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 City of Peril Maps

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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


Number of posts : 2557
Age : 52
Hit Points : City of Peril Maps Fulllife
<b>View of DDM 2.0</b> : City of Peril Maps Censor11
<b>View of 4.0</b> : City of Peril Maps Censor11
<b>Trade Topic</b> : HERE
Reputation : 1
Registration date : 2007-02-17

City of Peril Maps Empty
PostSubject: City of Peril Maps   City of Peril Maps EmptyThu Jul 19, 2007 7:03 pm

Ok, I FINALLY got my copy!! Is there any updated rules and the like for these? If so, do you know them or have a link?

Thanks
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Wraithborne
Man of Renown
Man of Renown
Wraithborne


Number of posts : 384
Age : 51
Reputation : 1
Registration date : 2007-03-10

City of Peril Maps Empty
PostSubject: Re: City of Peril Maps   City of Peril Maps EmptyFri Jul 20, 2007 10:58 pm

Here's the link to the jumbled cacophony that comprises the rooftop rules.

http://www.wizards.com/default.asp?x=dnd/mi/20070420
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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


Number of posts : 2557
Age : 52
Hit Points : City of Peril Maps Fulllife
<b>View of DDM 2.0</b> : City of Peril Maps Censor11
<b>View of 4.0</b> : City of Peril Maps Censor11
<b>Trade Topic</b> : HERE
Reputation : 1
Registration date : 2007-02-17

City of Peril Maps Empty
PostSubject: Re: City of Peril Maps   City of Peril Maps EmptySat Jul 21, 2007 10:04 am

Thanks Wraith
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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


Number of posts : 2557
Age : 52
Hit Points : City of Peril Maps Fulllife
<b>View of DDM 2.0</b> : City of Peril Maps Censor11
<b>View of 4.0</b> : City of Peril Maps Censor11
<b>Trade Topic</b> : HERE
Reputation : 1
Registration date : 2007-02-17

City of Peril Maps Empty
PostSubject: Re: City of Peril Maps   City of Peril Maps EmptySat Jul 21, 2007 10:05 am

These rules supercede rules in the booklet that comes with the City of Peril map set.
Narrow buildings and back alleys provide a multileveled skirmish
battleground, as your creatures battle between and atop the buildings.
Rooftop Terrain


A single rooftop is a contiguous group of rooftop squares. The ground is comprised of all non-rooftop squares.
Line of Sight and Line of Effect: When determining line of
sight between different rooftops, or between a rooftop and the ground,
line of sight is blocked if it crosses two edges of the same rooftop
square (or a corner of such a square). Rooftop squares block line of
sight between two points on the ground the same way wall squares do.
Line of effect is similarly blocked. Rooftop squares do not block line
of sight or line of effect to other parts of the same rooftop.
Cover: Rooftop squares do not provide cover between creatures
on the same rooftop. In all other cases, rooftop squares provide cover.
Thus, a creature on a rooftop will always have cover versus an attacker
that is not on the same rooftop.
Charging: Rooftop squares prevent a nonflying,
non-Incorporeal creature from charging between a rooftop and the
ground, and vice versa. Rooftop squares do not block charges between
two creatures on the same rooftop. A creature's charge movement can't
be used to climb ladders or cross bridges.
Adjacent: Rooftop squares are not considered adjacent to ground squares.
Bordered By: Non-rooftop squares that are bordered by a rooftop square also count as bordered by a wall.
Melee Attacks and Melee Reach: A creature on a rooftop square
can't make melee attacks against a creature that isn't on a rooftop
square, and vice versa. A creature on a rooftop square can't use Melee
Reach to deliver a touch spell to a creature that isn't on a rooftop
square, and vice versa.
Cone and Line 12 Effects: If the originating creature of a
cone or line 12 effect is entirely in ground squares, the origin point
for the cone or line 12 is considered to be on the ground, even if it
is a grid intersection shared by both a ground square and a rooftop
square. In this case, the cone or line 12 effect won't be able to
affect rooftop squares that are not at the very edge of a rooftop; line
of effect from an origin point on the ground to "inner" rooftop squares
will be blocked by the "outer" rooftop squares.
Movement: Flying, burrowing, and Incorporeal creatures can
move into rooftop squares freely. Other creatures that are entirely on
the ground cannot do so, and must use ladders (see below) or other
effects (such as dimension door) to get onto rooftop squares.
Nonflying, nonburrowing, non-Incoporeal creatures that are entirely on
ground squares can't move diagonally past the corner of a rooftop
square. Push/pull effects can't move a creature that is entirely on the
ground into a rooftop square.
A creature must end its movement entirely in rooftop squares or
entirely in ground squares. It can't end its movement in a position
where it is on both a rooftop and the ground. A creature that somehow
ends its turn only partially on a rooftop is immediately placed in the
nearest legal position that isn't on rooftop and then takes 10 damage.
A nonflying, nonburrowing, non-Incorporeal creature on a rooftop
that moves into a non-rooftop square is immediately placed in the
nearest legal position that isn't on rooftop, and then takes 10 damage.
(For Medium or smaller creatures, the nearest legal position will
generally be the creature's current position.) A creature on a rooftop
that is forcibly moved into a non-rooftop square is similarly affected.
A creature on a rooftop that is not routing cannot voluntarily move
into a non-rooftop square if it would be destroyed by the damage.
Climbing Up Ladders: A creature in a ladder square can spend
2 squares of its movement to climb up the ladder. First, the creature
provokes attacks of opportunity from all enemies that threaten its
starting space. Then place the creature on the rooftop in a legal
position next to the ladder square. If no such legal position exists,
leave the creature in its starting space.
Climbing Down Ladders: A creature on a rooftop and next to a
ladder square can spend 2 squares of its movement to climb down the
ladder. First, the creature provokes attacks of opportunity from all
enemies that threaten its starting space. Then place the creature on
the ladder square in a legal position. If no such legal position
exists, leave the creature in its starting space. Climbing down a
ladder does not deal damage the way moving from a rooftop to the ground
does.
Crossing Bridges: Wooden planks serve as bridges linking the
buildings. A creature in a rooftop square at the end of a bridge can
spend 3 squares of movement to cross the bridge. First, the creature
provokes attacks of opportunity from all enemies that threaten its
starting space. Then place the creature in a legal position in the
rooftop square at the other end of the bridge. If no such legal
position exists, leave the creature in its starting space.
Rooftop Terrain Diagram



  1. Creatures A, B, E, and F are on rooftop squares; creatures C and D are at ground level.
  2. Creatures B, C, D, E, and F can all trace line of effect to one
    another. Creature A can trace line of sight only to creature B, and
    creature B is the only one of those creatures that can trace line of
    sight to creature A.
  3. If A targets B's square with a cone, that cone will not affect C, D, E, or F.
  4. If B targets C with a cone, starting from the grid intersection
    between them and nearest the plank artwork, that cone will hit C, D, E,
    and F (because that intersection is both a roof and ground
    intersection, it affects creatures on both levels).
  5. If creature F makes a ranged attack against creature D and traces
    cover from either its top corners, then creature D would not have cover.


City of Peril Maps Mi20070420


Additional Comments



  1. Although a non-routing creature is not allowed to "drop" itself off
    a rooftop if the damage would destroy it, no rule precludes routing
    creatures from doing so. In fact, if dropping off a rooftop would get a
    routing creature closer to its exit than any of its other routing
    movement options, it must drop off that rooftop and take the
    appropriate amount of damage as it routs. This might even destroy the
    routing creature.
  2. You can think of bridges and ladders as being mechanically similar
    to teleporters. When a creature uses a bridge or ladder, you pick it up
    from its starting position and set it down in its new position. The
    creature doesn't actually move through the intervening squares.
    Although this isn't necessarily 'realistic', it achieves the map's
    design goals using fewer rules.
  3. These rules state that ground squares count as bordered by a wall
    if they are bordered by a rooftop square. As a result, a Shadowdancer
    that is entirely on the ground can use Shadow Jump travel to another
    ground square (that borders a rooftop square, of course). However, a
    creature isn't allowed to use Shadow Jump to travel from a ground
    square to a rooftop square (or vice versa) unless some actual wall
    terrain borders the rooftop square. (Elemental Wall, perhaps?)
    Similarly, a creature with the Wall Walker ability generally won't be
    able to gain Flight if it starts its turn in a rooftop square.

Future Changes


Robust community dialog allows Dungeons & Dragons Miniatures
to be very reactive to needed changes in rules or other situations
needing clarification. If you have additional questions or feedback to
provide, we invite you to visit the wizards.com forum thread discussing this latest revision and add to the discussion if you notice areas needing attention.
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