Greybar
No Trouble at All
Arena:
* As in ToC and BoAA main event, with the addition of the On Deck Area. This area is beyond the force wall to the east and west. The force wall appears transparent from the On Deck side, but is opaque from the arena side.
* Large illusions against the upper walls of the arena display the pre-recorded images of the two combatants and the two creatures in the On Deck Area, along with their lifetime and season stats, patron divinities, sponsorship information, and favorite snack foods. These images are visible to all four creatures, the generals, and the spectators.
The Roster:
* Each side receives a roster of nine combatants of varying strength.
* Each side has the same number of combatants of each CR.
* There is a "general" referred to in these rules (the persona of the player), but the general does not enter the field or interact with the combatants other than choosing which of them is to enter the contest next.
On Deck Area:
* Any creature entering the On Deck Area is considered to have been thoroughly dispelled of temporary magics. Any equipment they carrry is unaffected.
* Creatures in the On Deck Area can observe the arena on a series of magical scrying screens. The screen has the viewer's full visual acuity, including any magical effects.
* When their time to enter the arena comes, the combatants can either teleport in as an MEA, or pass through the force wall under their own power at any location along with wall at 0z height.
* While in the On Deck Area, the creature can use any spells or abilities that have a target of "touch" or "personal" to buff for their turn. Creatures in the On Deck Area are always considered to be moving at a worse initiative than the active combatants.
It begins:
* Prior to the start of the event, the general of each side designates one of the creatures on his roster to be the first combatant of the contest. This lead-off combatant enters the On Deck Area first.
* While the announcer begins the festivities, the lead-off combatant has one round by which to prepare himself in the On Deck Area.
* When the announcer is done, initiative order is determined between the combatants. The first-moving creature may choose to enter the arena immediately, or force his opponent to take the first move. If the latter, they cede initiative for the remainder of the combat.
Replacements:
* As soon as a combatant is considered defeated, the creature in the On Deck Area is forced to enter the arena (by Teleport or movement). It is possible that this will interrupt a Full-Round action, in which case that action is disrupted.
* The instant that a combatant leaves the On Deck Area, his general must choose a new creature from his roster to replace it, if any remain. The creature is instantly teleported into the On Deck Area.
* In case of a draw, or more combatants being defeated in the same round, there will be an initiative check between the two On Deck creatures, and procedure will follow as if it was the first round of the contest.
* As in ToC and BoAA main event, with the addition of the On Deck Area. This area is beyond the force wall to the east and west. The force wall appears transparent from the On Deck side, but is opaque from the arena side.
* Large illusions against the upper walls of the arena display the pre-recorded images of the two combatants and the two creatures in the On Deck Area, along with their lifetime and season stats, patron divinities, sponsorship information, and favorite snack foods. These images are visible to all four creatures, the generals, and the spectators.
The Roster:
* Each side receives a roster of nine combatants of varying strength.
* Each side has the same number of combatants of each CR.
* There is a "general" referred to in these rules (the persona of the player), but the general does not enter the field or interact with the combatants other than choosing which of them is to enter the contest next.
On Deck Area:
* Any creature entering the On Deck Area is considered to have been thoroughly dispelled of temporary magics. Any equipment they carrry is unaffected.
* Creatures in the On Deck Area can observe the arena on a series of magical scrying screens. The screen has the viewer's full visual acuity, including any magical effects.
* When their time to enter the arena comes, the combatants can either teleport in as an MEA, or pass through the force wall under their own power at any location along with wall at 0z height.
* While in the On Deck Area, the creature can use any spells or abilities that have a target of "touch" or "personal" to buff for their turn. Creatures in the On Deck Area are always considered to be moving at a worse initiative than the active combatants.
It begins:
* Prior to the start of the event, the general of each side designates one of the creatures on his roster to be the first combatant of the contest. This lead-off combatant enters the On Deck Area first.
* While the announcer begins the festivities, the lead-off combatant has one round by which to prepare himself in the On Deck Area.
* When the announcer is done, initiative order is determined between the combatants. The first-moving creature may choose to enter the arena immediately, or force his opponent to take the first move. If the latter, they cede initiative for the remainder of the combat.
Replacements:
* As soon as a combatant is considered defeated, the creature in the On Deck Area is forced to enter the arena (by Teleport or movement). It is possible that this will interrupt a Full-Round action, in which case that action is disrupted.
* The instant that a combatant leaves the On Deck Area, his general must choose a new creature from his roster to replace it, if any remain. The creature is instantly teleported into the On Deck Area.
* In case of a draw, or more combatants being defeated in the same round, there will be an initiative check between the two On Deck creatures, and procedure will follow as if it was the first round of the contest.
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