101 Exciting Fight Locations


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Sejs said:
There was a Jackie Chan movie in which he fought Elton John?!

Now THAT would be worth seeing!

:lol:

True but the one I meant was Dragons Forever (Jackie vs Benny "the Jet" Urquidez), somewhat of a rematch when they last fought in Wheels on Meals.
 


-Inside a structure sliding/tumbling down a hill. Every d6 rounds, the structure hits a hard spot and rolls over. Everyone who does not succeed on a reflex save is tossed around and placed on a random tile inside the structure, on top of taking damage from bouncing on the walls. I ran a fight like that, the players and the bad guys were inside a derailed train wagon sliding down a hill. I rolled a d4 for width and d12 for the length of the wagon everytime someone failed their reflex save and rearranged them on the map accordingly.



-In the rafters of an Opera House. Possibly against a purple octopus. Keep quiet during the fight and don't fail your balance check until the fat lady stops singing.


-In 3ft. large corridors. Those 'squeezing through' rules weren't placed in the DMG for nothing!


-Inside a dream. Being taken down to 0hp means you wake up. Allow characters Wisdom checks to perform things they normally can't do(Ex: The fighter casts a fireball, the barbarian flies and the wizard criticals the Storm Giant for 200 damage with a quarterstaff.) and will saves to cancel the effects of another character's action.
 

On top of a cathedral as a crowd gathers around to watch.

The fight continues into one of the bell towers, as the noon bells begin to ring.

A battle on the top of a lighthouse, the mighty chains holding the tower against the hurricane winds snapping one by one, lightning striking the tower as the druid summoned storm reaches its peak.

On the top of a runaway coach, the driver dead at the reigns.

On a slippery iceflow, falling in the water spells death.

On a carousel.

In the sheets and rigging of a ship.

On a natural bridge in a vast cave, screaming bats rising up in a cloud around the combatants.

In a bakery, the only weapons to hand a few thousand cream pies.... :p

The Auld Grump
 


On large logs floating down a river (think lumberjack log rolling).
- DC 10 balance check to not fall in the water while simply moving.
-- DC 18 check for rough water
- DC 10 + Dmg if you suffer a hit to not fall in the water.
- Opposed balance checks to roll the log your standing on to force an opponent to fall in
-- Above rolls must still beat the DC 10 / DC 18 check to not fall in anyway.
- Being in the water inflicts 1d12 per round due to logs colliding with you.
-- Swim checks add the Damage from logs to stay above water (probably safer just to stay under water).
 

115? On a magical cloud that supports only so much weight. Heavier characters find themselves slowly sinking into the 'cloud-stuff' if they stand still too long. All while flying creatures (dragons, air elementals, djinns, arrowhawks?) zip through the air and can with enough speed built up, dive right through the cloud-stuff and attack from underneath.
 

cmrscorpio said:
3) inside one of those ridiculously colossal++ epic monsters

I actually did that. The PC's were inside a stone colossus (a war machine from Xen'Drik), trying to stop agents of the Emerald Claw from using an artifact to transfer the mind of the main bad guy into the colossus, giving him a virtually invulnerable body of godlike power. Halfway through the fight, they succeeded, and the rest of the fight was trying to remove the artifact as the colossus rose and began to walk.


A ritual circle--all that is needed is a sacrifice within the circle, and something horrible will happen. If the PC's know about this in advance, it'll be fun as they try to avoid inflicting lethal damage against the much weaker cultists. Of course, the cultists are under no such restriction themselves....


In islands floating in an infinite void. Some kind of flight would be handy. As it happens, I've already designed a map for just that.


In a museum. Innocent visitors have to get out, those antique weapon displays come in handy when you get disarmed, and it gets interesting when the necromancer the PC's are fighting animates the Megaraptor skeleton that formed the centerpiece of the main hall.


Any interior arena, on fire. Falling timbers, the exit is being cut off, the floor gives way at a very poor moment.


An area of scrubland, just after the monsoon starts. The rain is so intense that you can't seen ten feet ahead, it's hard to move as the ground turns to liquid mud, the noise makes it impossible to hear anything, and then the lightning strikes start....


A cramped and long-neglected graveyard. All those tombstones make it really hard to move about, sephulcures provide useful vantage points, and some of those ornamental statues might actually be construct guardians, programmed to react with deadly force if their tomb is damaged.
 

i'd better up my balance skill next level !

and incase anyones missed these:
edge of a cliff above a raging river versus a horde of orcs
boat about to go over a waterfall
while skiing away from an avalanche (ala James Bond)
 

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