Battlegames

Cult Battle: Supply and demand

Game type: QUEST

Primary Objective: HARVEST Retrieve more coin/treasure tokens than the opposing team

Secondary Objective:

Teams: 2+

Lives: unlimited

Respawn: 60 seconds

Refresh: None

Players: 3+ per team

Equipment: Bins at bases and bins or chests of tokens

 

Description:

Quest hook Paladine:

Quest hook Takhisis:

NOTE: The Dark knight may not engage the monsters.

Two (or more) teams set up in an equidistant pattern around the edge of the field. Each team’s base has a bin or deposit point in front of it, and a bin or chest of treasure tokens should sit in the center of the field. The game works best with roughly two to three tokens available per player.

 

Players can grab treasure tokens from the center chest by carrying one in a free hand, and running it back to their deposit point or chest. Treasure can be retrieved from any opposing team’s deposit point as well after a CAPTURING 1 to 10 count.

 

The game ends after a predetermined time The team with the most tokens in their chest at the end of the time limit wins. If Paladine teams collect the most coins collectively, they gain An Angelic Hero.

 

Need 3 big bad monsters:

A Wyvern or Griffin has a crud ton of coin

A Pair of trolls  have Trinkets and Talismans

Fire Giant or fire elemental has a Flame Blade

 

 

Cult Battle: Rescue Black Robe wizards

 

Primary Objective: RESCUE

Secondary Objective: CARAVAN

Secondary Objective:

Time Limit: 45 Minutes Death Count: 60 Seconds

Refresh: 10 minutes and 20 minutes 30 minutes

Aggressor: Cultists of Takhisis       Defender: Followers of Paladine

 

Objectives:
It is the Cultist’s goal to RESCUE [POW]s held by the forces of Paladine. This will earn them 10-points per RESCUE.
It is the goal of the Followers of Paladine to transport the Prisoners to a more secure location. This will earn them 10-points per CARAVAN transported [POW]

 

GAME NOTES / OTHER INFORMATION:

Quest hook Paladine: We must move the prisoners that attacked our village to a more secure location. We take our prisoners to Vingarde keep to their trial to receive justice for their evil deeds. By Kiri-Jolith we must succeed. May Paladine Light our path.

Quest hook Takhisis: We go to rescue our wrongly imprisoned brethren from the mindless knights of Solamnia. We must rescue the Darklord and his men! May the darkness sustain us!
RULES:10% of the cultists should be designated as victims. At least ⅓ of the victims should be casters that chose to follow the Cult of Takhisis. Victim’s are [POW]’s. When [POW]’s reach the cultist’s scoring area, the [POW] tag is removed and they enter the game as their full class.
There will be multiple caravan’s sent out at 5 minute intervals. Divide the Prisoners by the table below:

Time

POW

[POW]: A RESCUE player with the [POW] tag is affected as

follows:

  • Instead of being killed, the player is immediately healed of all wounds and STUNNED for 60 seconds.This state may not be removed by any other means.

  • While stunned, may be directed by an enemy player to WALK in any direction by placing an empty hand on the POW’s shoulder.

  • Gains immunity to INSUBSTANTIAL and FROZEN states.

  • Upon returning to the scoring area, loses the [POW] tag and becomes a standard class.

  • May utilize any melee weapons / shields given to them by their rescuers.

00:00

20%

05:00

20%

10:00

15%

15:00

10%

20:00

10%

25:00

5%

30:00

5%

 

  • [POW]s enter the game stunned. [POW]s May attempt escape while not stunned. [POW]s may run.

  • 65% of the [POW]s will be on the field at the 15 minute mark.

  • The last two sets of [POW]s should be staffed by NPCs or volunteer players.

  • The mechanics balance this game against the Cultists. If tuning is required, the Reeve may allow “reinforcements” for the cultists by releasing [POW]s where needed. The Reeve may also adjust the Objective point values where necessary.

 

 

 

Cult Battle: Dragon Temple

Game Type: FULL CLASS

Primary Objective: LARCENY

Secondary Objective: SAFEGUARD

Secondary Objective: CONQUER

Lives: Unlimited Time Limit: 60 Minutes Death Count: 60 Seconds

Aggressor: Cultists of Takhisis     Defender: Followers of Paladine
Refresh 10, 20, 30, 40, 50 minutes

 

Objectives:

  • LARCENY: The Cultists goal is to return as many dragon orbs as possible to their base.

  • SAFEGUARD: Knights of Paladine are preventing the capture of the Dragon orbs.

  • CONQUER: Killing wandering monsters and holding their territory inflicts Impaired vision on enemy team for 30 seconds. Monster available once per refresh. Minotaur if possible.
     

GAME NOTES / OTHER INFORMATION:

Quest hook Paladine: While we pursued the artifacts to increase our power, the Order of the sword occupied the Dragon Temple! We are thankful the General had the wisdom to take this strategic point. We have been summoned to reinforce the temple. Our scouts report that an attack on the temple is imminent. We must not let the temple fall into the hands of the cult. We know not what power they can gain from their temple!

Quest hook Takhisis: How dare the knights take OUR temple! We cannot stand for this! We must attack now! Bring all we can! Build siege weapons if we have to! The blessing from the temple is critical to our success and to empowering our champion! THEY WILL FEEL THE WRATH OF TAKHISIS!

  • A castle with a main gate and a sally port is required. Size dependent on wall count.

  • Sally port is exit only.

  • Cultists get a Trebuchet

  • Wall and gate sections drop with 5 siege shots.

 

 

Forging the Dragonlance

Game Type:

Primary Objective: Forge and Capture the Dragonlance

Secondary Objective: KILL WITH PROJECTILE or “Pincushion”

Secondary Objective: KILL PLAYER IN TERRAIN

Lives: Unlimited Time Limit: 45 Minutes Death Count: 30 Seconds

Aggressor: Followers of Paladine      Defender: Cultists of Takhisis

 

Objectives:

  • Successfully forging the lance is worth 150 points.

  • TERRAIN and PROJECTILE kills are worth 1-point each.
     

GAME NOTES / OTHER INFORMATION:

Quest hook Paladine:We have learned that the cultists will Summons Takhisis within a fortnight. We return to the Holy Mountain, Reorx’s anvil, to Forge the Dragonlance. May Paladine grant us wisdom and protection as we perform his work!

Quest hook Takhisis: Our scouts report that the knights are on the move, we must stop them from gaining more power from their Gods. Go in the strength of our Lady!

  • The forces of Paladine seek the the Dragonlance

  • The flag is a 10 foot area. Where in at least two players must execute a FORGING 1 to 60 count

  • Once forged the Dragonlance is considered HEAVY[2] and has all of it’s right up abilities. It can be wielded in melee.

  • The battle is complete when the Dragonlance reaches the attacking teams base.

 

 

Relic Quest: Rod of Solinari

Game Type: FULL CLASS

Primary Objective: COMPLETE SPIRIT SCHOOL INCANTATIONS IN SCORING ZONE

Secondary Objective: KILL SPELLCASTER

Secondary Objective: KILL PLAYER IN TERRAIN

Lives: Unlimited Time Limit: 45 Minutes Death Count: 60 Seconds

Aggressor: Followers of Paladine     Defender: Cultists of Takhisis
Refresh 10, 20, 30 and 40 minutes

 

Objectives:

  • Charge the Staff of Solinari by completing ANY spirit magic incantation within the scoring zone. Charges required are the number of players divided by 2.

  • Killing players in terrain grants 1 point.

  • Killing spellcasters grants 1 point.
     

GAME NOTES / OTHER INFORMATION:

Quest hook Paladine: These cultists are proving more difficult to handle! We must charge and retrieve the Rod of Solinari. This Rod will bring healing and strength to our numbers. May our faith in Solinari see us victorious!

Quest hook Takhisis: The Fools of Paladine seek to balance out the powers of our Darklord! We Must stop them from obtaining the Rod Of Solinari. May the darkenss of Nuitari empower or assault!

  • The forces of Paladine seek the Staff of Solinari

  • Deep Water requires players to WALK. Additionally, all players that enter the terrain are considered FRAGILE and any player with 3 or more points of armor drowns (is killed).

 

 

Relic Quest: Shield of Habakkuk

Game Type: QUEST

Primary Objective: PUZZLES

Secondary Objective: KILL UNDEAD

Secondary Objective: KILL OTHER TEAM or “Slaughter”

Lives: Life pool 100 Time Limit: 45 Minutes Death Count: 60 Seconds

Aggressor: Followers of Paladine     Defender: Cultists of Takhisis
 

Objectives:

  • Clear the area of Undead and cultists

  • Solve the puzzles to find Habakkuk’s shield

GAME NOTES / OTHER INFORMATION:

Quest hook Paladine: “Knight’s of Paladine our scouts have reported that Darklord Leo is in the area seeking the shield of Habakkuk. Suppress his squad and solve the mystery of the Phoenix before you are overwhelmed. The Shield of Habakkuk must not fall into the enemy’s hands. The shield is said to protect the wielder and those around them from attack on command. May Habakkuk’s light smite the evil and guide our paths.”


Quest hook Takhisis: “ Followers of the Dark Mistress! With our new found power we must press our advantage to find the shield of Habakkuk. We need this to strengthen our Queen’s army. The shield is said to protect the wielder and those around them from attack on command. May the Mistress guide us!”

 

  • We need as many undead monsters as possible. The Darklord is here seeking the Shield as well.

  • Banshee, Ghost, Ghoul, Skeleton, Mummy, Vampire, zombie, and Giant Spider are suggested.

  • Cipher Library scroll is found  in the discarded bag near the entrance of the chamber.

  • In the Chamber, the puzzle master will challenge seekers of the shield.

  • Passphrase is presented as a coded message

  • Must solve the riddle below for the Decryption key:
    Like a Phoenix
    Set right within a wood, you see
    An army group with energy.
    Addendum in the heart may be
    Guffawing inappropriately.
    Behold! O sad remains the key

  • Use the key to decode the message using the Cipher library scroll.

  • Deliver the decrypted answer to the puzzle master.

 

 

Relic Quest: Sword of Justice

Game Type: MILITIA

Primary Objective: LARCENY

Secondary Objective: KILL WITH PROJECTILE or “Pincushion”

Secondary Objective:

Lives: Unlimited Time Limit: 45 Minutes Death Count: 30 Seconds

Aggressor: Followers of Paladine      Defender: Cultists of Takhisis

 

Objectives: Capture the Sword of Justice. Kill enemy players with Projectiles.

10 points per sword capture. 1 point per pincushion kill. Play does not stop once captured. After captured, cultists can try to recapture it for points until the time runs out.
 

GAME NOTES / OTHER INFORMATION:

Quest hook Paladine: The foul cultists have evaded justice for long enough! We go to the Holy Mountain, Reorx’s anvil, to retrieve the sword of justice. May retribution visit our enemies!

Quest hook Takhisis: Our scouts report that the knights are on the move, we must stop them from gaining more power from their Gods. Go in the strength of our Lady!

  • The forces of Paladine seek the Sword of Kiri-Jolith known as the Sword of Justice

  • Sword carrier is volatile. Any strike legal contact to carrier or their equipment results in death.

  • The pass is rocky and “Rocks” can be found along it’s floor.

 

Helga Ball Guidelines (SCA Atenveldt Style)

Team Composition

  1. There shall be 2 ‘ladies only’ (if gentlemen adhere to the ladies dress code they may play (this is a special Salt War rule) teams of 5 or 6 players, including an appointed goal keeper.

  2. Players must be 18 years or older.

  3. One team shall be called Helga’s, and on team shall be call Olga’s.

  4. Viking garb is encouraged, but not required. A dress or large tunic or apron is encouraged for scooping the Cabbage.

  5. Players are encouraged to wear do-rags, heavy shoes/boots, and to wear knee/elbow pads.

Officiating/Team Support

  1. Gentlemen may not play Helga Ball (they might get hurt), but may serve as Officials or Team Support (refreshment staff, towel bearers, etc.)

  2. There shall be 1 Referee for each side authorized to make decisions related to scoring, and rules of the game.

  3. All play shall stop when the Referee calls ‘HOLD”.

  4. The Referees may banish a player to a Penalty box for any reason, and for any length of time.

  5. Gentlemen can be designated as a goal post.

Field Setup

  1. Field is square, 25 yards by 25 yards (suggested size).

  2. Two goals are located on the end line at opposite sides of the field.

  3. Two gentlemen shall serve as stationary goal posts for each goal.

  4. The 4 corners of the field, the end lines where goals are positioned, and a centerline must be marked for play.

Cabbages

  1. Up to three heads of cabbage may be used per game.

  2. Cabbage should be compact and aged (sitting in a frost-free fridge for a couple of weeks helps.)

  3. If a cabbage breaks up, play shall continue with the biggest remaining hunk unless/until the Referee calls hold and restarts play with a replacement cabbage.

Objective of the Game/Scoring Points

  1. Points are scored by getting a cabbage through/past your opponent’s goalposts. Each score equals one point.

  2. Goalposts shall signal a ‘score’ by raising one arm and yelling either ‘Helga Ball!!’ or ‘Olga Ball!!’ to identify the scoring team. When goalposts disagree about a score, the Referee shall decide.

  3. Play shall continue until 15 minutes have elapsed (omitting HOLDS), or 3 cabbages have been used, whichever is first.

  4. The team with the most points at the end of play wins the game.

Rules of Play

  1. The game shall be started with a kickoff at center line.

  2. A kickoff at the center line shall follow each goal scored.

  3. If the cabbage goes out of bounds, or whenever directed by the Referee, play will be restarted by rolling the cabbage into play from a sideline.

  4. Players may kick or dribble the cabbage with their feet.

  5. Players may scoop the cabbage up in a skirt, apron, or do-rag, and move the cabbage on the field, but may not touch the cabbage with their hands or use hands to pick up the cabbage (Even Under Clothing).

  6. Passing is allowed by kicking the cabbage to another player, or throwing the cabbage from a skirt, apron, or do-rag to another player’s skirt, apron, or do-rag (without touching the cabbage with hands.).

  7. Hold shall be called anytime the cabbage is touched by a player’s hand, the cabbage is out of sight of the referee for more than 10 seconds, or the cabbage is held stationary by one or more player’s for more than 10 seconds. Play shall then be restarted by rolling the cabbage into play from the sidelines.

  8. Tackling is not allowed, but ‘hugs’ (individual and group) are allowed.

  9. Rules may be changed or added at any time if approved by the Referee.