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We're a guild dedicated mainly to Dungeons and Dragon's based role play. We're looking for semi-literate role players and DM's. 

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Sander Cohen92
Captain

PostPosted: Thu Aug 13, 2009 6:14 pm


The following is a list of existing arena's. If you want your arena added to the list PM it to me, do not post it here.
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PostPosted: Fri Aug 14, 2009 11:47 am



Kingdom Ambierence:


The Ambierence Sand Pit
Ambierence Sand Pit Phase - 1
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Terrain Info:
Greenish/Yellowish Tiles: The acid pits are 10ft deep. When completely submerged acid does 3d6 damage per turn, and after getting out of the acid continues to do 1d6 damage for 2 turns. Being splashed by acid causes 2d6 damage and 1d6 damage for 1 turn afterwords.

Blue Tiles: The water squares are 15ft deep and each hold three, count 'em three medium sharks. They are starved for two days before a match just to ensure they'll gore at anything that falls into the water. If a target is bleeding when it's knocked into the water it will provoke an attack of opportunity from all three sharks. If it is not bleeding no attacks of opportunity are provoked.

Brown Tiles: The pillar's are 10ft tall stone objects. The climb DC is 20 when clear, 25 when raining.

Tan/peach Tiles: Sand... the ground... what you stand on. While running in sand your speed is reduced by 5 and it counts as light debris when making checks. Sand can be kicked into en enemies eyes if they are at melee range. When kicking sand into an enemies eyes you both roll a 20. If the kicker rolls higher it blinds the enemy for 1-2 turns, if the kicker rolls lower the enemy is given an attack of opportunity and doesn't suffer from blindness. A blinded enemy takes -2 penalty to AC, loses his dex bonus to AC (if any), moves at half speed (and -5 slower from sand), and takes a -4 penalty on search checks and most strength and dexterity based checks. All checks that rely on vision such as spot automatically fail. All opponents are considered to have total concealment (50% miss chance)_ relative to the blinded character.

Gray: Entering one of the brick tiles is a way to surrender to the enemy team. If you are on one of the brick tiles by accident, I.E. Bull Rush, you are given one full turn to get back onto the sand or be removed from the arena as if you surrendered.

Red Tiles: Starting Area's. There are four tiles representing the starting spots for: 1v1, 2v2, 3v3, and 4v4.
For 1v1: Both players start on 1, on opposite sides.
For 2v2: Players start on tiles 2 and 3 on opposite sides.
For 3v3: Players start on tiles 1, 3 and 3 on opposite sides.
For 4v4: Players will start on all tiles on opposite sides.

Ambierence Sand Pit - Phase 2 (5 Rounds in)
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Once Phase 2 begins all players will magically be teleported to their assigned starting spots in the center arena. Phase 2 is also the starting phase for Battle Royale's in the Sand Pit, and the acid will spread every 4 rounds rather than the other order.

Brown Tiles: Climbing a pillar is still OK, but if you stand on top of a pillar you are forced to get off of it into the center arena in one full round or be forced to leave as if surrendering.

Red Tiles: Starting Area's. There are four tiles representing the starting spots for: 1v1, 2v2, 3v3, and 4v4.
For 1v1: Both players start on 1, on opposite sides.
For 2v2: Players start on tiles 2 and 3 on opposite sides.
For 3v3: Players start on tiles 1, 3 and 3 on opposite sides.
For 4v4: Players will start on all tiles on opposite sides.
For Battle Royale: 1 player on A, B, and the 1's on opposite sides.

Dark Brown: Massive walls will rise up from the ground blocking off all area's except for the center arena. Each wall is 20ft high, completely smooth and unclimbable.
Ambierence Sand Pit - Phase 3 (8 Rounds in)
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In phase 3 some of the center tiles will sink allowing acid to spread. If standing on a sinking tiles during the start of Phase 3 you will take 3d6 damage for every turn while swimming in the acid and 1d6 a turn for 2 turns after getting out. Due to the acid having to spread out more, the actual depth is only 9ft now making it harder to climb out by +3.

Ambierence Sand Pit - Phase 4 (11 Rounds in)
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In phase 4 some of the center tiles will sink allowing acid to spread. If standing on a sinking tiles during the start of Phase 4 you will take 3d6 damage for every turn while swimming in the acid and 1d6 a turn for 2 turns after getting out. Due to the acid having to spread out more, the actual depth is only 8ft now making it harder to climb out by +6, not including the +3 from phase 3..


Ambierence Sand Pit - Phase 5 (13 Rounds in)

Greenish/Yellowish Tiles: The whole center area will flood killing off the remaining players slowly.

Brown Tiles: Climbing Pillar's will result in defeat as if surrendering  

Sander Cohen92
Captain


Sander Cohen92
Captain

PostPosted: Fri Aug 14, 2009 11:48 am


reserved  
PostPosted: Fri Aug 14, 2009 11:50 am


Reserved  

Sander Cohen92
Captain


Sander Cohen92
Captain

PostPosted: Fri Aug 14, 2009 11:51 am


Reserved  
PostPosted: Fri Aug 14, 2009 11:52 am


Reserved  

Sander Cohen92
Captain


Sander Cohen92
Captain

PostPosted: Fri Aug 14, 2009 11:52 am


Reserved  
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The Arena

 
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