Each side has a different objective. Defending Teams: Keep hold of the Prisoner. If you fail to keep hold of the Prisoner and he is freed, then you must slay him before he is brought to the enemy’s Hallow.

Rescuing Teams: Free the Prisoner, protect him from your enemies and deliver him safely back to your Hallow.

Victory Conditions

Defending Teams: The Defenders win if, at the end of the Match, the Prisoner is still inside their Hallow or he is dead. The Match ends immediately (with a victory for the Defenders) if the Prisoner dies.

Rescuing Teams: The Rescuers win if, at the end of the Match, the Prisoner is out of the Defenders’ Hallow and still alive. The Match ends immediately (with a victory for the Rescuers) if the Prisoner reaches the Rescuers’ Hallow.

Here’s the Twist!

1. One of the members of the Rescuing Team begins the Match imprisoned in the Defenders’ Hallow, which leaves the Rescuers outnumbered unless they can free him.

2. The Defenders know that a rescue attempt is going to be made, so they are not surprised by the attempted prison break.

Match Events

The Prison Hallow: An ovoid-shaped Hallow imprisons one character from the Rescuing team. The walls of the Prison Hallow prevent the Prisoner from seeing what is going on outside his confines. However, the imprisoned character can shout, bang on the Hallow’s walls and listen for any sounds outside the Hallow. A successful Perception check (no modifier) allows the Prisoner to hear any noises occurring just outside of his prison. Similarly, other characters can hear the Prisoner after making a successful Perception check (no modifier).

◆◆ Prison Wellbeing: The Prison Hallow is heavily defended against all intrusions, be they physical or magical. Therefore, the Prisoner is protected from all harm while held within it.

◆◆ Hallow Break: The Prison Hallow is opened by spending a move action to press a palm anywhere on the Hallow’s surface and willing it to open. The Prison Hallow can only be opened from the outside; there is no possibility of the Prisoner releasing himself. Nor can the Defenders free the Prisoner. Only the Rescuers can open the Prison Hallow. After the prison is opened, it disappears and cannot be re-closed or reestablished.

◆◆ Shackled: The Prison Hallow prevents the Prisoner from using any attacks, abilities, or spells while he is confined within it. This effect is removed the instant the Prison Hallow is opened.

◆◆ Hallow Shift: A Hallow Shift occurs when a Hallow becomes unreachable by mundane means (and at the GM’s discretion.) When a Hallow shifts, it will move to the nearest space that is accessible by all and can properly fit the Hallow. If the Prison Hallow shifts, it shifts its Prisoner safely along with it.

Match Rules

Opening the Prison: Only the Rescuers can open the Prison Hallow. The Prison Hallow is opened by spending a move action to press a palm anywhere on the Hallow’s surface and willing it to open. The Prison Hallow opens at the end of the opener’s turn.

Willed to Open: It takes a conscious effort of will to open the Prison Hallow. A Rescuer must be alive and conscious and able to concentrate in order to open the Hallow. If he cannot satisfy all of those conditions, then his hand being placed upon the Prison Hallow has no effect.

Oathbound: The Defenders are Oathbound not to touch or harm the Prison or the Prisoner until and unless he escapes his prison. Although once he leaves his prison, they can harm him to their hearts’ content. Fully equipped: The Match begins with the trapped Prisoner fully equipped and in good health.

Protected: The Prisoner is protected from all damage and effects while he is inside the Prison Hallow. Neither can the Prison Hallow be damaged or suffer effects. All spells cast directly at the Prison Hallow will be immediately dispelled.

Empty Prison: Once released, the prison disappears and thus the Defenders’ Hallow can then no longer serve any further use as a prison.

Match Setup

Match Length Minimum Team Members Maximum Teams Map Points
15, 20 2 4 0

◆◆ One side of the Conflict will be designated the “Defenders,” the other side will be designated the “Rescuers.”

◆◆ The GM assigns a Hallow to each Map End.

◆◆ The Defenders’ Hallow is ovoid in shape.

◆◆ The GM selects which character is the Prisoner and she then places the counter representing the Prisoner in the Defenders’ Hallow.

◆◆ The team with the highest Conflict Advantage roll notes the placement of their counters, or may elect to pass. The team with the lowest Conflict Advantage roll cannot elect to pass.

Law Suggestions (optional)

Fog of War: A misty vapor covers the field of battle, providing concealment and limiting vision.

Cantankerous Hallows: The Hallows are emanating bangs and buzzes so loud that when characters are more than 5’ away from each other, communication between the players of those characters is limited to hand gestures.


Hostages: Each side has one of their members trapped in the opposing side’s Hallow. Both sides now have the same Objective: to free their imprisoned comrade while preventing the opposing side from rescuing theirs. The Match ends if a Prisoner is freed and brought back to his home Hallow, with the rescuers winning the Match. If a Prisoner is killed, those who held him Prisoner immediately score a win. If the Match expires with neither of those things happening, then the Prison Hallows immediately disappear and the first team to slay the Prisoner they held is declared the winner.

Ring of Fire: The Rescuers are no longer outnumbered as they go to free the Prisoner – which means they will then outnumber the Defenders should they manage to free the Prisoner. However, the Defenders have 100 Map Points to use in the defense of the Prison Hallow. The Rescuers still have 0 Map Points.

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