dungeons

E2M1: SLAUGHTERHOUSE (5TDM)

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An FTDM classic where the objective is simple: slaughter your enemies using the brutal weapons at your disposal.

What is 5TDM?

Map Download
1-Page Rules

Distance Between Floors: 20 ft. drop

Controls Platform: The controls platform is a 5 ft x 5 ft space, located on the Upper Level and hovering above the meat grinder. All creatures on the Lower Level can see and can target any creature standing on the controls platform, and vice versa. The Strength (Athletics) check to jump to the controls platform from the Upper Level edge is DC 13.

Floor-to-Floor: Creatures are considered to have total cover and be heavily obscured from creatures on different floors (except at the controls platform, see above).

Humiliation: A creature rolling a natural 1 on an attack roll or saving throw is knocked prone immediately after the attack roll or saving throw is resolved.

Respawn
If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a random teleport square (1d4) on a floor of your choosing.

If the destination teleport square is occupied, that creature dies.

Before the respawn die roll is made, the dungeoneer must declare which floor (upper or lower) he or she is appearing on.

If you were dying, you die before Respawning.

Killing Spree
If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, immediately gain one of the following:
– Take another Action (as per the Fighter’s Action Surge Class Feature)
– Regain all Ki-points, Bardic Inspiration, and Rages
– Regain your lowest level expended spell slot

Teleportation Archway
If you move onto a teleportation archway, teleport to a random teleportation archway (1d4) on a floor of your choosing. If the destination teleportation archway is occupied, that creature dies.

Special: The teleportation archway is difficult terrain.

Forced Teleportation
If you force a creature onto a teleportation archway, teleport the creature to a random teleportation archway (1d4) on a floor of your choosing. If the destination teleport square is occupied, the occupying creature dies.

Conveyor Belt
Creatures voluntarily moving into each square of, starting their turn, or ending their turn on a conveyor belt on the lower level slide 1 square (5 ft) towards the meat grinder.

Creatures moving into each square of, starting their turn, or ending their turn on a conveyor belt on the upper level slide 1 square (5 ft) towards the drop to the lower level.

Meat Grinder
Creatures entering the meat grinder immediately die. The surface of the meat grinder is 20 ft. below the Lower Level.

Controls (Nailgun)
If you are on the central control platform, you may use a bonus action to fire one nail gun. Every creature within 5 squares (25 ft) of the chosen nailgun is attacked (+5 to-hit, 2d6+5 piercing damage). Creatures hit by this attack are pushed away 1 square (5 ft).

Controls (Conveyor)
If you are on the central control platform, you may use a bonus action to activate the conveyors. Every creature on a conveyor belt is moved 3 squares (15 ft), as determined by the conveyor belt (upper or lower). Creatures moved off of the conveyors immediately fall to the ground below.

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Fifth Edition D&D Team Deathmatch (5TDM)

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5TDM Vision Statement
DDE Adentures is committed to bringing you unique twists on games we all know, to push the limits of what these systems can do for maximum intensity, creativity and excitement. It isn’t just about adding more new and shiny games to a now bountiful ecosystem; we strive to find the best parts of these games, highlight them, and make them better.

D&D Team Deathmatch, originally birthed from the battle grid focused 4th Edition, takes on the promise of an intense tactical option for 5th Edition. If you’re a power-gaming, min-maxing, overkill seeking player that wants to win at Dungeons & Dragons and be its ultimate champion, then this is the game for you.

Overview
Fifth Edition D&D Team Deathmatch (5TDM) is a high-energy system of player-versus-player combat using the 5th Edition Dungeons & Dragons rules. 5TDM is much more nuanced and challenging than simple one-on-one duels. It pits teams of low-level characters against each other to see who can out-maneuver their opponents and survive the longest by suffering the fewest numbers of deaths during an hour long match. It requires a deep understanding of the 5e D&D ruleset, strong teamwork and communication skills, and an unending thirst for blood.

Death is not the end in 5TDM. Dead (aka “Gibbed”) players respawn to come back in on their next turn to take revenge on their enemies and even the score. It is an unending struggle of violence and pain.

Respawn (basic): If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a respawn square (map specific). If the destination teleport square is occupied, that creature dies. If you were dying, you die before Respawning.

Each player’s turn lasts only one minute in real time. Focus is needed on everyone else’s turn so you can form a plan ahead of time in a constantly shifting tactical environment. Players who dilly-dally and waste time past the minute mark are punished for delaying the game.

Pre-made maps provide unique situations to afford players tactical opportunities to wreak havoc on other players, or gain boons for themselves and/or their allies. Maps may also have their own special rules, forcing players to develop a deeper level of strategy in order to take advantage of each map they expect to compete on.

5TDM Rules
Below you will find the rules for drafting a character and a few points on game-play. These are designed to provide a wide variety of possible builds while keeping hit points low enough to to keep the death counts high. Pay special attention to the first point on average HP.

13 Commandments of Character Creation
Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.

  1. Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.
  2. Dungeoneers receive one Feat for free, but must meet all requirements.
  3. Dungeoneers may choose any Race, including those supported in supplemental WotC published resources, and any variant in official books.
  4. Unearthed Arcana and other material in playtest may not be used for character creation.
  5. Dungeoneers begin with 500 gp. Dungeoneers must spend their own starting gold on equipment and may not pool resources with other dungeoneers. Ignore any free equipment from your background or class, and use only your starting gold.
  6. Wizards may use their gold to buy spells for their spellbook, and may swap out prepared spells between matches in a tournament. Spellbooks cannot change after the tournament begins.
  7. Dungeoneers may not buy potions, poisons, alchemical or other consumable items.
  8. Dungeoneers may not sell any free starting equipment.
  9. Spells: Players must have a printed reference of any spells able to be cast by their dungeoneer easily accessible at the table. Ignore all material spell component requirements.
  10. Players must have a figure that represents their character and any companions they have as closely as possible. Purposefully confusing figures are not allowed, as determined by the adjudicating Dungeon Master.
  11. Druid Wildshape: Players must have a printed reference of any animal shapes assumed easily accessible at the table. Players must provide a clear, visual means of differentiating when their dungeoneer is in animal or humanoid form.
  12. Druids can start the match with their wild shape active, but only in the first round.
  13. Ranger Animal Companions do not count towards total party deaths.

A turn is equal to 6 seconds, as per PHB. Effects with duration listed in minutes are assumed to last until the dungeoneer dies. Spells with a duration 1 hour or longer are assumed to last the entire match.

Distance: All maps are drawn in 5 ft. squares. Effect distances may be referred to in terms of number of squares.

Tournament play: Dungeoneers take a Long Rest between matches in a tournament. Spellcasters may choose new spells to prepare based on their predetermined options by class, or by their spellbook. Spellbook contents may not change between matches.

The following optional combat rules are included in 5TDM battles to encourage tactical play (DMG p. 251, 271-272):

  • Flanking
  • Overrun
  • Shove Aside
  • Tumble

 

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E1M1: Seat of the Dhakaani Hegemon (5TDM)

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Deep in their stronghold, the an empire of Tiamat-Worshipping Hobgoblins rules a vast empire of subjugated lesser races. Their most unholy artifact, the Crown of Tesh-Naga, affords them the ability to dominate creature too weak to resist. Seize the Crown, and their power will be yours.

What is 5TDM?

red_export_DDEFTDM

Map Download
1-Page Rules

King of the Hill
Points are only scored by a team with the crown in their possession at the end of the round. Player deaths do not grant points on this map and are only used to break ties.

Respawn
If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a random respawn square (1,2).

If the destination teleport square is occupied, that creature dies.

If you were dying, you die before Respawning.

Killing Spree
If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, gain one of the following:
– Take another Action (as per the Fighter’s Action Surge Class Feature)
– Regain all Ki-points, Bardic Inspiration, and Rages
– Regain your lowest level expended spell slot

Humiliation
A creature rolling a natural 1 on an attack roll or saving throw is knocked prone immediately after the attack roll or saving throw is resolved. Tiamat then lashes out at their incompetence, and they take 10 damage (fire, cold, acid, poison and lightning) from the pillars bearing her likeness.

Terrain
A swirling ritual vortex fills the vaulted dome in the center of the map. The dome is supported by five pillars carved in the likeness of dragons. Every player death on this map will cause 1 random pillar to weaken, threatening the collapse of the dome above. After five deaths, the dome collapses releasing Tiamat’s Hoard of priceless gemstones, coins and jewelry onto anyone below.

Players under the dome when it collapses will take 50 bludgeoning & piercing damage (DC 12 DEX save for half damage).

The area covered by the Hoard (yellow squares) counts as difficult terrain.

Aspects of Tiamat
If you are under the dome (yellow squares) at the start your turn, suffer 10 elemental damage (fire, cold, acid, poison, and lightning).

A shattered pillar deals no damage, and is effectively off the map until restored (see above).

Corruption
If you’re wearing the Crown, you are corrupted by Tiamat’s Infinite Greed and have disadvantage on all saves.

Crown of Tesh-Naga
The crown is located on a raised altar in the center of the map, on a 15ft high pedestal that is covered with the slick bones and blood of the Dhakaani’s enemies (DC 15 Strength/Athletics to climb). Players may enter its square and claim it as a part of their move action. It grants the possessing team 1 victory point ON THE DM’S TURN (at the end of the round before anyone acts) plus one more at the end of the match. The bearer may also add 5 elemental (choice of fire, cold, acid, poison or lightning) damage to any weapon attack they make, and may use a bonus action to do the following:

  • Enslave: Targets any creature you can see. They make a DC 12 CHA save or takes 15 psychic damage and gains the Charmed condition (cannot attack the charmer or target them with harmful abilities/effects), and also grants advantage to enemy attacks until the start of the charmer’s next turn. The attacker may also force the target to immediately move up to the target’s full speed. Half damage but no other effects on a successful save.

The crown can only be moved off of its pedestal by the dungeoneer who bears it (i.e. not by any magical or non-magical means while unattended). Only PCs may claim the crown (not companions or familiars).

If you become unconscious or incapacitated, you lose possession of the crown immediately and it teleports to the central pedestal.

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E0M0: Dead Simple (5TDM)

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A basic map for pure combat. Plays on any 5×5 grid.

What is 5TDM?

Dead-Simple

1-Page Rules

Respawn Terrain Power
If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a random respawn square (1,2).

If the destination teleport square is occupied, that creature dies.

If you were dying, you die before Respawning.

Killing Spree Terrain Power
If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, gain one of the following:
– Take another Action (as per the Fighter’s Action Surge Class Feature)
– Regain all Ki-points, Bardic Inspiration, and Rages
– Regain your lowest level expended spell slot

Humiliation
A creature rolling a natural 1 on an attack roll or saving throw is knocked prone immediately after the attack roll or saving throw is resolved.

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