Brother S Keeper
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Objectives

Slay all opposing characters.

Victory Conditions

The last team standing, wins.

Here’s the Twist!

1. Each team will have exactly two members – no more, no less.
2. Each team of two shares a pair of rings that allows them to communicate telepathically, absorb some of the other’s damage, swap places and even to bring the other back from the dead.
3. A character who has been killed can be brought back to life if his Brother avenges his death within 3 rounds.

Match Events

The Rings of Brotherhood: Modeled loosely after the friend shield rings, the Rings of Brotherhood are designed to protect partners in times of war. These rings always come in pairs. A Brotherhood Ring without its mate is useless. The ring’s abilities have no range limitations, but both partners must be on the same Plane for them to work. The effects of a ring can be dispelled, but the rings themselves are completely immune to all forms of attack, physical or magical. The rings grant the ringbearers the following abilities:

Shielded: The wearer of a Brotherhood Ring can, once per Match, as an immediate action, cause his ring to cast shield other on a character wearing the paired ring. Treat this ability just as the shield other spell as cast by a 4th level cleric, but with the duration being only 1d4 rounds and the ring-bearer’s partner as the only valid target. Paired rings do not share spells, so each ring can invoke this ability once per Match. The casting is a Match Event, so it cannot be prevented. However, the manifested shield can be dispelled by normal means. This does not provoke an Attack of Opportunity.

Exchangeable: The wearer of a Brotherhood Ring can, once per Match, as a move action, cast king’s castle on the character wearing the paired ring. Treat this ability just as the king’s castle spell as cast
by a 14th level Paladin. Each character can use this ability once per Match. The use of this ability does provoke an attack of opportunity by the caster.

Heard: Once a Brotherhood Ring is put on, the ring casts a constant message spell on the character wearing the paired ring, which effect lasts for as long as the ring is worn. The invocation of the message
spell is a Match Event, so it cannot be prevented or dispelled.

Avenging: Once per Match, each ring can summon the Hand of Banishment to return a fallen Brother to life. If one of the Brothers falls below 0 Hit Points, he can return to life if his teammate brings an opponent below 0 Hit Points within 3 rounds of his fall. Any spells or effects that were cast on the fallen character are not restored upon his return to life. This includes his own spell effects. On the round after his death is Avenged, on the returning character’s initiative, the Hand of Banishment returns the character fully standing, ready to take action, at 50% of his full hit points. The player can choose to have his fallen character restored to the same
square in which he fell, or any of the adjacent squares.

Match Rules

Instant Banishment: Whenever an enemy is slain by a character wearing a Brotherhood Ring, the ring performs the Ritual of Banishment as an immediate action.

Removed Rings: If the ring of the fallen character is removed, it does not stop the Avenging ability, as the power has already been invoked and it is the live partner’s ring that summons the Hand of Banishment.

Avenging Countdown: The three-round countdown in which the fallen character’s Brother can Avenge him begins on the surviving Brother’s next turn and finishes at the end of the surviving Brother’s turn three rounds later.

Tied Matches: If more than one team still survives at the end of the Match, the team with the most surviving team members wins. If that, too, happens to be a tie, the GM may rule that the Match will be extended
for 5 rounds, or may rule that the Match enters Sudden Death. If the Match enters Sudden Death, then the tied teams fight on and the next team to slay an enemy is declared the winner.

Match Setup

Match Length Minimum Team Members Maximum Teams Map Points
15, 20 2 4 100

◆◆ Players form into teams of two.
◆◆ All combatants begin the Match wearing one ring from a Rings of the Brotherhood set. The ring takes up the ring magic item slot for that hand.
◆◆ The team with the highest Conflict Advantage roll chooses their Map End and notes the placement of their counters, or may elect to pass. The team with the lowest Conflict Advantage roll cannot pass.

Law Suggestions (optional)

Hot Footed: For the first two rounds of the Conflict, all characters are under the effects of haste.

No Sidekicks: Prohibits the use of bonded animals and summoned creatures.

Variants

Manacled: The Rings of the Brotherhood are instead manacles joining each pair of teammates at the wrist. The manacles bestow all of the abilities of Brotherhood Rings, but the manacles cannot be removed and they also impose a dimensional anchor effect on those who are bound in them, while also magically preventing the characters from moving more than 20’ apart. There is no visible chain linking the two, only a magical force that cannot be broken through any means.

Beheadings: One member of each team begins the Conflict with a limited-use vorpal sword and his partner receives a masterwork longsword that is visually indistinguishable from its vorpal brother. Once and only once, the holder of the vorpal sword can make use of the weapon’s decapitation ability. Other than its charged ability, the weapon is treated as a masterwork longsword. Once used to decapitate, the weapon becomes a normal masterwork longsword.

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