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SUMMER BATTLE ROYALE: LEVEL 18 SOLO - SUNDAY JULY 30TH

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DM the DM
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Sunday, July 30th, 6:00-9:30ish PM @ The Bent Mast Pub

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!”

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.

Map: For simplicity we will be using the same map as our first 4v4 Battle Royale here:
https://vimeo.com/manage/videos/754129230
- An unbreakable magic wall of force surrounds the edge of the map, 20 feet below the surface of the ground and 50 feet above the ground.
- Players will start at evenly disbursed locations around the perimeter of the map (Grid squares A1, A35, T1, T35, A16, T16).
- No ceilings or second story of the castle ruins remain. Intact walls are 10' high for the purposes of the match.
- Climb DC for castle walls = 10.
- Traversing the tops of walls less than 5' wide requires a DC 10 Acrobatics check at the start of each turn to avoid falling.
- All doors have rotted away, leaving only stone door frames.
- Areas of rubble are difficult terrain.
- Foliage is light obscurement, not difficult terrain.
- Sources of light on the map are non-magical fire and project bright light within 20' and dim light from 20-40'. All other areas of the map are in non-magical darkness.

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.

Miscellaneous Rules:
- The match will adhere to pure 5e Rules As Written.
- Tier 4 Characters are required to play. Level cap is 18. Level 17 characters are permitted.
- Characters may be from existing campaigns (Adventurers League, Explorer's Guild, or PureRAWdnd) and may be rebuilt for this battle.
- Alternately you may create a new level 18 character. New characters must follow AL season 13 rules (including free “background” feat) for character creation and may start with their choice of magical items from the DMG with the following or lower rarity: 3 uncommon, 2 rare, 1 very rare and 1 legendary.
- No character can bring consumable magic items (scrolls, potions or ammunition), and may only bring a maximum of 7 permanent magic items of the following rarity or lower: 3 uncommon, 2 rare, 1 very rare and 1 legendary. Artificer infusions and Alchemist elixirs are exempt from this rule and are permitted.
- Prior to start each player must 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.
- Live players may loot any and all gear from the bodies of dead players, adhering to RAW for picking up or interacting with objects.
- 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, flame tongue/sun blade activated, wings are out, etc.).
- Any spell, feature or effect with an activation time of one action or bonus action and a potential duration of 10 minutes or longer may be considered pre-activated (ie. mage armor, shield of faith, Twilight Domain: Vigilant Blessing, etc.), while those with a duration of less than 10 minutes must be activated in-game.
- Summon Planar Ally will call a CR18 or lower creature of the appropriate type. Cost is moot in this context.
- Pure RAW (not AL) rules for attunement slots (ie. x3 attunement slots/creature).
- You may not start with control of more than one copy of any magic item.
- Creatures and their soul token may enter extradimensional space or the Border Etherial, but divine wards prevent a soul coin from leaving the arena through any other form of movement or extra-planar travel. An effect that causes a PC to leave the arena (teleport, dimension door, banishment, plane shift, etc.) will separate their body from their soul token, instantly killing the character. If the movement was caused by another player (or thrall under their control) they will immediately acquire all tokens from the dead character under The Quickening rules, otherwise the token falls to the ground at the point where the character left the arena.
- This is all just a dream. No results from the matches will affect the real character after the match is over.
- Additional specific rules may be revealed by the Elder Brain at match start.

Cornucopia:
A cornucopia containing numerous magical items will be located in the "dead" center of the map (grid squares India 16/17). Proper interact with object rules are in effect. Each creature has one free interact with object each turn, additional interact with objects require an action.

CORNUCOPIA CONTENTS:
Shield Guardian & Amulet
Arrow of Humanoid Slaying
Bolt of Humanoid Slaying
+3 Heavy Crossbow & a quiver of 50 bolts
+3 Light Crossbow & a quiver of 50 bolts
+3 Longbow & a quiver of 50 arrows
+3 Shortbow & a quiver of 50 arrows
+3 Rapier
+3 Longsword
+3 Shortsword
+3 Greatsword
+3 Greataxe
+3 Spear
+3 Shield
+3 Dagger
+3 Whip
+3 Hand Crossbow
Bag of Holding
Boots of Elven Kind
Broom of Flying
Carpet of Flying 3x5
Dust of Disappearance
Eagle Whistle
Elixir of Health
Eversmoking Bottle
Eyes of Minute Seeing
Goggles of Night
Iron Bands of Bilarro
Iron Flask (empty)
Javelin of Lightening
Keoghtom's Ointment (x5 doses)
Lantern of Revealing
Necklace of Fireballs (1 bead)
Oil of Slipperiness
Periapt of Proof vs. Poison
Potion of Storm Giant Strength
Sphere of Annihilation
Wind Fan

CHESTS:
4 Chests are evenly distributed around the map.
Chest 1: locked DC 20. 40 hp. Smash DC 20
- Potion of hill giant strength
- 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

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