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Game of Death is recruiting players, deadline 7/19
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<blockquote data-quote="Dr Midnight" data-source="post: 4376806" data-attributes="member: 69"><p><strong>Character Creation</strong></p><p>Point buy using the core books and DDI Dragon issues only. Level 10. Select one 11th level magic item, one 10th and one 9th. Starting gold is 4,200.</p><p></p><p><strong>Teams</strong></p><p>The game will start with two teams of five. Teams will be randomly selected. Each combatant will have a d20 rolled for him, and the teams will be selected from the lower and higher numbers of these rolls.</p><p></p><p>Once only one team is left, the remaining players will fight to the last man. The second portion of the battle will count as a new encounter and as such, combatants are granted the benefits of a short rest.</p><p></p><p><strong>Starting Positions</strong></p><p>Starting positions are randomly determined by generating a random number between 1 and 40 for both the X and Y axes. The character is placed there.</p><p></p><p><strong>Battlemap</strong></p><p>The map will be updated following every turn. The maps can be found here: <a href="http://www.flickr.com/photos/tommartinart/sets/72157606125205319/" target="_blank">http://www.flickr.com/photos/tommartinart/sets/72157606125205319/</a></p><p></p><p><strong>Kill Bonus</strong></p><p>Whenever you kill another player, you regain hit points as if you had spent a healing surge.</p><p></p><p><strong>Black Powder Kegs</strong></p><p>Hit 'em hard enough and they explode, doing catastrophic damage to anyone unlucky enough to be nearby. Barrels can be tipped over with a strength check of DC 17. They detonate upon falling to the next tier below.</p><p></p><p><strong>Rope</strong></p><p>A rope is tied off here and suspended from the center of the ceiling. Making an Athletics check of DC 21 allows you to swing down (in a straight line as dictated by what direction you're swinging from) to the square of your choice in the center platform as a move action. Swinging up to the opposite side requires another check. Failing either check results in a fall, 4d10 points of damage. To determine where the character lands, roll 2d6+2 and place the character that far from the square where the check was made. </p><p></p><p>While swinging, you are in melee range through the center platform's area and provoke Opportunity Attacks. You gain +4 to your Reflex defense.</p><p></p><p>Once a rope is released it effectively disappears.</p><p></p><p><strong>Power-Ups</strong></p><p>At the center of the raised platform, at the beginning of every turn, a randomly generated power-up appears. A character need only pass through its square to gain its effects. Only one power-up can exist on the board at any given time. Roll 1d12 to determine what your power-up is. The higher the roll, the better the power-up. 1, for example, is <em>regain one encounter power.</em></p><p></p><p><strong>Bottomless Pit</strong></p><p>The raised platform is surrounded by a bottomless pit. Once a character falls in he / she is dead.</p><p></p><p><strong>Cowardice</strong></p><p>A character that goes for three full rounds without taking offensive actions takes 3d6 damage. Moving towards an opponent does not constitute an offensive action.</p><p></p><p>Ledges are 60 feet high. See cross section diagram.</p><p></p><p>Stairs are considered Difficult Terrain.</p><p></p><p>Ceiling is 240 feet up from lowest (green) level.</p><p></p><p>The brick ledge is ringed with a 5 foot high wall.</p><p></p><p>Roleplaying character knowledge is unnecessary, i.e. a character hiding behind a wall isn't effectively hiding from another character. If your character can be seen on the map, the other players know where he is. Anything a player wants to remain unknown he should email to the DM.</p></blockquote><p></p>
[QUOTE="Dr Midnight, post: 4376806, member: 69"] [B]Character Creation[/B] Point buy using the core books and DDI Dragon issues only. Level 10. Select one 11th level magic item, one 10th and one 9th. Starting gold is 4,200. [B]Teams[/B] The game will start with two teams of five. Teams will be randomly selected. Each combatant will have a d20 rolled for him, and the teams will be selected from the lower and higher numbers of these rolls. Once only one team is left, the remaining players will fight to the last man. The second portion of the battle will count as a new encounter and as such, combatants are granted the benefits of a short rest. [B]Starting Positions[/B] Starting positions are randomly determined by generating a random number between 1 and 40 for both the X and Y axes. The character is placed there. [B]Battlemap[/B] The map will be updated following every turn. The maps can be found here: [url]http://www.flickr.com/photos/tommartinart/sets/72157606125205319/[/url] [B]Kill Bonus[/B] Whenever you kill another player, you regain hit points as if you had spent a healing surge. [B]Black Powder Kegs[/B] Hit 'em hard enough and they explode, doing catastrophic damage to anyone unlucky enough to be nearby. Barrels can be tipped over with a strength check of DC 17. They detonate upon falling to the next tier below. [B]Rope[/B] A rope is tied off here and suspended from the center of the ceiling. Making an Athletics check of DC 21 allows you to swing down (in a straight line as dictated by what direction you're swinging from) to the square of your choice in the center platform as a move action. Swinging up to the opposite side requires another check. Failing either check results in a fall, 4d10 points of damage. To determine where the character lands, roll 2d6+2 and place the character that far from the square where the check was made. While swinging, you are in melee range through the center platform's area and provoke Opportunity Attacks. You gain +4 to your Reflex defense. Once a rope is released it effectively disappears. [B]Power-Ups[/B] At the center of the raised platform, at the beginning of every turn, a randomly generated power-up appears. A character need only pass through its square to gain its effects. Only one power-up can exist on the board at any given time. Roll 1d12 to determine what your power-up is. The higher the roll, the better the power-up. 1, for example, is [I]regain one encounter power.[/I] [B]Bottomless Pit[/B] The raised platform is surrounded by a bottomless pit. Once a character falls in he / she is dead. [B]Cowardice[/B] A character that goes for three full rounds without taking offensive actions takes 3d6 damage. Moving towards an opponent does not constitute an offensive action. Ledges are 60 feet high. See cross section diagram. Stairs are considered Difficult Terrain. Ceiling is 240 feet up from lowest (green) level. The brick ledge is ringed with a 5 foot high wall. Roleplaying character knowledge is unnecessary, i.e. a character hiding behind a wall isn't effectively hiding from another character. If your character can be seen on the map, the other players know where he is. Anything a player wants to remain unknown he should email to the DM. [/QUOTE]
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