Adventurers' Exploit Sport/games Tradition / Ritual in Ferrum | World Anvil

Adventurers' Exploit Sport/games

Adventurers' Exploit
A sport of competing teams of adventurers consisting of three fighters, two rogues, and one wizard, a second or special team may have up two three additional members from any class. Teams compete during a season in bracket style elimination against each team. Winners move to second round and so on until only two teams remain. Two playoff games occur; one game of the two best record teams not in the finals for a third place and the second game is the play off of the two top teams for the title of Champion. Prizes include a medal Gold, Silver and Bronze, as well as a belt and privileges.   Team:   An 11 person team consisting of Three (3) Fighters, Two (2) Rogues, One (1) Wizard, and Three (3) various (special teams) benched players and Two (2) alternates benched.   Alter to 2 rogues, 2 fighters, 1 Wizard, 1 Variable - fighter rogue for starting lineup. Only one caster allowed on the field at a time. Possible limit monks or disallow Paladins possible limitation.   1. Offensive Fighter – A combatant who is designated to an aggressive role attacking the opposing teams players and attempting to slay the other teams monster and capture the flag   2. Offensive Rogue – A indirect combatant and skill based player attempting to overtake opposing players Maze, slay the monster & capture the flag   3. Wizard – Working offense and defense against the opposing Wizard and aiding the other team mates in addition to attempting to slay the opposing teams monster and capture the flag   4. Defensive Fighter – A Combatant who is designated to defend the Castle zone By position in the Extended Combat Zone   5. Defensive Rogue- A Rogue positioned in the Castle of Maze set to defend his/her own flag through skills of subterfuge and shadow   6. Center Fighter – A combatant designated to filling in for a Defensive or Offensive position if killed out but mainly works only the Combat Field covering the Teleport Pads if teleports are possible and backing up other players   7. Various – The three slots in this portion of the team may be held by variant classes usually reserved for “special teams” designed to complete a specific task   8. Alternates – Two replacements most commonly a Fighter and a Rogue to replace Killed Out players   Object:   To capture your opponents flag and return it to your own castle scoring points during the game.   Field:   Referred to as an arena or dome as a whole, consists of three basic sections further broken down into more specific zones.   1) Combat Field - In the center a 40m long by 50m wide grass field clear of obstructions with a center zone 40m long by 10m wide marked with two illusion lines drawn to designate the Fighter Start Zone, and four (4) 1m circular pads for in game teleports.   2) Castle Field – Raised up one meter a 40m half circle with a connected extension of the Combat Field in the shape of a half circle centered on the inside 10m diameter. An equal sized half circle raised 1m holding the Castle monster and centered on the raised Castle is a 1m diameter circle holding the Team Flag. The Castle Field is divided in to two zones by a single line between the two small half circle zones. One is a Maze which is altered from game to game and lined with traps that can be modified in game by the Rogue or disarmed by the opposing team’s Rogue. The second part is a modified combat field called a Terrain Zone with cover and concealment that may be modified to represent different terrain types from ice, water, sand, forest, swamp or other types. Lastly is a penalty box, one for each team, separated and unable to view the field in any way for players penalized during the game. A referee may during the game teleport an offending player to the respective penalty box with a timed teleport to return the player on one of the teleport pads upon returning to the game after the designated time placed by the referee.   The goal is to capture the opposing team’s flag and return it to your Castle. Each team has a castle to defend and in the castle is; 1) a flag sporting the team color and logo 2) a defensive monster chosen at the start of the game (monster may be chosen by host city or based on region availability).   How to score points: Alter to stats rather than points   • One point for Killing Out an opposing player   • One point for unsuccessful flag capture   • One point for returning a flag in any other zone other than defending zone   • One point for stealing a potion, wand or other legal magic item from opposing player   • One point for disarming an opposing teams trap   • One point for a reassigned trap killing out an opposing team player   • One point for winning a mage dual with an opposing player   • One point for counter spelling an opposing player   • One point for disarming an opposing team player   • Two points for defending your team flag (kill out or otherwise stop an opposing player in your own defensive zone be it maze, fortified or combat)   • Two points for a Rogue killing out a Fighter in melee   • Two points for any player killing both primary Rogues   • Three points for any player killing all three primary Fighters   • Three points for a Wizard killing out a Fighter in melee   • Three points for a Fighter making it through an opposing teams maze unharmed   • Three points for killing an opposing teams castle monster   • Instant win for capturing the opposing teams flag and returning it to your home Castle   Points can stack if more than one score is made with a single play this makes for higher possible scores for a single game and possible awards for a single play in the game   Penalties:   • 5 min penalty box for entering defensive zone without going through Extended Combat Zone   • 5 min penalty box for unauthorized offensive polymorph form   • 5 min penalty box   • 30 min penalty box for creating, summoning, raising undead   • 30 min penalty box for   • 30 min penalty box for   • 30 min penalty box for illegal spell use   • Game expulsion for illegal magic item use   • Game expulsion for injuring a referee   • Game expulsion for off field interference   General Rules:   • Start positions are Three (3) fighters in the Fighter Start Zone, One (1) Rogue in the Maze, One (1) Rogue or Wizard in the Castle, and the remaining players in the Terrain Zone. Two referees one on the line of each Castle Field next to the Combat Field   • Combat may extend into Castle Fields with legal players on the Castle Field   • A Center Fighter may only score a Flag point if the Flag is acquired on the Combat Field or in the Extended Combat Zone   • A Center Fighter may only advance to the Castle Field if the Offensive Fighter is Killed out or in the Penalty Box   • Fighters in the Castle Fields legally may enter combat freely   • Players may only enter or exit a Castle Field through the Extended Combat Zone   • Only Wizards may use magic items (i.e. Robes, cloak, dagger, ring, headband etc…)   • Any player may carry a maximum of three potions   • Rogues and Wizards may carry up to 5 scrolls   • Only Wizards, Divine Casters and Rogues may use scrolls   • A teams potions, scrolls, and wands may be stolen   • Combat works as normal but no deaths occur   • No disintegrations allowed   • A Psion may stand in for a wizard All Wizard rules apply to player with psionic abilities   • A Divine may stand in for a Wizard but must follow Divine Caster rules   • Multi-classing is allowed but one class must be designated prior to game to apply rules to player   • Only one player may defend inside the castle at a time   • Monster in castle must be killed prior to taking flag unless the Rogue takes the flag   • Only a Rogue may take a flag if the defending monster is still alive   • If player loses control of captured flag it returns to the castle   • Game time is one hour, 4 quarters of 13 min with a 2 min rest/heal period All players remain in place during rest/heal period. Over time quarter will be added for tie a breaker   • Only Rogues may enter the Maze unless escorted   • Familiars nor animal companions may not enter the field but may be stationed where they can see the whole field   • Referees will use Fairy Fire spells to show a player in violation of rules Yellow for 5 min penalty, Blue for 30 penalty, Red for expulsion       • Farm team Level 1 – 3   • Minor Leagues Level 4 – 6   • Major Leagues Level 7 – 9   • Limited Level 10 – 15   • Unlimited Level 16+   Fighter Rules:   • Only one may enter opponents Castle Field at a time   • Only two may enter Castle Field at a time   • No magical items allowed   • Two minimum must start in Combat Field start area   Rogue Rules:   • Only one Rogue allowed in the offense at a time   • Only one Rogue allowed in the defense at a time   • No magic items allowed   • Only Rogues may enter the Maze but a Rogue may escort a second into his/her own Maze if Rogue dies the escorted must leave on own and may be taken out by own teams traps if he/she cannot make it past them. A 1 min. time limit to get out if Rogue Killed Out   • Only Rogues may disarm, reset, rebuild or modify any trap on the field within game level of play   Wizard Rules:   • Only one approved wand allowed at a time   • Only one approved ring at a time   • Teleport to designated teleport pads only (game forfeiture if teleport out of bounds)   • May teleport from anywhere on field   • May only teleport others to designated teleport pads   • No Flag Teleports Allowed   • No summoning   • If a Wizard is “killed out” all active spells from that Wizard are canceled at that time.   • Maximum flight height is 50 feet   • All casters must choose spells from the approved list of sanctioned spells   • Offensive Polymorphs are limited to three forms approved; sheep, pig or goat   Alternate team member Rules:   • Must follow all class rules above   • Alternate classes may not use magic items unless a mainstay of class (must be approved prior to game same limits as wizards)   • All Divine Casters must abide by sanctioned rules NO Undead   • Multi class players must designate a prime class to fill a position in the team and the total class levels may not be greater than the maximum level allowed in the league playing in   Spells:   Limited Teleport   No Fly   Limited Polymorphs   Teams:   • Felkirk DAGGERS Grey & Gold (Farm Team)   • Ft Paladine KNIGHTS Blue & Silver (Minor League)   • Seven Lakes SABERS Silver & Black (Farm Team)   • Tower Rock FIREBALLS Red & Orange (Unlimited League)   • Wool Shire WRAITHS Black & Purple (Limited League)   • Cauldron Hold WEASELPIGS Brown & Green (Minor League)   • Wellsprings GRYPHONS Gold & Red (Unlimited League)   • Tower Rock NIGHTHAWKS Black & Blue (Major League)   • Fishtrap RIVER RAIDERS Blue & Brown (Farm team)   • Saxum INVADERS White & Gold (Unlimited Team)   • Wimbley's Tower OWLBEARS Brown & Red (Farm Team)   Number assignments:   1 - 9 Wizards   10 – 19 Divine Casters   20 - 29 Rogues   30 – 49 Fighters   50 – 59 Various (Special Teams)   60 – 69 Reserve Wizard   70 – 89 Reserve Rogue   90 – 99 Reserve Fighter   00 – 129 Referees   Statistics stats are for the year, game, and career   Kills   Deaths   Flag defends   Flag captures   Flag squares run   Flag scores   Monster kills   Deaths from monster   Traps avoided   Traps sprung   Trap deaths   Potions used   Favored potion   Scrolls used   Favored scroll   Wands used   Favored wand   Time in penalty box

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