RAW QUESTIONS / FAQ / EVENT LOGISTICS
PURE RAW FORUM
Turning in for the evening, the fire gently sparks and pops, lulling you to sleep. As your breathing settles into a deep rhythm you perceive an approaching light and a powerful psychic consciousness intruding into your awareness….
“Hear me adventurer, for I am N’il Ralglum of the Elder Brain, Chief Herald to The Great Old One, Nyarlathotep. I have been commanded by The Lurker at the Gate to seek out the most powerful of your kind. You have been selected for battle to the death. May the rolls be ever in your favour!”
Our numbers are very uncertain for this event so we will do a solo rather than team battle royale.
Solo Game: Each character starts with 1 incorporeal soul Token hanging from a chord around their neck. Removing the chord (and all attached Tokens) requires an action while the character is incapacitated, and immediately results in the owner's death with no revival possible. Soul Tokens are unaffected by all magic, including mage hand, telekinesis, polymorph, wildshape, etc.
The Quickening: Any player action that results in another player’s hp dropping to 0 immediately extracts all soul Tokens from the dead character and magically transfers them to the victorious player's chord. A character that drops to 0 hp through actions not caused by other players (such as falling or other self-inflicted damage) will follow standard 5e rules for dying and bleeding out. Whichever character owns the most soul Tokens at the end of the contest wins. The battle continues until only one player remains, time expires or three consecutive turns elapse with no players taking any damage (after turn 5).
Map: For simplicity we will be using the same map as our first 4v4 Battle Royale here:
https://vimeo.com/manage/videos/754129230
- A magic wall of force surrounds the edge of the map and 50 feet above the ground.
Secret Actions:
In a Battle Royale the job of the DM is more to act as a neutral referee to insure compliance to RAW, timekeep and adjudicate secret actions, rather than shaping the narrative. Actions of a secret nature, such as hidden movement or casting spells, can be declared secretly to the DM, which could take the form of passing sticky notes, text messages, or simply whispering; whatever works.
Spellcasting & Spell Identification:
The rules for spellcasting on Xanathar's p.85 are in full effect. When casting a spell the character should simply declare they are casting a spell (including whether there are V, S, or M components), and secretly inform the DM what they cast. Other players must then have an opportunity to react, such as by casting Counterspell or identifying the spell.
Other Rules:
- Level cap is 14. Under-leveled characters are permitted.
- Characters may be from existing campaigns (Adventurers League, Explorer's Guild, or PureRAWdnd) and may be rebuilt for this battle, and may be up-leveled to meet the level cap.
- Alternately you may create a new level 14 character. New characters must follow AL season 13 rules for character creation and may start with any four (4) AL legal magic items of your choice of Very Rare or lower rarity.
- All consumables (scrolls, potions or ammunition) vanish.
- Prior to start each player will describing their external appearance and introduce their character name, race, and class level.
- First initiative round consist only in pre-buff actions and selection of character starting positions.
- No movement or offensive actions until second round.
- This is all just a dream. No results from the matches will affect the real character after the match is over.
ADDITIONAL RULE CLARIFICATIONS:
* All magic items/familiars/companions/class features/etc. begin fully charged, loaded, deployed and in whichever optional state the owner chooses (ie. staff charges full, familiars deployed, spell storing devices full, flametongue/sun blade activated).
* Any spell, feature or effect with an activation time of one action or bonus action and a potential duration greater than one hour may be considered pre-activated (ie. mage armor, Twilight Domain: Vigilant Blessing, etc.), while those with a duration of one hour or less must be activated in-game.
* Summon Planar Ally from prayer beads will call a CR5 or lower creature of the appropriate type. Cost is moot in this context.
* PureRAW not AL rules for magic item count, attunement slots (x3 attunement slots/creature, unlimited non-attunement items).
4 Chests randomly and evenly distributed around the map.
Chest 1: locked DC 20. 40 hp. Smash DC 20
- Dust of Disappearance
- Potion of greater healing
- Potion of poison
Chest 2: locked DC 20. 40 hp. Smash DC 20
- potion of invulnerability
- Potion of greater healing
- Potion of poison
Chest 3: locked DC 20. 40 hp. Smash DC 20
- Potion of speed
- Potion of greater healing
- Potion of poison
Chest 4: locked DC 20. 40 hp. Smash DC 20
- Potion of heroism
- Potion of greater healing
- Potion of poison
Central Cornucopia:
- Boots of Elven Kind
- Wand of Magic Missiles
- Javelin of Lightening
- Necklace of Fireballs x3 beads
- Shield Guardian wearing the amulet