Insurrection

Objectives

Slay more of the monsters assigned to your team than any other team does of theirs.

Victory Conditions

At the end of the Match, the dead monsters will be counted and sorted based on the team to which they belonged. It doesn’t matter who slew the monster; if the monster is dead, the team it was assigned to scores a
victory point. The team with the most kills wins. However, a team that has suffered a Total Party Kill cannot win the Match.

Here’s the Twist!

1. No barrier or restriction prevents a character from crossing the map and aiding the opposing team’s monsters, such as by healing them or making them stronger, faster or tougher via magic. Teams are allowed and encouraged to hinder the opposing team’s ability to slay their assigned monsters in any way they see fit.

2. The monsters will be fighting back too. Thus, a team will have to keep themselves from being slain by the monsters they are trying to kill, while all the while fighting off any attempted incursions by enemy team members.

Match Events

Monster Markings: The monsters of the Match have all had their torsos and any equipment on their torsos magically dyed to the color of their assigned team. These colors display across the entirety of the chest and back areas, whether those areas are feather, fur, skin, scale, or armor, or a combination of the above. The dye is unremovable. The colors are displayed prominently enough that a monster’s color is immediately discernible the moment it is seen. A roll is never needed to discern what color a monster is displaying, unless a monster has been disguised in some way. The default colors are blue and red for a Match with two teams. If a third team is involved, their default color is yellow. And the fourth team’s default color is white.

Insurrection: At the beginning of every other round after the first (the 3rd, 5th, 7th, etc), a new monster appears for every team that is still in the Match. The monster appears before any actions are taken (unless
the GM rules otherwise) and the monster’s appearance does not provoke Attacks of Opportunity. Monsters are active and aware from the moment they appear on the map. There is no sound or visual cue attached to a monster’s appearance – the monsters simply appear in a Hallow. Each monster appears randomly at either the central Hallow or the Hallow of the team assigned to kill it. A simple fifty-fifty die roll (made by the GM) determines which of those two locations the monster will appear in. This roll is made separately for each monster.

Match Setup

Match Length Minimum Team Members Maximum Teams Map Points
10, 15, 20 2 4 0

Monster Kill Count: Each team will be awarded one kill for every monster of their assigned color that is slain, whether they are the ones who slew it or not.

Announced Count: The GM must announce all teams’ current kill count at the start of every round.

First Wave: Each team will have an initial group of monsters assigned to it. The number of monsters appearing in each of the monster groups will be equal to the number of members on a team. Ex: If each team has 3 characters on it, then each monster group will have 3 monsters in it.

Challenge Rating: The CR of the chosen monster will be approximately equal to 1/3 of the Match Level.

Monsters Rise First: Monsters appear at the very beginning of the round, before anything else happens, unless the GM should rule otherwise.

Tied Matches: If a Match ends in a tie, then the Match enters Sudden Death. Each tying team immediately has one additional monster appear and the tied teams fight on for one more round. If the Match remains
unresolved at the end of that additional round, then another monster appears for each tying team and the Match is extended for a second additional round. And so on, until the Match is resolved.

Match Setup

◆◆ The GM notes down the Match Level, as the Match Level will be used as a variable during the Match.

◆◆ The GM secretly chooses what monster will be used in the Match, writing it down on a piece of paper.

◆◆ The chosen monster is kept from the players until after they have finished prepping their characters for the Match.

◆◆ Any players with characters that have special abilities against specific monsters (such as a Rangers’ favored enemy ability) choose the monsters that their abilities are devoted to before the monster is announced. They then record this information on their Passcards.

◆◆ Once the players have finished prepping their characters and all special abilities against specific monsters have been recorded, the GM reveals the monster she wrote down.

◆◆ The GM places a Hallow at the center of the map. She also assigns one Hallow to each Map End.

◆◆ Players form into evenly-numbered teams.

◆◆ 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 elect to pass.

◆◆ The GM places the monsters. The same number of monsters will be placed for each team and a team’s monsters will be placed within that team’s Map End or at the center of the map.

Law Suggestions (optional)

Deadly Force: All physical damage does one higher die of damage and one more multiplier of critical.

Dead Lands: The Match is set in dead lands – a place where all magic fails to work.

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

Ley Line: The effects of magic are increased, causing all spells to be cast as if they were under the effects of the Empower Spell and Heighten Spell metamagic feats.

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

Variants

Zombie Survival Night: Zombies are the chosen monster and they will be appearing every single round. The number of zombies that appear every round for each team is equal to ½ the Match Level (rounded up) + the number of members on a team. Ex: In a Level 5 Match with teams of three characters each, 6 zombies will appear for each team every round. The team with the most members alive at the end of the Match, wins. Good Luck!

the Intelligent gang : A small group of tactically intelligent humanoids or monstrous humanoids, such as dark elves or hobgoblins, are the chosen monsters. The monsters are fully aware that the teams are coming for them and are prepared to defend themselves. The monsters will likely join forces to improve their chances. The Challenge Rating of the clever monsters should still be roughly equal to 1/3 the Match Level, and the number of monsters in each group should be about the same as the number of characters on each team.

Here There Be Giants: Instead of facing groups of monsters, each team is assigned one very difficult monster – typically a monster of a CR roughly equal to 1.5 x the Match Level. The first team to kill their monster wins the Match. If none of the monsters are dead by the time the Match ends, the team whose monster has the fewest hit points left wins.

Cherry Picking: Monsters are not assigned to teams. A team can score a victory point by landing the killing blow on any monster.

Cowardly Critters: Instead of fighting, the monsters run away and try to hide and they will take their first available action to do so. These monsters will only fight if they are cornered and have no way of escaping without provoking Attacks of Opportunity. The chosen monster will be of a type that has the skill and capability to flee and hide.

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