the pit floor has been thoroughly flooded. The resulting muck requires any character who moves during a round to make a Balance check (DC 5) or fall prone during the course of his movement. Characters who stand still for an entire round must make a Strength check (DC 5) to fight their way free of the muck. Movement is at 3/4 normal speed. 6. A large 10' high platform has been constructed at the center of the field: it confers 1/4 cover to missile fire from the ground level of the arena. Each side of the platform has a ladder running to the ground (which can be cut free and kicked over, time permitting). One, smaller team of gladiators will be required to hold the platform against all attackers. 7. All gladiators have one arm bound behind their back before entering the field. An Escape Artist check of DC 20 is required to slip the bond. 8. All gladiators are outfitted with a close-fitting helmet, firmly knotted in place with leather thongs. The helm has no eye-holes, and the character must fight blindly. Since the helm leaves his ears and nose unimpeded, the fighter can operate by smell and hearing normally. An Escape Artist check of DC 25 is required to remove the impediment to vision. |
| Gadodel12-20-04, 07:20 PM | 9) 1D6 Random spectators thrown in...they are allowed to work together. 10) 2D6 Random prisoners thrown in...fight, live and are let free. |