Session #11

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Title: Graduation Day
System: Dungeons & Dragons: Third Edition
Style: FCS Gaming League - Mass Melee (Bonus Game)
Date: June 29, 2002 - Saturday
Time:  
Game Date/Time: 1 July 152 P.A.
Game Master: Christopher J. Ford
Location:

Flights of Fantasy Books, Games, & Accessories
488 Albany-Shaker Road, Loudonville NY 12211
(518)435-9337

 

The Situation

It was time for the apprentices of the Academies of Sorcery, Wizardry, and Archery to graduate from their third year. It is tradition for the best of these graduates to participate in the Grand Missile Challenge. At least four teams participate in this long honored combat. One from each Academy and one of King Valor's choosing try for the coveted prizes; first place being worth 30,000gp.

                              Traditionally, King Valor allows an ally to field a team on his behalf. It has proven to be a powerful negotiating tool. But this year was different. This year trouble was expected and the King needed his most experienced champions on hand.

                              When the Academy of Wizardry was disbanded during the Awakening Wars, it stopped sending teams to the Challenge. The wizards feared for the safety of their students. The bounties on wizards are still in effect in most territories and the journey would present undue peril. A day before the competition, the King received word to expect five of the brightest wizards that their Academy had ever seen. The Academy of Sorcery had sent word that it will also front five of its students. And the Academy of Archery would be sending five of its own. Intelligence reports received by the king pointed at several factions of bounty hunters converging on the territory and a new pro-wizardry group that intended to attend the competition.

                              This event is a cornerstone for the culture of this area and Valor could not allow it to become a bloody memory for the next ten generations. The mission assigned to the teams was to join the competition on behalf of King Valor and thwart any attempt to undermine it. The rules were very strict however, if they joined the Challenge, they were to play to win. Anything else would result in disqualification. Here are the rules as they were related:

  1. All challengers take up positions around a circular field.
  2. Each challenger is given a 15' square area from which they may not leave. To do so means disqualification.
  3. The field is magicked so that all damage is subdual. Anyone trying to overcome that magic is disqualified. This includes verbally declaring an attack as non-subdual.
  4. Each participant uses an arrow attack to try to take down the other players. For the purposes of this challenge, an arrow attack includes any magical or physical attack that simulates an arrow or small projectile. Valid examples: arrows, darts, magic missile, flame arrow, acid arrow, shuriken. Invalid examples: javelin, fireball, alchemists fire, ray of enfeeblement, sonic orb.
  5. Everyone is considered an opponent except for the two safe positions. The area directly to your left and right are considered "safe". You may not attack them. To do so means disqualification. While this is a competition of individuals, tradition states that your first attack be against a member of another team. This is enforced by gaining the team a measure of respect if more than one of them stand when all other teams are dismissed from the field.
  6. Archers may use only non-magical bows and arrows.
  7. Archers capable of imbuing their weapons with magic are allowed to do so as long as the magic is not lethal or intended to overcome the subdual standard.
  8. Challengers may take any defensive means they feel necessary to defend themselves with some exceptions. Magic and armor may be used for defensive means, but healing is not permitted until after the event. You may only affect your 15' square area. For example, you can create a wall of stone 15' wide in front of you, but you cannot create a 30' wide wall of stone. Similarly, walls of fog, cloudkill, and the like would not be allowed. Only the field guardian may cast spells affecting multiple opponents and the field at the same time.
  9. Magic can be applied during the tournament, but not before.
  10. Any player that places themselves in a position where they cannot attack another player for 3 consecutive rounds is disqualified.
  11. During the melee, the field guardian will engage certain "hazards", to challenge the competitors and set them off balance. There are a few new challenges every year. Some favorites that usually return are the pillars, the maelstrom, and the dreaded swarm of flies.
  12. In the end, the last one with hit points wins. In times past, an epic tale informs of one such challenge where the last two standing took each other out at the same time setting precedent for a Challenge without a winner.
  13. And one more rule: No one save the field guardian may interfere. To do so is a violation of law and tradition.

                              King Valor was unsure if the threat would come from the challengers or the visitors. But the Challenge is considered neutral ground by tradition and even the ban on wizards may not override that. He would have peace or he would have the violators dealt with.

 

The Result

  1. Thunder
    Players: Julia McGinnis & Jennifer Sternfeld
    Whisper (Human Ranger 13) and Delde (Half-orc Sorcerer 8) took a two prong approach. While Delde scoped out the grounds and patrolled the area, Whisper took part in the competition. It was touch and go for a while. But in the end it was Whisper who stood victorious with a somewhat shocked appearance as the most experienced archer she had seen in quite a while just seemed to run out of ammunition and disqualify himself. Meanwhile, the food vendors faced an attack of food poisoning along with several visitors. And a prophetic preacher against magic and his cronies were arrested for causing a disturbance thanks to Delde and the other teams. Thunder was awarded the win for the session and 30,100gp from the competition. Thunder survives to adventure again.

  2.                              

  3. Death from Afar
    Player: Jon Sternfeld
    Tharivol Liaden (Elf Fighter 6 / Wizard 1 / Arcane Archer 10 / Deepwoods Sniper 1) will have something to place on his list of "never do that again". Standing as one of the last two competitors, he found himself out of ammunition and disqualified from the event for being unable to attack for 3 consecutive rounds. Meanwhile Sargen of Hornwood (Human Rogue 5) helped patrol the grounds and aided the vendors when they fell ill as well as assisting in the capture of local purists against magic. Death From Afar survives to adventure again.

  4.                              

  5. Code Red
    Player: Alain Ackerman
    Louen (Human Monk 5) was a fascinating entry this year. Entering with shuriken, and only a few at that, he attempted to . . . do something. He was quickly eliminated from the competition. Meanwhile, Darren (Human Fighter x / Master Swordsman 15 - x) patrolled the grounds and assisted in the capture of the local purists. Code Red survives to adventure again.

                              Please note that as a "Bonus" event, no ring key was awarded at this adventure. However, the "win" awarded to team Thunder may be used to enter the Championship. This event also counted toward the three sessions needed for admittance via the wildcard slots.