
| Count Visage | 
 
	
 
                
                
              
            
            Count Visage wrote:Fifty-thousand invisible rogues waiting for each other to de-cloak so they can attack without compromising their defenses?This is pretty certainly the best scenario I've heard all day. I can't help but picture such shenanigans now.
Well, as long as we have the arena be an area with slowly shrinking walls, gradually forcing the area of the fight into a 30 ft radius after 24 hours, then we should be able to wrap up this RP fast so that the GM can move onto that next RP he want's to do.
The worst case I can imagine is 2+ characters with 60+ stealth checks just waiting for days on end till someone dies of starvation.

| Master Of The Games | 
 
	
 
                
                
              
            
            @CV: Right now there is only the P.E.A.C.H. Thread. & The W.I.P. Wikia.
@DW117: That is correct. (I had your Stat Blocks name in my bookmarks twice... *Super Blush*)
EDIT: Fixed.

| Darkwolf117 | 
 
	
 
                
                
              
            
            And also being in such illustrious company, as long as I'm not the first one killed I'll be ecstatic...and even if I am...if I make it past the first round I'll be happy lol.
Yeah, I'll be honest, I'm sort of expecting to get killed pretty easily. Varin's not exactly 'focused,' he's more like... 'adaptable' (if that, even). Against level 20 builds that can probably slaughter in a single round... yep. Guess we'll see what happens though :P

| Darkwolf117 | 
 
	
 
                
                
              
            
            Oh s#!~, if that is to suggest what it sort of sounds like... I'm kinda scared now XD
Actually, on that note, what do our characters know going into this exactly? In other words, are we all just getting randomly teleported into an arena with no explanation as to why, being given some kind of explanation/forewarning, something else?
Or is that all secret, atm?

| Ravingdork | 
 
	
 
                
                
              
            
            Ok the Map is up on the Main Page.
Which Main Page is that? I don't see anything on the Obsidian Portal or in the GoogleDoc linked in the first post.
EDIT: Found it under the Campaign Info tab. You mean that big hexagonal thing?

| Ravingdork | 
 
	
 
                
                
              
            
            Is that sand or lava in the orange portions? Also, is the outer ring mountain terrain, or just solid rock walls?
Also, here is a direct link to the map for everyone's convenience.

| Ravingdork | 
 
	
 
                
                
              
            
            With miles and miles of lava, this place is going to be hell. With that much lava generating that much heat, you wouldn't be able to get within several hexes before feeling the oppressive heat or choking smoke. Without constant, powerful magical protections, you would never survive long enough to even get in close enough to touch the actual lava. Your internal fluids would boil and you would explode like a firework. Unless you're immune to fire and smoke, nothing would survive for long in that central building at the epicenter of the pools.
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
Lava Effects
Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning).
Smoke Effects
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

| Darkwolf117 | 
 
	
 
                
                
              
            
            *lava stuff*
Most Important Rule: Magic! Who says there's any convection in this arena?
But yeah. That should make for some interesting scenarios. Guess people might want to keep their distance :P
 
	
 
     
     
     
	
  
	
  
 
                
                 
	
  
	
  
	
  
	
 