nefele
2010-08-15, 03:17 AM
Shoompe Vs One-Shot Steve
You are in your quarters, resting, when the Architect's disembodied voice, soft and androgynous, rings inside your heads.
Shoompe, One-Shot Steve. You have been chosen to fight. Prepare yourselves.
Six seconds later, you are teleported to the Arena (http://spreadsheets.google.com/ccc?key=0As43YDXYJ8pFdG5OWGFSRTdDYktqOFBzTEVncDN1O Xc&hl=en&authkey=COW2878C).
Forests aren't supposed to be like that, not even at night. There are shadows everywhere, and not the usual ones. Darker, somehow. The trees and bushes have come to life, writhing their branches and snapping at everything that moves. This isn't right. Groves are supposed to be peaceful. Aren't they?
Bad moon rising over the Druid's Grove.
The Procedure:
Part I (how to begin) :
Agree to play with an opponent OR ask the DM to match you up randomly.
Roll and find out in which Arena you'll play. Study the map.
You have a turn to prepare (one swift and one full-round action OR one swift, one move and one standard action). You don't know yet what your opponent looks like.
You are teleported to a random square of the Arena. (DM rolls secretly.) If you have a mount and you didn't mount it during the prep round, it's on an adjacent square. (If you did mount it, it's obviously between your legs.) If you have an animal companion, it's on an adjacent square. If you have a familiar, or any other sidekick, it's nowhere to be found.
Roll initiative. If both contestants are aware of each other, begin round 1. If a contestant is not aware of his or her opponent, a surprise round applies as normal.
Special : Martial Adepts must choose a default stance and maneuver selection. The stance is considered active and the maneuvers are considered readied even before the preparation round. They can change their selection in between fights (informing the DM), but they must do so BEFORE learning where and with whom they'll fight next. From that moment on, they need to spend actions (swift for a new stance, full-round for Adaptive Style) to change anything.
Part II (DM-supervised duels) :
The DM informs you whether there is Line of Sight.
The first time your opponent becomes aware of you, you must describe your appearance in reasonable detail, as it would seem to an observer with eyes and nothing else (no true seeing, no blindsight etc). If your opponent has any such abilities, it's the DM's job to provide the correct description in secret.
All your rolls will be made inside spoiler tags. Keep private the results that would not be perceived by your opponent (Hide/Move Silently, Spot/Listen, Sense Motive, Knowledge, Martial lore, saves etc). Make public the results that would (attack/damage, grapple/disarm/trip etc). For damage in particular, provide a break-down: how much is Power attack, how much is precision damage, how much is energy damage, whether it's slashing/piercing/bludgeoning, whether it's steel/cold iron/adamantine, etc.
Every time you post an action (assuming you are visible at the time), you must describe it in reasonable detail. If you charge or tumble, you must say so explicitly. Provide coordinates for your exact movement. If you don't know whether you are visible or not, put everything inside spoiler tags, and it's the DM's job to tell your opponent what he sees.
If you need your opponent to roll a save or opposing check, ask him to do so but don't give him the DC. It's the DM's job to tell him what happens if he fails.
Make the DM's job easier: Every time you roll, provide a break-down for all modifiers, including type. E.g., "I attack with -5 from Power Attack, +2 insight from Knowledge Devotion, +7 sacred from Law Devotion, +3 competence from Cunning Insight." Also, always include spoiler tags with your stat block, maneuvers left, and anything else you find appropriate.
Part III (honor system) :
If the DM's absent, you know what to do. Takes out the mystery, but admittedly it's faster...
Shoompe:
Position: B-10/C-11. You stand on light undergrowth, shadowy illumination (20% miss chance).
LoS: You can see One-Shot Steve opposite of you, at AC-10, beyond what appears to be a ring of Entangle. It's an unarmored halfling dual-wielding daggers, with a crossbow hanging from his belt.
One-Shot Steve:
Position: AC-10. You stand on light undergrowth, shadowy illumination (20% miss chance).
LoS: You can see Shoompe opposite of you, at B-10/C-11, beyond what appears to be a ring of Entangle. He is a large half-ogre, dual-wielding whips that seem to be made of light. He wears a breastplate, and an animated shield hovers in front of him.
Roll initiative.
OOC: Since you got this map, I'd like to remind you a relevant TGGWAT houserule: Precision damage CAN be used Vs targets with concealment, provided it's 20% or less.
You are in your quarters, resting, when the Architect's disembodied voice, soft and androgynous, rings inside your heads.
Shoompe, One-Shot Steve. You have been chosen to fight. Prepare yourselves.
Six seconds later, you are teleported to the Arena (http://spreadsheets.google.com/ccc?key=0As43YDXYJ8pFdG5OWGFSRTdDYktqOFBzTEVncDN1O Xc&hl=en&authkey=COW2878C).
Forests aren't supposed to be like that, not even at night. There are shadows everywhere, and not the usual ones. Darker, somehow. The trees and bushes have come to life, writhing their branches and snapping at everything that moves. This isn't right. Groves are supposed to be peaceful. Aren't they?
Bad moon rising over the Druid's Grove.
The Procedure:
Part I (how to begin) :
Agree to play with an opponent OR ask the DM to match you up randomly.
Roll and find out in which Arena you'll play. Study the map.
You have a turn to prepare (one swift and one full-round action OR one swift, one move and one standard action). You don't know yet what your opponent looks like.
You are teleported to a random square of the Arena. (DM rolls secretly.) If you have a mount and you didn't mount it during the prep round, it's on an adjacent square. (If you did mount it, it's obviously between your legs.) If you have an animal companion, it's on an adjacent square. If you have a familiar, or any other sidekick, it's nowhere to be found.
Roll initiative. If both contestants are aware of each other, begin round 1. If a contestant is not aware of his or her opponent, a surprise round applies as normal.
Special : Martial Adepts must choose a default stance and maneuver selection. The stance is considered active and the maneuvers are considered readied even before the preparation round. They can change their selection in between fights (informing the DM), but they must do so BEFORE learning where and with whom they'll fight next. From that moment on, they need to spend actions (swift for a new stance, full-round for Adaptive Style) to change anything.
Part II (DM-supervised duels) :
The DM informs you whether there is Line of Sight.
The first time your opponent becomes aware of you, you must describe your appearance in reasonable detail, as it would seem to an observer with eyes and nothing else (no true seeing, no blindsight etc). If your opponent has any such abilities, it's the DM's job to provide the correct description in secret.
All your rolls will be made inside spoiler tags. Keep private the results that would not be perceived by your opponent (Hide/Move Silently, Spot/Listen, Sense Motive, Knowledge, Martial lore, saves etc). Make public the results that would (attack/damage, grapple/disarm/trip etc). For damage in particular, provide a break-down: how much is Power attack, how much is precision damage, how much is energy damage, whether it's slashing/piercing/bludgeoning, whether it's steel/cold iron/adamantine, etc.
Every time you post an action (assuming you are visible at the time), you must describe it in reasonable detail. If you charge or tumble, you must say so explicitly. Provide coordinates for your exact movement. If you don't know whether you are visible or not, put everything inside spoiler tags, and it's the DM's job to tell your opponent what he sees.
If you need your opponent to roll a save or opposing check, ask him to do so but don't give him the DC. It's the DM's job to tell him what happens if he fails.
Make the DM's job easier: Every time you roll, provide a break-down for all modifiers, including type. E.g., "I attack with -5 from Power Attack, +2 insight from Knowledge Devotion, +7 sacred from Law Devotion, +3 competence from Cunning Insight." Also, always include spoiler tags with your stat block, maneuvers left, and anything else you find appropriate.
Part III (honor system) :
If the DM's absent, you know what to do. Takes out the mystery, but admittedly it's faster...
Shoompe:
Position: B-10/C-11. You stand on light undergrowth, shadowy illumination (20% miss chance).
LoS: You can see One-Shot Steve opposite of you, at AC-10, beyond what appears to be a ring of Entangle. It's an unarmored halfling dual-wielding daggers, with a crossbow hanging from his belt.
One-Shot Steve:
Position: AC-10. You stand on light undergrowth, shadowy illumination (20% miss chance).
LoS: You can see Shoompe opposite of you, at B-10/C-11, beyond what appears to be a ring of Entangle. He is a large half-ogre, dual-wielding whips that seem to be made of light. He wears a breastplate, and an animated shield hovers in front of him.
Roll initiative.
OOC: Since you got this map, I'd like to remind you a relevant TGGWAT houserule: Precision damage CAN be used Vs targets with concealment, provided it's 20% or less.