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<blockquote data-quote="StreamOfTheSky" data-source="post: 5757501" data-attributes="member: 35909"><p>1. A battlefield modeled after the MC Escher <a href="http://upload.wikimedia.org/wikipedia/en/thumb/a/a3/Escher's_Relativity.jpg/250px-Escher's_Relativity.jpg" target="_blank">staircaise painting</a>, with subjective gravity fields over each section of stairs that make the staircase the "down" direction. Characters can try to jump/tumble from one gravity field to the next to avoid falling damage.</p><p></p><p>2. A battle area with 100 squares or close to it, each square keyed to a number on a map the DM has at the ready. Each round at the top of the initative order, magics in the area force each creature to roll a d100 and get teleported to the corresponding square. If the creature was flying, he is teleported above the corresponding new square at the same altitude as he was before. If the results would force two creatures to share/overlap spaces, reroll or something until it gets un-scewed-up. Large or larger creatures can choose where to position themselves around the target square so long as it doesn't conflict with someone else's positioning.</p><p></p><p>3. PCs get lost/dropped in a giant labyrinth (no doors, just a maze), only to have an NPC <a href="http://www.wizards.com/default.asp?x=dnd/iw/20040815b" target="_blank">Cragtop Archer</a> that's maximized his potential range (I can show you threads if you want, but it's quite easy to have a range of MILES) with a Seeking bow and the ability to use scrying or clairvoyance shooting at them using Horizon Shot. The PCs must find their way out of the labyrinth / to the shooter before he snipes them all down! Don't use a battlemap for this, just describe each twist and turn and have them decide which way to go, to simulate the difficulty of running through a maze under duress.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5757501, member: 35909"] 1. A battlefield modeled after the MC Escher [url="http://upload.wikimedia.org/wikipedia/en/thumb/a/a3/Escher's_Relativity.jpg/250px-Escher's_Relativity.jpg"]staircaise painting[/url], with subjective gravity fields over each section of stairs that make the staircase the "down" direction. Characters can try to jump/tumble from one gravity field to the next to avoid falling damage. 2. A battle area with 100 squares or close to it, each square keyed to a number on a map the DM has at the ready. Each round at the top of the initative order, magics in the area force each creature to roll a d100 and get teleported to the corresponding square. If the creature was flying, he is teleported above the corresponding new square at the same altitude as he was before. If the results would force two creatures to share/overlap spaces, reroll or something until it gets un-scewed-up. Large or larger creatures can choose where to position themselves around the target square so long as it doesn't conflict with someone else's positioning. 3. PCs get lost/dropped in a giant labyrinth (no doors, just a maze), only to have an NPC [url=http://www.wizards.com/default.asp?x=dnd/iw/20040815b]Cragtop Archer[/url] that's maximized his potential range (I can show you threads if you want, but it's quite easy to have a range of MILES) with a Seeking bow and the ability to use scrying or clairvoyance shooting at them using Horizon Shot. The PCs must find their way out of the labyrinth / to the shooter before he snipes them all down! Don't use a battlemap for this, just describe each twist and turn and have them decide which way to go, to simulate the difficulty of running through a maze under duress. [/QUOTE]
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