Water Garden
- Characters start in the yellow starting zones.
- Blue squares are water, 5' deep.
- The black squares in rows 4 and 22 are solid walls, all others are pillars.
- The pillars are magically treated stone, hardness 20, 20 hp per inch. They provide cover per the standard rules.
- The arena boundary is 10 foot below and 30 foot above the arena floor.
- The stepping stones are slippery and require a balance checks to avoid slipping.
- If moving more than 15 ft in a move action, DC=distance/2.
- When making an attack, DC = (5 per attack made). AoO's are treated as separate single attacks.
- When charging, DC=Distance moved + (5 per attack made).
- Being hit in combat DC = 5 + (highest single blow damage/2) or (5*number of hits from one opponent), whichever is higher.
- Failing by 5 or less leaves you prone in the same square.
- Failing by more than 5 moves you 5' in a random direction. (D8, read clockwise-1 is to the top of the map). No balance check is required if this moves you onto another stepping stone. If that square is occupied, you fall prone in your original square.
Examples of balance checks:
- Bob moves 30' from N13 to N7, Balance check DC 15 at N9.
- Bob full attacks Fred for 3 attacks. Two hit for 12 and 16 points of damage.
- Bob must check vs. DC 15
- Fred must check vs. 13 (5+(8/2)=13, which is higher than (2*5)=10)
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