The Proving Grounds
Combatants find themselves within The Proving Grounds, a location carved out for the express purpose of testing martial and magical prowess. The air within is still and cool, carrying a faint, almost sterile scent of ozone and packed earth. A sense of focused energy pervades the space, devoid of the natural chaos of the wilds. The arena itself is a near-perfect circle, roughly 120 feet in diameter, its boundary marked by unnaturally smooth, sheer rock walls that rise 30 feet high. These walls offer no easy purchase, appearing almost polished (Climb DC 25 to scale). The sky above is perpetually overcast, casting the entire area in a flat, dim light that neither hinders normal vision nor offers deep shadows; creatures relying on darkvision find its effectiveness slightly reduced, treating the area as dim light rather than darkness beyond standard ranges. There is no wind, and sounds echo slightly, making footsteps and the clash of arms unnervingly clear.
Opposite each designated starting point, precisely 100 feet away across the packed earth floor, lies an identical starting zone. Each starting zone is a slightly raised dais of smooth, dark stone, 10 feet in diameter, offering a clear initial view of the arena. The ground between these zones is mostly flat, hard-packed dirt, allowing for swift movement. However, stretching across the center of the arena, roughly equidistant between the two starting platforms, is a wide belt of loose rock and gravel. This area of difficult terrain spans approximately 20 feet wide (north-south relative to start zones) and covers nearly 40 feet long (east-west across the middle), slowing movement through it to half speed.
Scattered strategically across the arena floor are several clusters of weathered grey stones. Approximately 30 feet out from each starting dais, towards the center line, sits a cluster of three medium-sized rocks. These jagged stones stand between 3 and 4 feet high, offering low cover (+2 bonus to AC, +1 bonus to Reflex saves) to characters adjacent to them, particularly if crouching or prone. Roughly 15 feet off-center, closer to the eastern wall, looms a single large boulder, standing a solid 7 feet tall and nearly 10 feet wide. This imposing feature provides standard cover (+4 bonus to AC, +2 bonus to Reflex saves) to anyone taking refuge directly behind it relative to their attacker, effectively blocking line of sight and effect for those completely hidden.
Around the perimeter, within 10 to 15 feet of the sheer rock walls, sprout patches of tough, scraggly bushes with dark green leaves. These stand about 4 feet high and are dense enough to provide concealment (20% miss chance) for characters moving through or hiding within them, though they offer no significant protection against attacks (no cover bonus). The central area, including the difficult terrain patch and the large boulder, is mostly clear of this vegetation. Combatants begin poised on their respective daises, 100 feet apart, with a field offering opportunities for direct confrontation, tactical maneuvering around cover, control over the difficult central ground, and flanking possibilities utilizing the central boulder or the edge concealment.
Summary:
- Arena: 120ft diameter circle with 30ft high, smooth walls (Climb DC 25).
- Starting: Two 10ft diameter daises, 100ft apart.
- Lighting: Constant Dim Light (affects Darkvision beyond standard ranges). No wind.
- Center Terrain: A 20ft wide x 40ft long patch of difficult terrain (loose rock/gravel) in the middle.
- Cover:
- Low Cover (3-4ft high rocks): Located 30ft from each starting dais towards the center. Grants +2 AC, +1 Reflex.
- Standard Cover (7ft high boulder): Located 15ft off-center towards the eastern wall. Grants +4 AC, +2 Reflex, blocks LoS/LoE.
- Concealment: Patches of 4ft high bushes within 10-15ft of the outer walls. Grant 20% miss chance.
- Ground: Mostly flat, hard-packed dirt outside of difficult terrain/bushes.