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Tue, Apr 29th 2025 05:05   Edited on Tue, Apr 29th 2025 05:53

Prefab Battlegrounds

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.
Tue, Apr 29th 2025 05:20   Edited on Tue, Apr 29th 2025 05:50

The Sunken Serpent Bog

The air hangs thick and heavy in The Sunken Serpent Bog, saturated with cloying humidity and the rank perfume of decay. A constant, low thrum of insect life fills the air, punctuated by the wet croaks of unseen amphibians and the occasional splash of something moving beneath the stagnant water's surface. Towering, moss-draped cypress trees loom overhead, their dense canopy filtering the sunlight into a perpetual, gloomy twilight (Dim Light conditions apply). Patches of thin, swirling mist cling close to the water's surface, occasionally thickening to obscure distant shapes (Concealment, 20% miss chance, for targets beyond 60 feet due to mist). The ground, where it exists, is a treacherous mix of sucking mud, tangled roots, and islands of slightly firmer earth.

This arena lacks defined walls; instead, its boundaries are marked by impassably dense briar thickets interwoven with ancient, gnarled mangrove roots, forming a rough oval shape approximately 150 feet along its longest axis (east-west) and 100 feet across its narrowest (north-south). Attempting to force through the briars incurs significant slashing damage (GM discretion, likely 1d6 per 5ft) and requires Strength checks to break through.

Combatants begin on one of two designated starting hummocks, located near the narrower ends of the oval, roughly 90 feet apart. Each hummock is a small island of relatively solid, muddy earth, roughly 15 feet in diameter, rising about 2 feet above the water level. A single, skeletal dead tree trunk, about 10 feet tall, stands on each hummock, offering no significant cover.

The majority of the arena floor is covered in shallow, murky water, ranging from 1 to 3 feet deep. This water is considered difficult terrain (half movement speed). Moving through the water creates splashes and ripples, imposing a -4 penalty on Stealth checks unless moving at half speed or less. Visibility beneath the murky water is heavily obscured, limited to only 5 feet.

Scattered throughout the shallow water are several deeper pools, plunging to depths of 5 to 10 feet. These pools require Swim checks (DC 12) to navigate. Characters submerged in deep water gain cover (+4 AC, +2 Reflex) against attacks from opponents on the surface or land but are vulnerable to attacks from others within the water. Some deeper pools (GM discretion or marked locations) are infested with grasping weeds, potentially entangling swimmers (Reflex save DC 13 or entangled condition).

Numerous small islets and patches of mud flats dot the landscape, varying in size from 5 feet to 20 feet across. Some are solid enough for normal movement, while others are soft mud, also counting as difficult terrain. Characters ending their turn in a mud flat must succeed on a Reflex save (DC 10) or have their speed halved on their next turn as they pull free from the suction.

Several large Cypress Trees rise directly from the water, their bases surrounded by networks of thick, gnarled roots spreading out 5-10 feet. The trunks provide standard cover (+4 AC, +2 Reflex) and are climbable (Climb DC 15). The exposed root systems are uneven and slick, counting as difficult terrain.

Fallen, moss-covered logs bridge some gaps between islets or span narrow stretches of water. Crossing these logs requires an Acrobatics check (DC 10 to move at half speed, DC 14 to move at full speed). Failure means falling prone into the water or mud below. The logs are typically 10 to 20 feet long.

Dense stands of tall reeds and cattails, reaching 6 to 8 feet high, grow in thick clusters, particularly near the edges of the bog and in shallower patches further in. These areas provide concealment (20% miss chance). Characters attempting to hide within the reeds gain a significant bonus to their Stealth checks, potentially achieving total concealment (50% miss chance) if remaining stationary.

Hanging vines, thick with moss, drape down from the larger cypress trees. While potentially usable for swinging short distances with a successful Acrobatics or Climb check (DC 16), they primarily serve to occasionally block line of sight or provide momentary handholds.

The constant moisture makes surfaces slick. Any Acrobatics checks made for balancing or tumbling on logs, roots, or muddy islets suffer a -2 penalty.


Summary:
  • Arena: Irregular oval, ~150ft x 100ft, bounded by impassable briars.
  • Starting: Two 15ft diameter muddy hummocks, 90ft apart.
  • Lighting/Visibility: Dim Light (canopy). Mist provides 20% concealment beyond 60ft. Underwater visibility 5ft.
  • Water:
    • Shallow (1-3ft deep): Most of area. Difficult Terrain. -4 Stealth penalty unless moving slow.
    • Deep (5-10ft deep): Requires Swim DC 12. Grants cover vs. surface if submerged. May have Grasping Weeds (Reflex DC 13 or entangled).
  • Land/Terrain:
    • Islets/Mud Flats (5-20ft diameter): Some solid, some difficult terrain. Mud flats require Reflex DC 10 end-of-turn or speed halved next turn.
    • Cypress Trees: Provide standard cover (+4 AC, +2 Ref). Climb DC 15. Roots are difficult terrain.
    • Fallen Logs (10-20ft long): Require Acrobatics (DC 10 half speed, DC 14 full speed) to cross.
    • Tall Reeds (6-8ft high): Provide concealment (20%), potential total concealment (50%) if hiding stationary.
  • Hazards/Conditions: General -2 penalty on Acrobatics checks for balance/tumble due to slipperiness.
Tue, Apr 29th 2025 05:43   Edited on Tue, Apr 29th 2025 05:48

The Market Cross Mayhem

The normally bustling heart of a small town lies eerily quiet, cordoned off for conflict. This is the Market Cross Mayhem, an urban arena defined by the central town square. The air smells faintly of dust, old wood, and the lingering scent of market goods. Sounds echo sharply off the surrounding stone and timber buildings under a clear sky (Normal Daylight conditions apply). The square itself forms a roughly rectangular area, measuring approximately 80 feet wide (north-south) by 100 feet long (east-west).

Combatants begin at opposite ends of the square's longer axis (east and west), starting near the main entrances to the square, placing them roughly 90 feet apart. The ground is paved with worn cobblestones, mostly flat but uneven enough to potentially trip the unwary (Acrobatics DC 10 to run or charge without risk of falling prone, check only required on a natural 1 on the attack roll of the charge/first attack of a run). Scattered across the square are signs of interrupted commerce and recent upheaval.

In the approximate center lies a dry, circular stone fountain basin, about 15 feet in diameter with walls 3 feet high. Entering the basin requires stepping over the wall and counts as difficult terrain due to loose stones inside. The basin wall provides low cover (+2 AC, +1 Reflex) to those adjacent and crouching behind it.

Several overturned wooden market stalls and handcarts litter the area. Two are located roughly 25 feet from the eastern starting point, towards the north and south edges respectively. Another cart lies near the fountain, about 10 feet west of it. These overturned obstacles stand about 3-4 feet high, offering low cover. Some still have remnants of canvas awnings providing minor concealment (10% miss chance) if hiding behind them. Piles of spilled goods (crates, sacks, broken pottery) create small patches of difficult terrain (roughly 5ft squares) near each overturned stall and cart.

Closer to the western starting point, about 30 feet out, stands a cluster of sturdy wooden crates and barrels, stacked roughly 5 feet high and occupying a 10-foot square area. This provides low cover generally, but careful positioning behind the main stack can grant standard cover (+4 AC, +2 Reflex).

The square is tightly bordered on its north and south sides by two-story buildings (shops and homes) made of timber frames and plaster or stone. The walls rise approximately 25 feet to the eaves. Climbing these walls requires a Climb check (DC 18). Each building front has shuttered windows on both floors (hardness 5, 10 hp, break DC 15 to smash open) and sturdy wooden doors (hardness 5, 15 hp, break DC 18). For arena purposes, entering the buildings is generally disallowed unless specific scenario rules permit it, but using window sills or doorways for cover is possible. The roof eaves might offer precarious perches (Acrobatics DC 15 to balance). Narrow alleyways leading off the square between buildings are considered impassable boundaries.


Summary:
  • Arena: Town square, roughly 80ft x 100ft, bordered by buildings.
  • Starting: Opposite ends (East/West), 90ft apart.
  • Lighting: Normal Daylight.
  • Ground: Cobblestones (Acrobatics DC 10 to avoid trip on charge/run if attack roll is 1). Scattered 5ft patches of difficult terrain (debris).
  • Features & Cover:
    • Central Fountain Basin (15ft diameter, 3ft high): Low Cover, difficult terrain inside.
    • Overturned Market Stalls/Carts (3-4ft high): Low Cover, minor concealment (10%), adjacent difficult terrain.
    • Stacked Crates/Barrels (5ft high, 10ft square): Low Cover, potential for Standard Cover.
  • Buildings: Border North/South sides. 25ft high. Walls Climb DC 18. Windows/Doors breakable but entry disallowed by default. Provide cover.
  • Boundaries: Buildings and designated impassable alleyways.
Tue, Apr 29th 2025 05:51

The Infernal Hearth Inn

The air crackles with intense heat, thick with the acrid stench of burning wood, plaster, and scorched fabric. Roaring flames chew through the structure of what was once a cozy inn, casting flickering, hellish light across the chaos within. The sounds are a cacophony: the hungry roar of the fire, the sharp crackle of timbers giving way, shattering glass, and the ominous groan of the building settling under the assault. Visibility is severely hampered by billowing smoke, reducing normal vision range and stinging the eyes.

This conflict takes place primarily on the ground floor's Common Room, a space roughly 40 feet long (east-west) by 30 feet wide (north-south). The main double-door entrance on the west side is partially blocked by fallen, burning timbers, requiring a Strength check (DC 14) to clear enough space to pass or an Acrobatics check (DC 16) to carefully climb over the burning debris (risking 1d6 fire damage on failure). Windows along the north and south walls are mostly shattered, offering potential escape routes (Acrobatics DC 12 to avoid cutting oneself on glass shards when exiting), though flames lick at several frames.

Combatants begin amidst the wreckage, positioned roughly 30 feet apart. One starts near the obstructed main entrance (west side), the other near the doorway leading towards the kitchen/stairs area (east side). The ceiling height is roughly 10 feet.

Environmental Hazards: The entire area is perilous.

Smoke: The room is filled with smoke, heaviest near the ceiling but descending. All creatures suffer minor concealment (10% miss chance) against targets more than 10 feet away. Additionally, each round spent in the smoke requires a Fortitude save (DC 10 + 1 per previous check) to avoid becoming sickened for 1 round due to smoke inhalation. Holding one's breath negates the need for the save but follows standard suffocation rules. Vision range is limited to 40 feet maximum.

Intense Heat: The ambient heat is oppressive. Any character ending their turn within 10 feet of a major burning area (collapsing wall sections, burning furniture piles) takes 1d4 fire damage. Ending a turn within 5 feet increases this to 1d6 fire damage. Metal armor or weapons may become heated (GM discretion for prolonged exposure or contact with fire).

Burning Areas: Sections of the floor (particularly near the north wall) and large pieces of furniture (like the bar counter remnants) are actively burning. Entering a square containing significant fire deals 2d6 fire damage per round and risks catching the character on fire (Reflex DC 15 negates). Burning furniture provides cover but deals 1d6 fire damage if touched or used directly for cover.

Falling Debris: The floor above is ablaze and unstable. At the start of each round, there is a 20% chance (GM rolls d%) that burning debris falls into a random 10-foot square within the common room. Anyone in that square must make a Reflex save (DC 14) to take half of 2d6 bludgeoning damage and 1d6 fire damage. A successful save avoids the damage.

Unstable Terrain: The floor is littered with overturned tables, chairs (some burning), shattered pottery, and burning rushes. Most of the room counts as difficult terrain. Specific squares near the north wall are structurally unsound; moving into one requires a Reflex save (DC 12) to avoid falling partway through, becoming entangled and needing a move action and Strength check (DC 13) to pull free.

A large, overturned oak table near the center provides low cover. Remnants of the wooden bar counter along the south wall (partially burning) also offer low cover. Burning curtains near the kitchen doorway (east side) block line of sight and deal 1d6 fire damage to anyone passing through.


Summary:
  • Arena: Burning Inn Common Room, roughly 40ft x 30ft. Ceiling 10ft.
  • Starting: Opposite ends (East/West), approx 30ft apart.
  • Lighting: Flickering firelight (treat as Normal Light, but shadows shift wildly).
  • Hazards:
    • Smoke: 10% Concealment >10ft. Max vision 40ft. Fort Save (DC 10 + 1/prev check) vs. Sickened 1 round.
    • Heat: 1d4 Fire ending turn within 10ft of major fire, 1d6 Fire within 5ft.
    • Burning Areas: Entering deals 2d6 Fire + risk catching fire (Reflex DC 15 negates). Burning objects deal 1d6 Fire on touch/use for cover.
    • Falling Debris: 20% chance/round in random 10ft square. Reflex DC 14 half vs 2d6 Bludgeoning + 1d6 Fire.
    • Unstable Floor: Specific squares (Reflex DC 12 avoids partial fall/entangled).
  • Terrain: Mostly Difficult Terrain (debris).
  • Cover: Overturned table, burning bar counter (Low Cover). Burning curtains block LoS.
  • Boundaries/Exits: Partially blocked main door (Str DC 14 or Acro DC 16 w/ fire risk). Shattered windows (Acro DC 12 avoid damage). Kitchen/Stairs doorway (partially blocked by burning curtains).
Tue, Apr 29th 2025 05:53

The Veridian Gauntlet

The air hangs thick and wet, heavy with the scent of damp earth, blooming flowers, and subtle decay. A constant symphony of buzzing insects, bird calls, and the rustle of unseen creatures fills the humid space. Sunlight struggles to pierce the dense, multi-layered jungle canopy far above, resulting in a pervasive dim light throughout the area. Occasional shafts of brighter light pierce through small gaps, briefly illuminating patches of the jungle floor before being swallowed by shadow again.

The Gauntlet occupies an irregular patch of jungle floor, roughly 120 feet long (north-south) and 80 feet wide (east-west). The boundaries are marked by sheer, slick rock faces covered in thick mosses and vines on the east and west sides (Climb DC 22), and by zones of impossibly dense, thorny undergrowth to the north and south that are considered impassable for the purposes of the arena.

Combatants begin in small, relatively clear patches of jungle floor, obscured from direct line of sight initially. One starts near the northern boundary, the other near the southern boundary, placing them approximately 80 feet apart through the dense terrain.

The ground is uneven, covered in thick leaf litter, protruding roots, and patches of soft, muddy earth. Roughly half of the ground squares count as difficult terrain due to roots or mud. A shallow, sluggish stream, about 5 feet wide and 1-2 feet deep, meanders diagonally across the southern third of the arena. The stream bed is muddy and counts as difficult terrain. Moving through the stream imposes a -2 penalty on Stealth checks due to splashing.

Towering hardwood trees with massive trunks (5-10 feet diameter) dominate the canopy. Their trunks provide standard cover (+4 AC, +2 Reflex) and are difficult to scale (Climb DC 20). Smaller, more numerous trees (1-3 feet diameter) are scattered throughout, offering low cover (+2 AC, +1 Reflex) and are easier to climb (Climb DC 15). The lower branches of many larger trees start around 15-20 feet up, potentially offering perches.

Dense thickets of broad-leafed plants, ferns, and bushes cover large portions of the area, especially away from the stream. These patches stand 4 to 6 feet high and count as difficult terrain. They provide concealment (20% miss chance) to anyone within them. Characters attempting to hide within dense undergrowth gain a +5 circumstance bonus on Stealth checks and may achieve total concealment (50% miss chance) against observers 10 feet away or more if remaining still.

Thick, woody vines (lianas) hang down from the canopy in several places. They can be climbed (Climb DC 15). With a running start and a successful Acrobatics check (DC 18), a character can use a vine to swing up to 20 feet across a gap or obstacle, potentially avoiding difficult terrain below.

Fallen logs, covered in moss, lie scattered on the jungle floor. Some are large enough (2-3 feet high) to provide low cover. Balancing to walk along them requires an Acrobatics check (DC 12) due to the slick moss.


Summary:
  • Arena: Jungle area, irregular shape approx 120ft x 80ft. Bounded by cliffs (Climb DC 22) and impassable thorns.
  • Starting: Two small clearings, North/South ends, approx 80ft apart, likely no initial LoS.
  • Lighting: Mostly Dim Light (dense canopy), occasional patches of bright light.
  • Ground: Uneven, leaf litter. Approx 50% is Difficult Terrain (roots, mud).
  • Features:
    • Stream (5ft wide, 1-2ft deep): Crosses southern third. Difficult Terrain, -2 Stealth.
    • Large Trees (5-10ft diameter): Standard Cover, Climb DC 20.
    • Small Trees (1-3ft diameter): Low Cover, Climb DC 15.
    • Dense Undergrowth (4-6ft high): Difficult Terrain, Concealment (20%), +5 Stealth when hiding, potential Total Concealment (50%) if still.
    • Vines (Lianas): Climb DC 15, Acrobatics DC 18 to swing up to 20ft.
    • Fallen Logs (2-3ft high): Low Cover, Acrobatics DC 12 to balance/walk on.
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