u/Doodles_by_shrimp

Image 1 —
Image 2 —

Another of my maps for yall to enjoy. The text below describes the annotations in the second image, to give you an idea on how you can run the encounter.
Let me know what you think, especially if you run it like i outlined!

The Refinery Sitrep 

  • Disable the explosives and stop the reactor meltdown.
  • There is a 5 turn clock until the refinery explodes (can be tuned to your liking). The clock advances by 1 each round, Controlling Zone A reduces the clock by 1. Additional system checks can be taken here to reduce the clock.
  • If PCs are within the lower levels when the clock ticks to 5 they are caught in the explosion and are killed (if you want to keep the stakes high). Otherwise reflavour to a heroic escape up the elevator shaft (4) but their mechs are on 1 structure and 1 heat.

Annotations
1 - size 1 doorway, unlocked.
2 - size 2 doorway, reinforced and locked
3 - size 3 gateway to main facility, the wall and gate are 2 high.
4 - elevator to take you to a lower level, it takes 1 round to reach the bottom. 

A - a PC must hold this area for 1 turn to be able to make attempts at stopping the reactor meltdown in the refinery. Additionally, the gates 2 and 3 can be opened from the control panel (Gate 2 opens automatically on control, gate 3 requires a successful check)

B - The refiner is rigged with explosives, it requires an engineering check to disarm. On a failure there is a burst 3 explosion and the clock ticks up by 2. Even on a failure and explosion all the bombs are not disarmed, a chain reaction is rigged throughout the refinery. One final attempt is allowed, higher DC, automatic structure damage on failure and the clock ticks by 2

B(1) - An advanced computer system is controlling the bombs, they can be disabled from here with a high DC Systems check. On a failure they are locked out from further attempts and the clock ticks by 2.

T - Turrets (use assault NPC stat block or similar)

u/Doodles_by_shrimp — 1 month ago

A map i made for an upcoming session. Annotated and plain one for yall to use!

the square icons denote hardcover and height and the circles softcover.

EDIT - higher rez version in the comments!

u/Doodles_by_shrimp — 1 month ago
▲ 32 r/dndmaps+1 crossposts

An underground fighting pit underneath a welltodo establishment. Drinking, Gambling, Fighting, quite the night out!

Made this map for an upcoming session and I decided to make some custom mechanics to make the fighting ring a little more dynamic, thought id share them with the map too. Let me know what you think!

--

Rules of the Pit

Bare-knuckle, no weapons, no armour, no magic. The pit enforcer, a retired prizefighter named Garl, checks combatants before they enter. He has seen every trick and will catch concealed weapons, rings with edges, and wrapped knuckles with anything harder than cloth. Magic is harder to detect but the crowd is experienced. If a fighter moves unnaturally fast, hits unnaturally hard, or shrugs off blows they should not, the spectators will call it and the fight is void. A subtle spell like Guidance might go unnoticed. Anything visible will not.

Fight Mechanic

The fight is best of five rounds. Each round represents roughly 30 seconds of brawling.

Contested Roll: At the start of each round, both fighters make a contested Athletics or Acrobatics check (fighter's choice, representing whether they are brawling through power or speed). The winner lands the decisive blow of that round.

Damage: The winner deals flat damage equal to their Strength modifier. A natural 20 on the contested roll is a clean hit and doubles the damage. A natural 1 is a stumble that gives the opponent advantage on the next round's roll.

HP: Each fighter's pit HP is 8 + their Constitution modifier. This keeps fights to 3-5 rounds.

Knockout: A fighter drops when they hit 0 HP. This is nonlethal. They wake up bruised and sore but alive. A fighter can also yield between rounds.

Stances

Between rounds, the fighter chooses one stance for the next round.

Stance Effect
Aggressive +2 to the contested roll, but take an additional 2 damage if you lose the round.
Defensive Reduce damage taken by 2 if you lose the round, but -2 penalty to the contested roll.
Dirty Sleight of Hand check (DC 13). Success: opponent has disadvantage on their contested roll. Failure: crowd boos. Second failure: Garl warns. Third: disqualification. Viera smiles at dirty fighting.

 

Fight 1: Harsk

The local favourite. A dockworker named Harsk, broad as a barrel, slow but hits like a mule. The crowd knows him and bets on him.

Attribute Value
STR / CON 18 (+4) / 16 (+3)
HP 11 (8 + 3 CON)
Damage 4 (STR mod, flat)
Strategy Aggressive for rounds 1-2, switches to Defensive if behind.

Fight 2: Renard (Mini Boss)

He moves like a cat, loose and unhurried, rolling his shoulders and cracking his knuckles with a showman's grin. Renard is a strongman and tumbler, the one who does the feats of physical prowess during performances.

Attribute Value
DEX / STR / CON 17 (+3) / 16 (+3) / 15 (+2)
HP 10 (8 + 2 CON)
Damage 3 (STR mod, flat)
Strategy Uses Acrobatics. Always opens with Dirty.

Renard's Special Traits

Crowd Worker. If Renard won the previous round, he gains +1 to his contested roll for the current round. This bonus stacks (max +3). The party member can counteract this with a Performance or Intimidation check (DC 13) as a free action before the round, which negates the bonus for that round.

Baiting Guard (1/fight). Renard drops his guard entirely, taking -4 to his contested roll. If the opponent chose Aggressive stance in the same round, Renard's counterpunch deals 6 damage flat (his STR mod doubled) regardless of who wins the contest. If the opponent did not go Aggressive, Renard simply eats a bad round. A Perception or Insight check (DC 14) can spot the trap if the PC is watching carefully.

Showman's Recovery (1/fight). The first time Renard drops below 4 HP, he staggers, drops to one knee, and the crowd gasps. Then he grins, spits blood, and stands back up. He regains 3 HP. Not magical, just adrenaline and theatre.

Dirty by Default. Renard gets one free Dirty attempt per fight that does not count toward the three-strike disqualification. Sand palming, headbutts, foot stamps, eye thumbing. Garl lets the first one slide because the crowd loves it.

u/Doodles_by_shrimp — 1 month ago