A condition zone describes a specific effect that continuously functions within the battle area.
Dex Normal DC; Hampered
Base attack +10 vs PD; 2d6 points of damage to everyone in area
+15 vs PD; 4d6 (Champion)
+20 vs PD; 2d20 (Epic)
The floor footing in this area is treacherous. Any character lacking the ability to fly who wishes to move across it must make a Dex check (Normal DC) in order to do so. Failure indicates that the character does move, but is considered vulnerable until the beginning of his next turn. Additionally, due to the poor footing, there is a –2 penalty on checks to resist being pushed around while in the area.
Many hard objects provide cover against any creature attacking through the square the object occupies, provided the target is Next To the object. Cover provides a +2 bonus to AC and PD against ranged attacks, and +2 to disengage checks when in melee.
Any character who moves across this area gets attacked
Base attack +10 vs PD; 3d6 points of damage
+15 vs PD; 4d8 (Champion)
+20 vs PD; 3d20 (Epic)
Small rocks and gravel are strewn across this area, making nimble movement through the area more difficult. The difficulty of Dex checks and disengage checks in this area increases by 2.
As light rubble, except the squares are covered with rocks of all sizes, including large pieces that can be used as improvised weapons. The difficulty of Dex checks and disengage checks on dense rubble increases by 5, and checks to move quietly increases by 2. It costs a quick action to move into Dense Rubble (1 per Move Action).
A low wall is placed in the arena. This wall is roughly 4 feet tall, enough to provide cover. A character can cross a low wall by spending a quick action with her movement unless she makes a Normal skill check (normally strength or dex).
If a character wishes to move in the same direction as the crowd, he must make a Normal Strength or Dex check (player’s choice); if he succeeds, he can do nothing but take a move action in the same general direction as the crowd. If he makes a Hard Strength or Dex check, he may
take a standard action as well as moving with the crowd
stand stationary as a full-round action, or
move Nearby in a direction of his choice as a full-round action.
If either check fails, he is jostled to a prone position and suffers 1d6 points of damage. To stand up, a character must make a Strength check (Normal DC) as a standard action. If at the end of his action a character remains prone in the crowd, he takes another 1d6 points of damage.
Characters who venture into the area begin inhaling dangerous fumes, which is caustic and poisonous. For every minute spent in the area, a living character must make a Constitution check or lose 1 recovery. A character wearing a damp cloth over her mouth gains a +2 bonus on the save (stacks with background). During combat, this check is made when the escalation die is odd.
Normal sized characters suffer a –2 penalty to many Strength and Dex checks within very narrow caverns or tunnels. Additionally, due to their narrow confines, Normal sized creatures suffer a -2 penalty to defense unless they make an Normal Dex check each round.
Large swarms of flies, mosquitoes, and other relatively harmless biting insects exist in the marked areas; these bugs are too small to inflict damage on a character, but their relentless bites prove distracting. Every character who remains in an affected area must make a Normal Constitution check each round or be Dazed. These often move randomly.
All squares adjacent to the lake or to the streams marked on the map, as well as the streams themselves, have deep mud or standing water about 1 foot in depth. It costs a quick action in addition to a move action to move through these squares (1 per Move Action); as well, the difficulty of acrobatics and stealth in such areas increases by 2.
The wet cloth is designed to prevent sparks from causing fires, not to prevent flames from whole handfuls of coals. Every time a character applies a steady heat source (such as throwing coals on it), make a Hard Skill check with a cumulative +1 per additional attempt. If they succeed, the fire begins in the area and doubles in size every 5 rounds unless extinguished, until the entire area is ablaze. Anyone passing through a burning square at any point during their action must make a Normal skill check or suffer 2d6 damage.
Anyone up on the scaffold is 20 feet in the air. Moving or fighting on the scaffold requires a Normal skill check each round. Failure means the character is hampered for the round. Failure by 5 or more means a fall for 2d10 points of damage. Being injured while on the scaffold requires a Normal skill check; failure at this, even by 1 point, means the character falls.
Characters on the scaffold gain the benefits of cover from opponents on the ground. A character on the scaffold can cut the rope of any ballast bag to which he or she is adjacent.
Normal Skill Check; 1d6 points of damage per tier/no effect.
This zone represents the oppressive heat of the desert, especially when mixed with the physical exertion required in combat. Characters in heavy armor suffer a –2 penalty to the check against this zone.
Similar to slippery ground and scaffolding, a slippery roof provides a good view of the battle, giving a +2 to hit for high ground. However, one does not have cover up there and moving requires a skill check (Normal DC) in order to do so. Failure means you slip and start to slide off. Make a Hard skill check to catch yourself before falling off. Kinda ouchie on the hit :)