Post by anton on Jun 7, 2007 22:13:46 GMT -8
So, folks, one of my sources brought me this flier... thought some of you crazy Akliceium folks might be interested.
This gypsy knows better than to head to a town that's inviting "delvers" to visit and practice thieving.
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The First Annual Mandrake’s Landing Tournament of Delvers
Persons of skill, daring, and cunning, sign up now for the first annual tournament of Delvers. With prizes kindly donated by Duchess Galithradien Thu-Quon of Osyrsian, this tournament seeks to test the engineering skills and cunning of the region’s most intrepid dungeon delvers.
The grand prize is magical sword with six castings of Damage Aura, rendered indestructible, good for two years, and spirit linked upon request. Second prize will be a ring enchanted with once per day ward, imprison, dispel magic, and wall of force, also rendered and good for one year. There is no guarantee about which prize you get, but if luck and skill are your friends, then you are a sure winner!
Rules of the Tournament
Contestants will be randomly matched with two other competitors, and will have to set a course for each opponent and disarm the course that opponent sets for them.
The course will be defined by marker ropes by the judge. The marker ropes represent dungeon walls, and contestants may not pass the walls at any time, nor, when setting the course, may they make it so that devices can only be accessed from behind the wall.
To set the course, the contestants may configure up to four traps. The traps must be minimum yield, but may be alarm, fire, explosive, acid, weapon, mechanical, or gas traps. While one trigger may detonate multiple traps, the detonation of one trap may not trigger another. The trapper will be given two eggs to place in the course, and the traps should be designed to prevent the opponent from safely retrieving the eggs. No magical barriers may be set in the course such as wards, walls of force, and the like. Contestants may use the provided four trap mechanisms, or they may provide their own (with the caveat that they must be able to demonstrate how their own mechanism is disarmed.) Contestants may gather any natural materials from the surrounding area while setting the course. If a trap goes off during setup, 5 minutes is added to the time. If an opponent misses a trap, then a slave will be sent through the course dragging a log. If the slave does not detonate the trap, 20 minutes are added to the time of the person who set the course.
To disarm a course, the contestant must first unlock the door to the course, the lock being provided by the judge. The contestant must then negotiate the course to the finish line. To negotiate the course, the contestant must disarm all five traps, retrieve the two eggs intact, and place them over the finish line. Each trap that goes off adds 10 minutes to the time. Each trap not addressed adds 20 minutes to the time. Each egg that is not safely placed across the finish line adds 20 minutes to the time. The contestant cannot use magic spells, scrolls, formal magics, or cantrips. Potions and alchemies are permitted. If the contestant leaves the course other than by the finish line, before the 25 minutes are elapsed, or if anyone else enters and tries to help, then the attempt will be considered done at that point and the full 25 minute time will be added to any penalties.
Each contestant is given 35 minutes to set up a course, and 25 minutes to disarm the course. If townspeople or intelligent foes interfere, then the course will be paused at the discretion of the judge. The judge will not pause the course for random incursions by local wildlife.
All rules are subject to the discretion and interpretation of the presiding tournament Judge. The Judge, also, may eject troublemakers from the contest at his or her sole discretion.
Bonus Time!
The Judge will have an item in his pocket. If the item is taken from the Judge without the Judge knowing who took it, the contestant who gives it back will be awarded a 30 minute deduction from their overall time.
There may be other ways to earn bonus time! Answer riddles, solve puzzles, show us your skills!
Prizes!
The first prize winner will randomly get either the magic sword or the ring.
The second prize winner will randomly get either the leftover the first prize winner didn’t get, or 20 gold, or scroll rental and castings for the creation of one magic item (you provide components)
The third prize winner will get to have a chance at the two leftovers from above, 15 gold, or 10 formal components.
Every contestant who doesn’t wash out of the tournament will get a prize! Yes, it’s entirely possible that the 6th place finisher ends up with the grand prize! A good delver knows that sometimes intuition is everything!
This gypsy knows better than to head to a town that's inviting "delvers" to visit and practice thieving.
----------------
The First Annual Mandrake’s Landing Tournament of Delvers
Persons of skill, daring, and cunning, sign up now for the first annual tournament of Delvers. With prizes kindly donated by Duchess Galithradien Thu-Quon of Osyrsian, this tournament seeks to test the engineering skills and cunning of the region’s most intrepid dungeon delvers.
The grand prize is magical sword with six castings of Damage Aura, rendered indestructible, good for two years, and spirit linked upon request. Second prize will be a ring enchanted with once per day ward, imprison, dispel magic, and wall of force, also rendered and good for one year. There is no guarantee about which prize you get, but if luck and skill are your friends, then you are a sure winner!
Rules of the Tournament
Contestants will be randomly matched with two other competitors, and will have to set a course for each opponent and disarm the course that opponent sets for them.
The course will be defined by marker ropes by the judge. The marker ropes represent dungeon walls, and contestants may not pass the walls at any time, nor, when setting the course, may they make it so that devices can only be accessed from behind the wall.
To set the course, the contestants may configure up to four traps. The traps must be minimum yield, but may be alarm, fire, explosive, acid, weapon, mechanical, or gas traps. While one trigger may detonate multiple traps, the detonation of one trap may not trigger another. The trapper will be given two eggs to place in the course, and the traps should be designed to prevent the opponent from safely retrieving the eggs. No magical barriers may be set in the course such as wards, walls of force, and the like. Contestants may use the provided four trap mechanisms, or they may provide their own (with the caveat that they must be able to demonstrate how their own mechanism is disarmed.) Contestants may gather any natural materials from the surrounding area while setting the course. If a trap goes off during setup, 5 minutes is added to the time. If an opponent misses a trap, then a slave will be sent through the course dragging a log. If the slave does not detonate the trap, 20 minutes are added to the time of the person who set the course.
To disarm a course, the contestant must first unlock the door to the course, the lock being provided by the judge. The contestant must then negotiate the course to the finish line. To negotiate the course, the contestant must disarm all five traps, retrieve the two eggs intact, and place them over the finish line. Each trap that goes off adds 10 minutes to the time. Each trap not addressed adds 20 minutes to the time. Each egg that is not safely placed across the finish line adds 20 minutes to the time. The contestant cannot use magic spells, scrolls, formal magics, or cantrips. Potions and alchemies are permitted. If the contestant leaves the course other than by the finish line, before the 25 minutes are elapsed, or if anyone else enters and tries to help, then the attempt will be considered done at that point and the full 25 minute time will be added to any penalties.
Each contestant is given 35 minutes to set up a course, and 25 minutes to disarm the course. If townspeople or intelligent foes interfere, then the course will be paused at the discretion of the judge. The judge will not pause the course for random incursions by local wildlife.
All rules are subject to the discretion and interpretation of the presiding tournament Judge. The Judge, also, may eject troublemakers from the contest at his or her sole discretion.
Bonus Time!
The Judge will have an item in his pocket. If the item is taken from the Judge without the Judge knowing who took it, the contestant who gives it back will be awarded a 30 minute deduction from their overall time.
There may be other ways to earn bonus time! Answer riddles, solve puzzles, show us your skills!
Prizes!
The first prize winner will randomly get either the magic sword or the ring.
The second prize winner will randomly get either the leftover the first prize winner didn’t get, or 20 gold, or scroll rental and castings for the creation of one magic item (you provide components)
The third prize winner will get to have a chance at the two leftovers from above, 15 gold, or 10 formal components.
Every contestant who doesn’t wash out of the tournament will get a prize! Yes, it’s entirely possible that the 6th place finisher ends up with the grand prize! A good delver knows that sometimes intuition is everything!